@fading path When Pixel Streaming on 4.27 + Linux we're seeing significantly higher CPU usage (250%) in the browser vs 4.25 at the same framerate. We've noticed that in 4.27, the bitrate received by the browser is constant, regardless of framerate. We set PixelStreamingEncoderRateControl=VBR and saw the bitrate return to normal (4.25) levels and a significant reduction in CPU usage.
My guess is that with CBR, the client is enabling FillerData and sending junk to maintain a constant bitrate.
What benefit does this provide and what are we missing if we use VBR?
If you can point me to any documentation or details that would be appreciated.
#ue4-general
1 messages · Page 1064 of 1
@frail crypt could you please open a UDN ticket for this so it can be investigated on the Epic side?
Sure
anyone know if there is a performance impact of having raytracing turned on only for using gpu lightmass?, with r.RayTracing.ForceAllRayTracingEffects=0
Does pixel streaming open a client of the game for each player or can they all stream from one client?
i'm wondering if its possible to have something like a 200 player fps match on one pixelstreaming host, streaming video to 200 connect players without using any tcp data transfering for individual game units/effects? Since one client is running the entire game and has no need to send movement data to 199 other clients. Instead 1 client just creates the pixelstream video for each connected players camera and accepts their keyboard/mouse input?
In this tutorial, we are going to make a Parachute of Battle Royale game.
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This tutorial, I would like to share with u, contains a kind description of making the real fps parachute with UE4
And sure the time is a bit longer than the usual tutorials, but you bet it look the same
want some feedback 🙂
New player here, feel free to dm me any good resources for unreal, or just wanna talk Gamedev 🙂 🐸
Hey guys
I was wondering how can u create a blocking volume like this (it takes the shape so precise) tried googling and digging my self in mesh and view port settings and blocking volume either i missed it or it is done differently
If I want to make a cutscene while fighting like when a character make ultimate move, I should be using Sequencer, right??
But can I make it interactable like when I press correct or wrong button and the animation will change according to button I have pressed?
is it possible to bake lightmaps with tay trace, light propagation volume / dynamic gi?
or? is that only used to visualize in realtime in the editor?
Assertion failed: !bIsInitialized [File:D:/build/++Portal/Sync/Portal/Source/Programs/EpicGamesLauncher/Layers/DataAccess/Private/Analytics/CommunityPortalAnalytics.cpp] [Line: 183] FCommunityPortalAnalyticsAnalytics::Initialize called more than once.
anyone met this error after install UE from Launcher?
how can i split/break a map/dictionary variable?
hi guys so i followed a tutorial on the day and night cycle and i just cant change sun height
the code doesnt work because the sun height is stuck at 1
i followed matt asplands vid
plz help
HI alll,
what is the best way to make dlc system for characters.
uncheck the colors depend on sun height check box, refresh material and try again
Hello, New to Unreal engine 4, how realistic is it to learn to use UE4, learn C++ syntax and then make a 2D game. All of this being done within 6 months. If I want to mainly rely on C++ and minimize use of blueprints.
hi, im pretty new to unreal engine and planning on making a rpg game, i want to make a VERY big map but not sure what the best way to do it would be
dynamically load and unload areas, by using trigger boxes and the load level command
then when thay cross the threshold trigger the level swap
so should i model the terrain in chunks?
do you know if i shoudl do the landscape in ue4 or import it from another program
ok i will need to learn how to do that
ok good luck
@plush yew Read up on:
https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelStreaming/
hm
Hey does anybody know how I can get a good lighting setup for a product turntable, such as with a HDRI [I'm from a viz background, HDRI is usually what I'd use] without having that HDRI show up in the background? I want some physically accurate lighting information with a plain colour or gradient background.
[+Using Ray Tracing I'll add]
lol ive never done a devlog but i do edit videos (wink wink)
nice
i'm poor
i would hire
i do it for free
i know what you mean but i really dont need anything
do you do tutorials?
if you send me footag ei can edit it
cool thanky
ou
how should i ggo about this
just record me explaining stuf while doing the parkoor in there
pulls hair how the frick do i export a frickin library of instanced materials & master material without references breaking
From one project into another
Are you just trying to move them to a different location?
im trying to reuse a asset from one project and move it into another,
But the materials break, because original project using instances
Does it work if you duplicate the asset and export that one?
Left original project, right imported... broken references
well it still uses instanced material does it not?
Tried migrating, same issue. Tried copying the content folder, still a nope
You're right, im of no help here im afraid 😒
i mean, im sorry if its a cheap workaround ( as in like, copying from other projects ) , i want to experiment with raytracing in my personal project, but needed furniture from a UE4 public project, archviz one...
☠️ aeeee
anyone please help Lmao xD
with this solution,
How does one set each "material instance parent" and where 🥲 please
If you're trying to just copy the nodes you can just select all and copy + paste like you would with something els.e
ctrl c + ctrl v that is
inside the instance
ok thankss
uuuhm ok where 😆
...the field that says "Parent"?
ok i set the master .... but the textures are missing hahahah
is isnt working
I mean, migrating materials should not have any issues with incorrect parents, or missing textures
if there's funny stuff going on, it's likely user-error
a nice way of saying yall messed up
try doing it 😏
im using 4.27.0
And you have one master material and tons of instanced materials?
👀 ?
ill try migrating again
I've been working with this engine for years - I've migrated all sorts of things
if you migrate from one content folder to another, it should be clean every time
ill keep trying good sir
if i cast to my player characcter and set it to a variable will it automaticly update?
also does that make sense?
If you mean that you create a variable that is a reference to the player, then yes 🙂
ok thank you
Hi guys, my office PC needs a graphic card update and I wanted to ask for advice regarding nvidia / amd. I’ve done a little research and it seems that during its development, UE was optimised for Nvidia but lately it has opened up a bit more for AMD. With the craziness this past year about nvidia cards it’s quite expensive and hard to buy one so I was considering AMD.
Any advice?
PS: the designated task for the pc is 3D modelling, heavy rendering, azure Kinect rtx connect content edition, video edition and rendering and such, currently most of the work is done in 3dmax but the goal is to move on to UE.
(Hopefully this is the right channel to ask)
hi, not sure where best to ask this... i've encountered a weird problem after moving from 4.25 to 4.27 with the mobile touch controllers / joystick thingys. in 4.27 they seem totally binary - can move in a direction or rotate only a specific speed, cannot alter rate by touching closer to center or further out for example. Not finding anything on Google for it - anyone offer any assistance at all?
Is it possible to create a base vector that has an alpha channel and doesn't display the Base Color?
When I try it it just stays black.
I need basecolor to be invisible
I use a masked blendmode
can UEAssets no longer be imported into 4.26?
if you don't have any parts for the PC yet, I'd recommend buying a pre-built with an Nvidia RTX graphics card if you have enough money. Pre-builts are the way to go if you want an Nvidia graphics card which is recommended when working with Unreal. I'd go with an Nvidia graphics card and an AMD CPU because AMD generally has more bang for the buck CPU's.
If your budget is around 1000-2000 GBP I'd go for an RTX 3070/3080 and an AMD Ryzen 7 5800x.
and i just realised that i am a total dumbass
you just need a graphics card update
in that case id go for a 3080 as long as you have a good enough cpu
hi guys so i followed a tutorial on the day and night cycle and i just cant change sun height
the code doesnt work because the sun height is stuck at 1
i followed matt asplands vid
im very desperate rn plz help
does anyone know how to make a material work on android render? cause most of my textures are android textures anyways
hello, does anyone know how i can get rid of the noise/grain under the sphere?
Noted, thanks
anyone?
yeah, how do i solve this?
google is your friend
Anyone knows answer or where i can find in the docs or something?
that's where I went first, obviously it wasn't helpful that's why I came here
Is there any way to reflect particle system with ray traced reflection?
can UEAssets no longer be imported into 4.26?
dont think there was ever a way to import uassets besides migration or pasting files into the project folders.
While testing it could come handy to manipulate the camera on different angles and positions
whats a good way of doing it?
like, I dont know, setting it up so if I press alt + Q it follows a certain character or something
is the camera manager designed for that?
well this is just one of lumen limitation that could reduced if you have a rtx card
key word here is "reduced" btw. it wont "remove"
How would I add a neav mesh to a bp, for instance passengers, AI Boarding a train ?
hello
I did that but none of the folders or files show up
Does anyone else ever think of cyberpunk now when they read through junk emails? lol 🤔
@leaden flamehow did you do that?
used file explorer
so you added the .uasset into the project, that should still work if the files are compatible
moved them manuially
it has not changed in .26
if the files are not showing up, then the files are not compatible
damn, thanks then
hi
Anyone have a good place where I can get pre build building assets to use in Unreal Engine 5?
@crisp summit you might wanna read the #rules , you are asking the same questions in multiple channels. please dont :)
Ok.
Anybody know how to simulate ai moving on to a bus or train, thanks
I dont think you can rebuild nav in game can you
its there any mixamo alternative for animations ?
i'm poor lol
What can be the reason behind line trace missing the static mesh time to time?
I changed the collision, I switch to "use complex collison as simple" and such options but couldn't figured it out.
In this case, line trace is there for foot IK, but it can be anything. For example if I use line trace to interact, it can miss the target and interaction might not happen. The temporary solution is using sphere/box/capsule trace but I want to understand what the problem is. Any idea?
check yout collision channels, also the epic guide for collision recommends leaing small gaps for collisions if possible, therefore at least I personally use a small box trace for my interaction traces
what has been changed between 4.25 and 4.26, that I get different light (brightness of scene) in the same project in two different UE4 versions??
try baking if you haven't
I haven't noticed any differences but the copies may not always be perfect
Hello Community, I have a general question. I was wondering if there was a way to know what blueprints are being used when clicking a button in editor.
for example here, I would like to know the logic behind creating a spawnable in the level sequence
hmm... if you go the place the assets is located in then if it is C++ then it will have a small tag with C++ on it. If not then it is blueprint
I think what I'm lookg for is an editor utilities somewhere in which when a alid actor is right clicked inside the leel sequencer, the option to convert to spawnable is displayed and once clicked the logic behind it
Is it possible to show an actor in a bp interface ?
Anyone got a tutorial on that if so ?
Thanks all !
Uhm, anyone got an idea why the spear will not be visible anymore on some views ? 😅
What AWS Ami for an EC2 would be best to use for Collaborative Viewer type project? I can find many options searching for nvidia in the AWS marketplace https://aws.amazon.com/marketplace/search?searchTerms=nvidia&FULFILLMENT_OPTION_TYPE=AMAZON_MACHINE_IMAGE&AMI_INSTANCE_TYPE=g4dn.4xlarge&filters=FULFILLMENT_OPTION_TYPE%2CAMI_INSTANCE_TYPE
is there any realistic gun animation pack thats like free or sum im tryna make quite realistic looking game, i can modify animations to my liking ofc ig some
check free section in unreal's marketplace tab
also places like art station or sketch fab might have something
Do you know why this motorcycle does not want to shrink knowing that it is at least on ue4 and on blender I put it at the bonhome's level
where i no see
^^
So is there a limit to how big or fleshed out your map/level can be
no limit
only sky
So
I can make a big city like division 2
With an entire underground second city
Under it via sewers
In a single map layered on top
And no problems o.o
I won't accidently break someone's pc
n probleme
you can do gta several times
Not really you would technically be fine unless stuff is really poorly optimized
So I would need to optimize the map but this would be possibls
Also
Really important guys pls help if you know the amswer
How would I lock my game at 1080 graphically
So it doesn't go to 2k or higher unless people break it up and do it by force
All I keep finding on YouTube is screen size resolution
powerrrrrrr
i need to change the size of the motorbike please
Use scale?
I can't find that
Top left corner of viewport
It should have scale location and rotation
he doesnt even have a details panel
so thats why he cant find it
o.o
@plush yew what if I had giant skyscrapers that I wanted you to be able to go into and out of in any window and free fall towards the next one
Still no problem just needs optimizing?
its pretty simple
ya well im not the most knowledgeable about it but the more things rendered on your screen the harder it is
o.o
I know callbacks are bad too
Less is better
Its like if you use motion blur
So merging meshes would definitely help with that
motion blur improves performance
I want motion blur in my game even tho I know people hate it xD
well you cant have everything
lol
Little drips here and there so you can feel faster
I havemt even done the sfx side of it because I'm doing mechanics and level design first
I just had questions because my map is pretty darn large And I wanted to go larger lol
I let the code do the mapping for me lol
I'm also learning thag apparently having about 1600 morphs in a mesh is extreme overkill performance wise
So thats interesting ._.
Not sure what morphs are
Faces?
is there any chicago based maps around the area of leik o block nd stuff ig
Morphs are blendshapes
63 lawrence street, parkway gardens nd stuff ig
Morphs are pretty much what people call character creation options in most rpg's and or action games nowadays
shifting between fat or skinn or muscle or short wider or smaller noses
thank you bro I succeeded on the other hand, how did you choose the spown point for the import object thank you
oh you mean like a blendspace for breast size
Ah
Long time no chat - but I hopefully am back on it, working on my project for a couple hours a day.
Last time I commented here, it was about the "placeable" keyword being broken
I've done much hunting, because despite being a noob i get stupidly obsessed with things that annoy me (even though i honestly shouldn't have... i can work around this)
the key problem seems to be this function, namely line 3900
awhile ago (i dont know when) they changed the "placeable" flag to meaning "notplaceable" and inverted the logic in many places (including the UnrealHeaderTool, which I debugged first. it seems to be working)
but that results in this flag being set in the parent class, and right at that line, when the engine is loading the class, it hoses this class flag
I think, if I can trust the "ClassFlags" present so far, I could write some logic to just check if that flag exists, and if it doesn't remove it again after the offending line of code, but i also find it likely it will create some other bug making a "notplaceable" object placeable...
Id try here #blueprint
Does anyone know where that beginner project for Unreal is the 3d person stylized plat former one?
Cannot find it anywhere
not sure about platformer , but they do have a 3rd person starter project, its in the options when you create a new project
(uhg, also seems to be another place where it overwrites it again in UObjectGlobals.cpp 4862... but if i "fix" both those spots it does let me object become placeable... however I am pretty sure just from the debugging my "fix" is not correct"....)
Not sure what one you mean, maybe in the Learn tab of the launcher?
can you link me one of them, its like a little cute character I was thinking about
from epic themselves made it but cant find it
then it might be old and not used, the only 3rd person demo i know about is the one with a manequin type character
but otherwise maybe you are tyhinking of a game demo from the epic store? I remember they have more demos there
This is the only Platformer with art that i know of.
Or maybe you are thinking of the Unreal Engine Hour of Code project? https://www.unrealengine.com/marketplace/en-US/product/unreal-engine-hour-of-code
thats it Thanks so much
shadow complex
Does anyone know if there is a setting to have a more visible underwater with the ocean? I cannot find anything on the docs and just messing with the settings looking for anything post process is not working for me.
anyone know how to reference a material instance parameter through bp?
you have to create a dynamic material instance on runtime from it, to be able to access parameters
So i have a really weird UE4 bug which im not sure how to fix..
I was getting really bad fps on a 3090 (the editor was capped at 15fps and 30fps) recently, i wasn't sure what the issue was. Turns out the problem was that the editor runs extremely weird on my main work monitor, as soon as i drag it to the other monitor it shoots up to 120FPS.
Is this a bug that has been documented before or? 
I figured out my issue it is not in the component list, it is a material param, did not think of that approach.
The only thing that comes to mind is either screen resolution, or possibly drivers depending if the monitors are using the same gpu for display.
I did update my drivers and that didnt solve the issue sadly, also the engine used to run great with only my main monitor which is 2K. It was still at 120fps
its as soon as the second monitor was thrown into the mix it just decided to this, it seems 🤔
Hi, why is my custom-made Controller Blueprint that is parent to a C++ Controller class not seen from the World Settings?
did you parent player controller?
or controller
like this? I know I did.
ue4 has a feature that reduce fps when window is not focused, maybe disable it will fix that
I hope someone can help you with this unfortunate situation, I have never seen or heard of an issue like that. Best of luck Jordan
Oh where is that?
what's the parent of that class
oh that was from my RunCharacterController blueprint @granite steppe
here for context
did I answer your question? correct me if I didn't
"Use less CPU when in Background" in Editor Preferences
the icon on the top left its not correct 🤔 well it's not the player controller one
click parent class C Run Character Controller on the top right
and see what that is linked to
its from my custom-made C++ Controller class named, "C_RunCharacterController"
should've I not parent the controller blueprint to the C++ controller class?
no that's fine, show the class bit in your C++ header file
here.
is the problem
Should be public APlayerController
also include:
#include "GameFramework/PlayerController.h"
AW that's it?! It's that simple huh.
for the .cpp file right
i have mine in the .h, UE4 usually drops it there so i'd follow that
I prolly tinkered with it or something, which prolly explains why it was written public AController kek
thanks!! I'll check again if it's okay now.
same, it's really not for beginners IMO.. (like myself) the compiling is so slow (for me), parsing as well, etc.
Sharing on github a plugin to create landscapes from the shader graph, think it's pretty unique for now !
https://github.com/MaximeDup/ProceduralLandscapeUE
compatible with 4.26/4.27/5.0
The kind of fancy landscpae you cna make with noise in a material function
I feel that, compiling you start to get into the rhythm of it after a while, but all in all it sounds like your tackling through it, keep me updated with your progress would definitely be nice to see how your progressing with it! (also fire off questions to me it would be good practice for me) 
AW THANKS MAN you're the best! I'll try my best asking and understanding your answers. Prolly also looking them up too. 'Cause sometimes I suck at terminologies. This is why I learned and knew that I learn through visual, movement (kinetic) and sound.
Oh and yeah I guess I could share and update my work. Thanks!!
In this tutorial, we are going to make a Parachute of Battle Royale game.
- We support English and Korean subtitles
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I'm trying to learn about vehicle physics. Has anyone downloaded the Desert Rally Race game from the marketplace?
is it possible to convert unity prefabs / UI over to ue4?
I have UI in the form of prefabs, but I have no idea how to bring over to ue4 the prefabs dont carry over on a simple explorer drag + drop
not much in google about it
hi
wassup
@grave pollen simple answer, really no, they are completely different programs and there is no direct conversion of prefab to blueprint
Has anyone used Unreal Sensei's master landscape material? I am getting an error importing it.
Question what is better C++ or BPs (for performance)?
C++
How to determine whether or not you should be using Blueprints or C++.
But some things are really negligeable
Mostly loops is where you'll see a big difference, depending on the type
So use whatever is better for you
is it possible to make fps shooting online game with abbility and publish it on google play-
Hello,
I'm new to unreal, and I'm not sure where to ask this question, but I'll try here and hope it's the correct place.
I wonder if it is possible to make custom editor layouts; I googled around and found an ancient answer saying, "No, but it's a highly requested feature." So I guess that feature is still not added?
If it's not added, is there any useful plugin to use?
Thanks!
How to get components tab back?
what you think? why these two images are different? it can be related to exposure???
right i hope this is the right area...so ive been trying to cutdown unreal using unneeded resources as ive got a custom implementation in place...so im looking at the init of the engine as a whole from this....https://docs.unrealengine.com/4.27/Images/InteractiveExperiences/Framework/GameFlow/GameFlowChart.png... so does uonlinesession boot regardless of single or multiplayer?
those are implemented in C++, so open your editor, search symbol and type BTTask_ to find all tasks
hello to all cava? tell me what to do to be able to master the character by default thank you
How does one implement a psd in a widget that requires coding? Do you just place the psd then place buttons and variable text/images on top of it?
...psd? As in a photoshop file?
How to get following Pass structure in NSight Graphics Profiler??
found it, All resources btw
Help with viewport camera. Currently the W and S keys move my viewport camera in the direction that my camera is facing. I would like for W and S to simply move me forward or backward in reference to the grid (not up or down if my camera is facing up or down)
picture a camera on wheels on the ground. If the camera is pointed up, pushing the camera forward does not push it up into the air, it simply moves it along the ground
Yes, that would be related to exposure
I feel the same Syber thanks
Hey falks, I'd like to add a name and number on my Character (like on a football jersey). Name and number get from a variable in BP.
Can anybody show me the direction to take ?
Yes I’m thinking of putting the psd in as an image then doing a blur on it and just placing the buttons on top
Do i need a plugin for terrain generation or is that something unreal has built in
Anyone know how would I just set my scenes sky to a solid color?
So to get new animations for the unreal mannequin I exported it put it into mixamo download the animations without the skin yet unreal seems to struggle with importing them. Have I done something wrong?
Anyone know why my mesh texture is blurry? Its like its not loading.
looks like a low mip map
does unreal have the capabilities to make a fully procedural planet that is similar in size and scale to earth with vast oceans and continents
I just turned off texture streaming that worked
Do you?
yep, but do you have the pc,the time and the skills?
Anyone know why I keep getting exactly 2 hits when the actor collides with the wall?
I assumed it was because of the capsule collision, but I changed it to be completely round and it still gives me two hits, but they just overlap.
Also, why is the line trace sometimes green and sometimes red?
Red = no collision
Green = collision
These are the default colors
What do you mean with no collision? The linetrace is triggered by an event hit on the wall, which requires it to collide no?
Hey guys.
Is this where i ask for help?
Or some other channel?
I just started learning unreal. I am a previous blender user for last 6 yrs. I still don't know why my scenes do not look good. The lighting looks kinda flat. (using UE5)
@thorn trellis #ue5-general and it's best to use ue4, ue5 is still in early access and has more bugs then you would think so stick with ue4 until ue5 fully comes out and since your new ue4 would be best so you can understand it etc
Is there a way to make components added in a BP show up in the "meta = (ShowInnerProperties)" style actor details? (e.g. the actor in a child actor component). It seems ones created/exposed from CPP show up but not ones designers have added via BP editor.
how to disable the tick in the widget blueprint ?
Can anyone help with this: After I do a succesful compile with 4.26, when you run the executable game: unreal engine the code execution cannot proceed because gdal301.dll was not found
i read the UE docs dint work reinstalling Microsoft Runtime
its also doing this on a friends computer
"Unreal engine the code execution cannot proceed because gdal301.dll was not found".......
i have a question
im in a gamemode blueprint in the function context and plugged in a playerstart array into a for each loop, but i cant read player start tag
what am i doing wrong?
With the new path tracing do you still need to unwrap models?
Possible to move the default character capsule component up from the ground ? I know this doesn't make much sense to do but it may help me in my situation.
Get current level sequence doesn't not work for subsequences in master sequences
I am new to Unreal, but does anyone know why when I set my light to static and hit build lighting, it turns my light off?? It stays on if it's set to stationary or movable.
Hey guys, is there any way to get a reference to all bp classes that derive from a certain class? for example I have a class Weapon and a lot of weapons that derive from it and i want to store a reference to all their classes so I could spawn them in later. anyone knows how to do that?
I'll also drop this here, maybe someone can give me an idea. In short, how do I achieve this in umg? Map "navigating" with mouse click+drag:
https://streamable.com/8f4z59
iirc this is possible via the asset registry, think there's some info on that somewhere... but by far the easiest way to do this is to just create an array of classes and put the classes you want into it manually. Yeah, it's a bit of manual work, but it's definitely the simplest way to do this
if you say so.. thx!
theres drag register in umg you need to use that
or you could use mouse position to auto scroll
btw poe player here too xD
Guys I have a question Does anyone know what live event means? Like in multiplayer games. And if so. Can I do that in unreal? Like warzone and Fortnite live events.
Used to be, now I lack the time and suck at it bad since it changed so much, I just dl the updates (for some reason). Ok, any idea on how to word this properly for google/yt, maybe find more info? I can look into the drag register but I don't know if my suspicion is correct: do I move the (larger) map png around? That's the only thing I can think of... What about zooming in/out?
Anyone know why ExponentialHeightFog dragged into the map does nothing at all?
you would have super big texture/material and then set it scale
@north pewterit does, look it up and see how to set it up, check this guy's channel, in the world building series or just search: https://www.youtube.com/user/bcloward
@frozen pondOk, figures, just as I thought, I'll go play with the drag register 😭 Oh, I hate those weird mouse override functions 😐 Thanks alot man!
Unreal Engine Version: 4.20.1
Template: Third-Person Template
Download the finished project here:
http://www.mediafire.com/file/naur93d8u4orqbf/Map_Tutorial.rar/file
Assets:
The asset pack can be downloaded here: http://www.mediafire.com/file/zs4ti3vi5dttswf/Assets_WorldMap.rar/file
Video Description:
In the final episode of this series, we i...
this tutorial series are nice too
minimap - I finished the minimap so long ago I even forgot how it works 😂
so now my question: is there any tutorial/tips on how to make accounts? not mmo way but more multiplayer like 1vs1 pvp
@frozen pond I only made a login system which talks to a REST on a moodle server. I used VaRest plugin for that.
but for login/register, player just opens the external browser. Checkout this month's free for the month, I saw some login/credential systems for bps in there not long ago.
moddle server, i wounder is this hard to setup
for beta purposes ofc
or prob i should build rest api in c# as i know that
i really need something ultra simple and fast
Don't try moodle, it's like trying to program in cpp in ue w/o ever using it. They have their own stuff setup and some stuff you can't get around unless you know their libs by heart + it's a mess really
if u know how, just put up an api on some free test server and try the system up
probably i will get some cheap hosting maybe and test from that
Yea, i'd go with that.
@kindred iris Just clear the image for all states (or whichever you want)
ohh wow it's that easy? lol
Thanks
@inland gyroAfaik, no. Unless you make it a heightmap & import the heightmap into the landscape then work from there (you won't like the result tho)
@inland gyroDepends really. You can't really do "cliffs" in landscapes anyway because the materials will stretch if the geometry has very sharp angles. But you can try by using landscape "stamps". Basically alpha height textures, and you paint with the alpha tool. Like this: https://www.robinwood.com/Catalog/Technical/BryceTuts/BryceClasses/BBryce6/Lesson6Graphics/06-69TerrainMap.jpg
Hello, good day, can anyone help me?
its better to just ask the question, else we cant help.
My project has been waiting for approval for 1 week, what could be the reason?
what kind of project?
tree pack
I uploaded it to my seller account but it has been waiting for approval for 1 week
Sorry Bro
Hey guys, sorry if this is the wrong place for this, but I'm trying to figure out the term for a material that is essentially inactive until an object goes over it. This would be some sort of mask, right? For example, if a person was looking at a wall and couldn't see a sort of "hidden message" without looking at it through maybe a window or a magnifying glass
Hmm, so why is this happening..
NavMesh using 38ms a frame, madness.
Just suddenly started happening, was fine before.
4.26 btw
Maybe need to rebuild the navmeshes.. Did some changes that who knows, could've affected them.. one for each map..
@queen waspMy navmeshes are ok, maybe u increased cells, tweaked precision way too much, then forced it do dynamically update? Idk, just a thought. Also 4.26
@fluid lanceyah, didn't do anything with the navmeshes for a while, I've changed a lot on units in my RTS game, but shouldn't have affected the maps, it looks like they were "reset" or something, like suddenly all had navigation showing when I laded the maps. I m doing Build Paths on all of them now to see if it helps.
I am moving to 4.27 when there's a .1 🙂
anyone know how to make a spherical world barrier? Like invisible walls for a flying game?
my gosh ue4 is so fricking hard
been casually learning it for years and still am clueless with it.
@peak bloomOh lol, it's not hard, but probably "learning casually" isn't a way of learning ue since it's a whole lot of stuff, and if you don't do it constantly, you never manage to properly wrap your hear around things. Basically, u forget. 🙂
not to mention constant changes
@frozen pondThanks for the idea, I finished it, works like a charm 😄
true, though i did spend last month doing a 'make your first game' tutorial. i did it but now i want to do my own thing and still have no clue how to do even basic things. XD
@peak bloomNOW you will start learning. So far, you haven't really learned anything 😄
failure+struggle = progress from my experience
shift+F1 or 1? I forgot, something like that.
@fluid lance Yeah, I guess so! Not sure where to begin though. Every time I try to do something I'm like 'I have no clue what to do'. so then I look up tutorials but there's often never one that's quite what I'm trying to do and when I try to follow along it makes it difficult lol.
Or they display something in the tutorial that's like what I'm trying to do but they don't even mention it in the tutorial.
@peak bloomMat's channel is what you need. Start small, very small, tiny feature by tiny feature. You'll start seeing patterns, then you will want to generalize. Then you start learning really.
Nope not shift f1
lol google it 😒
I have keeps showing bp
@fluid lance Ah, thank you, I will take a look. :)
If you have a gamepad, use that and the cursor should vanish
Or you might be thinking of pressing G which puts the viewport into game view
online tutorials and articles have shun me away from using tick in my games when i can. so curious if tick is ok for this use case or what you guys suggest. i have a bunch of items in my game that will be bobbin up and down with a simple actor component. would it be ok to use tick to move these up and down or some other method better to use?
@thick herald Not got a game pad in mate, G does not work
@plush yewyeah I had it before too, I did a rollback back then, ofc you can copy assets and c++ files into a working backup f.ex. so I don't have to redo any work..
Going to try delete Saved stuff and Intermediate, recompile.. then hmm.. yeah rollback is last option..
I'm not getting spikes though, just a major FPS drop steady. Like from 45-50fps before to 15fps now..
I have computer players constantly placing buildings though, and doing so might affect the navmesh hmm.. but it worked fine before so..
the placement process moves a building to place and tries locations, once a frame for each player.. its not that much.. its not 38ms..
I set the navmesh on the persistentlevel to static, dunno if the maps loadeds' navmesh will still be dynamic, if so, good.. Have some other bugs to fix first.. but I got my framerate back.
trying to set the default mannequin skeleton rig to Humanoid, keep getting this 'need to save skeleton' popup but it's already saved.
Try save all, if that doesn't work. Try closing the engine and restarting it. As simple as it sounds that fixes so many bugs for me
still doing it unfortunately. man, I have no idea what to do lol.
You could maybe try creating a new project with the UE4 mannequin template, open it then right click the UE4 mannequin skeleton then finding it's directory. From there copy it, then navigate to your current project directory for your current skeleton and delete it and paste in the fresh one in. Then reopen your current project and try reimporting the skeleton.
@slim idol you ever figure this out? I'm trying to get a an invisible mesh that catches shadows for using with composure and CamtrackAR footage
or anyone else know how to do that in a material? Not sure where to ask material questions here
you mean like go into the file explorer for both projects and copypaste the mannequin skeleton from the new one into the current one that isn't working yeah?
I'm having a hard time with using the cheat manager in UE4. I've created a BP of the cheat manager type and assigned that to my player controller's bp manager, however I can't seem to find online or figure out how to simply call an event from the cheat manager BP...
Ideally, I have an event for when the F1 button is pressed and all I want that to do right now is print hello from the cheat manager (To later allow me to do other things like go god mode, no clip, spawn enemies, etc)....
If anyone could help point me in the right direction I would appreciate it!
from time to time the UE4 editor will consume all my RAM, is there a reason for this?
or a way to know why?
I'm not even PIE when this happens, sometimes I'm PIE when this happens
Yeah but you need to also reimport as well. But if that's not working I have no idea
I have one quick question I got a Apocaliptic pack and whenever I load it on UE5 it says it was build in a lower UE version but when I try for instance 4.27 or 4.26 it says I dont have Bridge installed but I do and when I click install it says its already installed on all available engines. What should i do?
I don't see an option to reimport the skeleton after having copy-pasted the new project skeleton when right clicking it. Though I've never done reimporting so maybe I'm doing something wrong.
wait, never mind, it did work in the regular project but was collapsed.
Thanks a ton for the help.
Hey, anyone know how the process of getting a patch you've made pushed to the unreal depot? I'll start researching it myself
but I will want the UE guys to code review my patch, but i think I fixed "Placeable" class specifier, which has been broke for... somewhere around 4.22 😄
[Ask for technical help] Hi, have a problem when I use my UE 4.26 to produce videos, sometimes the light or even the VFX in my final render video is away different from what I create and see in the real-time viewport in Unreal engine, could you help with it? 😔 I don't know why is it because I import or put too many assets in my UE level? Thank you!🤝
Sorry I can't be of more help, but I do know the viewport lighting can have whatever lights you want turned on or off, which can cause a discrepency
Is 4.27 going to be the last version of UE4?
is this the right place to ask questions if you are stuck?
@tribal halo Ask your question in whichever channel is most suitable for the question.
If its related to blueprint then ask in #blueprint
If its C++ code ask in #cpp
Anything to do with materials, textures etc then try #graphics
Use the channel descriptions to help you make your choice.
Read the #more-resources and #rules channels as well.
thank you
If you cant find an appropriate channel, you can post it here in #ue4-general
If its not related to UE then use #lounge
Hey guys I accidentally created a level instance, how do I take the contents out of it so I can select them again?
Hey guys, anyway to make Unreal profiler Insight to work with Editor play?
hello everyone...we use Perforce for source control and a recent restoration caused the settings to be fixed to a specific user. I know there is a specific configuration file where this is written but I just can't remember which it is. Would someone point me to the right file.
unreal engine 4- I created some fog sheets for my scene using simply a alpha texture and a radial gradient but the thing is the sky light hdr is affecting it and it becomes messed up is there a way so i can stop it from affecting the fog sheet, please tag me mutiple times if needed i have to figure this out urgently.
What are some really useful editor plugins that people use?
your engine version is just to old so it will never work just install a newer one:)
I like graph formatter(free) electronic nodes(paid)
and prefabcreator
PowerIK not working with 4.27? I managed to download 4.26, install PowerIK, works fine. Now I want to port this to 4.27
if it doesnt say it will work with 4.27 i dont recommend it using but what you can do is install it to .26 go in the ini file and change the version to .27 and compy the plugin to the .27 version
thought that worked
You may need to recompile it, dunno if you can when in a binary build to just transfer them like that, but source should be no problem
"fnafmap6_Plane_003 has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option. "
Is this bad?
Hi, I lost some files in my computer but they are still in my project. Any way to get them back to their true extensions?
is there a way that I can apply a collision to my character that is exactly like my character to use it for my cloth
ik they have a purpose
but what do the preview shadows tell us
does it just mean lighting needs to be built
yup
its an estimation of what the shadow/light will look like prior to building the light
PLZ HELP! Hi, I lost some files in my computer but they are still in my project. Any way to get them back to their true extensions?
from packed to unpacked?
textures
is it Lumen that causes these shadows?
i plan on using raytraced shadows
do they dissapear when i switch or is this that fuzzy stuff we saw on raytraced gi but in lumen
someone is typing a book lol
just a random question but if i make every static mesh movable would this lower performance? like say i have a bunch of trees around and i want the shadows to move with the animations by making it movable would this mess with the frames?
Yeah
i switch everything i can to non movable for this reason
yeah its a little bit of a pain
Okay thanks
I can write in Unreal Engine with CLion?
Correct me if I'm wrong:
The fps template uses controller rotation and when you look up /down , the actual mesh itself rotates (within the capsule component) not changing the capsules pitch.
Are they not using the inherited character mesh at all then ?
hu guys. so this might be a dumb question. but unreal engine is not letting me export to ios from a windows desktop. i just simply want to export a test demo to show to a client without the need to publish it. do i also have to have a ios developer account and have to pay a 100 euros to do so? because this is just so he can open the demo on his ios pc. is it possible to export to windows and have him open it on ios to not have to buy the dev acc?
would greatly appretiate if you guys can help me.
fnafmap6_Plane_009 Lightmap UV are overlapping by 52.5%. Please adjust content - Enable Error Coloring to visualize.
How do I do that, and how do I fix it?
open it in your dcc (like blender) and fix the lightmap
you start with the astonishingly difficult task of asking Google:
https://www.google.com/search?q=unreal+lightmap+uv+are+overlapping&rlz=1C1GCEU_enDE904DE904&oq=unreal+Lightmap+UV+are+overlapping&aqs=chrome.0.0i512j0i22i30.1832j0j7&sourceid=chrome&ie=UTF-8
How to make a character like mannequin hold the weapon naturally?
What do you mean ?
In regards to animations, youll need the pose you are going after.
In regards to attachment, use sockets on the characters skeleton
In this video I just saw on youtube, the weapon is being held fully naturally, the both hands... https://www.youtube.com/watch?v=s2k6fizrjAs
In this quick update of mu ue4 project I added ADS system, which depends on the weapon's sight socket. Btw, replaced AimOffset with the Transform node.
Even if I put a weapon on socket, and try to adjust it it's not like a ak 47 holding will fit to a rocket launcher
For different weapons, use a different socket
For both hands holding the weapon, look up a tutorial about left hand weapon IK
ok...
hi guys i got this vrash in my project
Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3715] SubstanceGraphInstance /Game/Material_Texters/Gulv/Carpet02_INST.Carpet02_INST: Serial size mismatch: Got 116, Expected 112
UE4Editor_Core
UE4Editor_CoreUObject
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore user32
UE4Editor_ApplicationCore
UE4Editor
kernel32
ntdll
what is it?
also i had 37 gb worth of assets in the vault, in the library
and now i have 22
after i turned the pc on today
Memory error as I see it. Happens sometime.
Hello, is there a way to get color of one icon(texture) for example i want to set background to that color in the texture(Icon)
I just restart unreal and it works fine, also vault it auto managed right? so I don't think you need to worry about it...
how do i vault
i restarted my pc
updated drivers
trouble shooted and nothing
still crashes
and other projects do open
Did this error start after you imported something?
i did added an asset, procedural tools
i just deleted it from the folder
and im waiting for another project to close before trying
probably some mismatch in unreal engine versions of those imported assets and your unreal engine version
it happened out of nowhere today morning when i turned the pc on
im just stressed as hell if i loose that project i just loose all of my work
i have no copies
dude, your project is not stored in vault, vault is just a cache to load files fastly in unreal, you remember those compiling shaders thing? those go to vault. So chill.
aight i will imma try now to open and let you know
ill send a screenshot
thanks for the help
np
And this is when you learn about the importance of #source-control
Mmh, yes
Start using source control for the important projects
how do i do that
but
how do i fix the crqash
i mean
the important project is the one that is already crashing
so its to late to do source control
Lesson learnt then, use it in a future
okay thanks a lot for the help
You know what you did, there's no real description in the crash
Think about what you may have done before it started crashing and give that info for people to help you
.
the problems came out of nowhere as soon as i turned the pc on
my account is saved
and it wasnt logged
i had to put my email and password
i did that
before epic games even loaded
a window for core to get install/ or updated
popped
and then while core was updating, i check and in my vault assets in library there was only 21 gb in assets, when i remember well there was 37
then i opened the project and crashed
Assertion failed: NumBytes == Strings.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 3357]
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_AssetRegistry
UE4Editor_AssetRegistry
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
Soo, you're using Core?
nope, it asked me to update it out of nowhere
i thought it was an epic games update
never even installed it
it crashes on startup
at 45%
Are you on a source build?
not that i know
Other projects work?
yep
Welp, then something in the project itself is bonked
Or something you did
Can't really pinpoint what
If you had source control it would have been easy to fix, but like this
If you're lucky you may be able to recover some things with a copy and paste of Content into a new project if same versions
Or you can play the guess game and delete what could be causing problems hoping
But may break a lot and some things may not even work
Not much can be done cause it doesn't really tell what's causing the issue
Doubt the log will be more informative but you can always check
i will try to copy and paste the content folder
heyo
how do you make shadows in unreal?
pls
help
Put a light in your scene. Put something in front of the light.
(4.26) I have something that uses thousands of instances of several static mesh's. Currently it's using HISMs. I've tried converting to standard static mesh components, which would greatly simplify the logic, but it doesn't seem like auto instancing works with the components. Auto instancing seems to work fine with meshes placed manually in the scene. Anyone have any input that might help me get this working without using HISMs?
@dense wren from 30 seconds of googling, some people have the same error caused by some error in a corrupt %localappdata% cache file https://forums.unrealengine.com/t/unreal-engine-5-crashes-on-start-up/232776/4
no guarantee as they're all UE5 but looks like identical crash/code for UE4
hello, could someone give me a hand? I tried to make a test animation for the default mannequin, and when I imported it it came out like this, but it's supposed to just be the mannequin's default a-pose
it looks normal if I import it as a new skelleton
what could be causing this?
If you're importing it onto an existing skeleton they have to be exact matches, including joint rotations etc... You might have better luck re-targeting.
I was about to say that they are exact matches, but then I remembered a setting that could have messed them up... I'll look into that, thanks
yes, that was exactly it, changed that setting and now it's working; thank you very much, probably wouldn't have thought of that without your pointer
i still get the crash
i just cant explain how bad i feel
i wish i made a back up for my project last night
which i was working just fine with it
You can likely fix this
When you said you deleted that asset from the folder exactly what does that mean
i went to content and deleted procedural tools
From the content browser in the editor or from windows?
windows files
add it back to the project
i went to my ue4 project folder
but i added that before the crash
thats why i deleted
also
as soon i i turned my pc on
i opened epic games
and it asked me for password and email, which its weird since it never does
then inmediatly a window popped about a core update
i said okey since i thought it was a epic games update
then i went to library and i saw i inly had 22 gb of assets in vault
which i had 37 last night
probably irrelevant
yea but the crash says
unless your HD is failing
vault cache has nothing to do with a project opening.
I THINK IT WORKED
OH YEAS
ill send what i did in some seconds guys
tofix
YES IT WORKED
MY SOUL CAME BACK TO MY BODY
Nice, now get some source control going 👀
how do i do teach me
Look pinned messages in #source-control
okay thank you
i pretty much followed the link hojo sent, But after deleting the file that link says me to... it doest work
so i went to the project's folder
and started exploring
and you found the autosaves 😄
and found the same folder , intermediates
nvm
and deleted the same asset.bin file and deleted it
BUT from the project's folder
not in appdata/local/unreal engine/4.27/intermediates/
(in case anybody ever gets the same problem)
OH SHOOT
look
this happened befire to me
and it never got fixed
i think its pretty much over
check the autosave folder for a working version
aight
last time this happened
the whole project got really corrupted and it was like unexistant
just change the default map in the config file
so i think now im screwed for real, it still opening.. omg
aight lets see
thats what i got in config
It basically boils down to broken references, just fix them until there are none left.
where lol
already clicked the eye
so yea, might be blank
says untitled
and the eye wont open its just closed
should i create a new level?
nvm i think it doesnt matter
it dopened atleast
I've got a character that is a sphere. The default ground settings are set to flying.
I shrunk the capsule to 50x50.
I'm trying to think of a solution to:
1: when the player goes down too far, we add a force to push him back up.
2: when he goes too high - we push it back down.
I'm thinking of using a line trace to get the distance from the player to the ground.
The only problem is that I need it to be dynamic because of the level and terrian height changes.
Any tips ?
why not use basic shape meshes
give them transparent materials
so their quite literally invisible
than use traces against the invisible mesh barriers to start forcing gravity the closer they get onto the mesh they arent suppose to touch
same with the other
and because itll be an actor that is invisble you can load up as many other logics as you want, box collisions for beginoverlap based settings, and than use the same mesh anywhere where you want the bottom or top effect to apply when getting too close
there is probably a more complex manner to solve said issue but this sort of caveman approach would most likely get you the results you want no matter what shape your route or map is due to basic shapes being the modular unit for your task
and you only need to setup the logic once and itll effect every placement of said mesh
Are you referring to invisible barriers for let's say the max fly height of the world ?
Because I'm thinking about the dynamics of terrain. And trying to properly place barriers everywhere doesn't seem like a great idea.
But maybe I'm not understanding you properly
I have a data file (JSON) with layout data for a level, i want to create a C++ component that can read the file and create the level layout out of some 3d assest building blocks........ Which base class should i start from?
well i meant a basic static mesh
you can stretch and scaale them as far as you can make a landscape
and rotate them to fit any shape or size
and yeah not necessarily barriers per say
but use them as a wall for hit detection so you can cause whatever logic when they get closer to the shapes box collisons or such
Yeah but becomes an issue with hills. You could technically place them at different heights but that gets really ugly really fast.
For the ground, I could just easy line trace without any custom "barriers" and overlapping and just force the player up when (x) is a certain value.
So if you think of that logic, why not just do it but for the height ? The problem is figuring the math to keep the player at a certain distance from the grond while still limiting the max height - dynamically
@rich oar you could add collision volumes that add impulse/force etc to the 'character'
^
Or enable physics, give the landscape a physical material and tie in how the thing bounces into that. I'm spit-balling here.
how to make him bend knees and sit on that? I can't rotate at his knee caps...
have you tried the nobs next to his legs
Still the issue remains with properly setting these in the sky. When my landscape will have various heights
Doesn't do anything....
And the physics material may be a good idea to work for the ground but not the sky, so I'd need to think of a solution there
oh wait are you talking about bottom one...
no
wait what
why are you rotating it
use the pull arrow
x y z and pull his knees
or lift the foot upwards
which should bend the knee
oh wait I got it, thank you...
Why is data not being transferred between levels in my game instance? it works fine when starting game on either level but when opening lvl from previous level is doesnt load correct data? Am i not understanding how the instance works correctly?
I couldn't find info on this. but whats the best file type for UI elements? .pngs?
are their variables and or a place where the information is stored and referenced by or two?
if not the lack of connection between the two might be causing the issue
idk tbh but id think you could find it under optimizations tutorials and guides for textures
Yeah I'm aware of performance costs, just wondering if there's a better method / easier method and maybe I'm over thinking things
How do I enable C++ on a UE project, it was set the blueprints by default
UE5 if it matters
guys, I closed my unreal while compiling shaders action and now it takes so long to load the project, (it is stuck on 45%) can I ask is this due to the shader compiling still running?
You might also have to fix up file paths in header
found it, under tools, thanks
One time I did this and it generated the wrong include
I kinda afraid tbh oh good it already moved to 92%
have 403 Forbidden error when trying to access answerhub, any clue what could be causing it? cleared cookies and tried various browsers, works fine on mobile connection
Hey guys im testing out the Remote Control Web Interface plugin however when I restart my project I get a "couldn't find node.js installed " message. Is anyone familiar with this Plugin?
What node would i need to alter the crouch's default movement speed?
Can someone help me figure out what's causing this weird lighting along side my wall?
I checked everything and can't seem to find the cause x.x
It's solid
guys please help, I closed the editor while compiling shaders (700 were left) and now I opened it and there is 5181 shaders compiling now? please help me fix this, my gpu isn't fast so 5000 shaders would take like whole day to me
Mistake 1, closed during process. I'm assuming you crashed it.
Are you compiling the engine from the source build ?
well, i triggered shader compiling by importing Megascans thing
I guess it was some pretty big megascan asset
well yeah
It's gotta be done to use it , may just need a better cpu / gpu lol
Idk what else to say
ye I know but like I don't understand why when i imported it it only had 700 shaders to compile
and after close it wants like 10x times more shaders?
lmao
Lol idk honestly. Weird problems potentially due to crashing it ? Not sure why it would have done that
Lets say I needed a fluid sim to happen in a multiplayer game...and it had to match for all clients. ....problem isnt that you cant get the solver to match..the problem is its often dependant on the speed of someones computer (how much time has elapsed between each frame)...so in theory would it be possible to replicate a basic fluid sim by setting delta time as a constant value and replicate everytime its called
Or iterate to the next step in the simulation over a longer time period, and interpolate between each oner
Heya
There is an option to override material in landscape specific component, but when i hit paint layer i can only see default materials from that landscape.
Whats the point of that?
does anyone know why im getting a delay when jumping twice? im making a 2d infinite platformer where the character has to jump over continuous traps but for some reason after jumping i get a small delay after hitting the ground to where i cant jump until it fully lands or something i did research but nothing really helped so im here, in more simple words if i spammed the jump button it would jump hit the ground wait a little then i can jump again but if i wanted to span it to the point it jumps at the moment it lands it doesnt
its probably a pretty easy think to answer but ive tried everything at this point
thing*
So I have this code to gain a burst of speed when pressing Q and while flying.
this is the flying code, descending and ascending are set on C and V
when I press Q, C and V don't work anymore and I think it has something to do with the vectors but im not sure what the problem is
or how to fix itr
I can still dash freely but not fly
Ok so I cheesed it a bit and set the release back to the SetMovementMode idk if that is a good fix at all
can some1 explain difference between a canvas panel and an overlay? explain like im 5
I guess canvas has absolute position with anchoring
Overlay doesn't (?)
so why ever use overlay instead of just canvas panel?
I'm thinking of putting like 10+ canvas panels on 1 widget
instead of overlays, trying to figure out if there's a downside but I don't see any. My upside being I want to be able to use a ton of anchors
If i were to guess its cause overlays are a different class from widget or something?
create a material
yeah make a material instance of that
then change the scaling
edit it
!Stream
that looks like UE5 to me
try the tileing/offset
show the blueprint nodes
you can add logic to make it less repetitive depending on camera distance
something add something like macro variation
Learn in 4 tips how to hide nasty texture repetition on all of your Unreal Engine landscapes! Texture repetitions are the number one reason why your landscapes look bad so in this tutorial we will fix that using a variety of methods. This is part one of a new series on how to create photorealistic landscapes.
Part Two Auto Material:
https://you...
open up a starter content material you can take some of the code from that
Try looking at the basalt or sandstone start materials
pretty sure macrovariation is the splotches but you can use it for the lerp alpha for more detail i guess
the results depend on your UV s and your texture size
👍
help
me
I want Lumen and Raytracing, and rtx caustics all in the same engine
is that even possible
i would settle for 4.26 with caustics support
but this is getting out of hand
hi may i ask which channel i can ask for help on textures and materials? i have some flickering issues that i cant seem to resolve. thanks!
Sorry to resurrect this old message. Did you find the download for the exe to encode videos ink .bk2? The Bink media player requires a bk2 file. Would have thought they'd accept any video file and encode during cooking.
There's also no documentation and it's a little clunky to create the player in editor. Seems to follow the same pattern as the old media player though.
Hello I am wanting to make a similar game to this https://twitter.com/section9int/status/1376521816483713031?s=20 I was wondering how I could achieve the lighting they have?
It's easy to get swarmed by the numerous threats that lie in wait. Footage from a new scifi action adventure game we are working on. #gamedev #gamedevelopment #indiegame #games #videogames #actionrpg #actionadventure #scifi #scifigames #pcgames #consolegames #unrealengine #ue4 https://t.co/dNkklrbIIp
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sorry if this is the wrong spot.
anyone know why my static lighting is such low quality?
Alright, total noob question here, but when I boot up a completely blank project with no starter content, why can I still move during a playtest with WASD. What code is causing my camera to move, and how do I disable it so the camera has no code managing it
default game mode uses the SpectatorPawn, replace your gamemode's pawn with another pawn
Thanks, found the little dropdown menu, that helped a ton
hi, i'm following a yt tutorial about vaulting in ue4
but everytime I vault my player or character is rotated
after the anim
post the blueprint
like just screenshot?
sorry i'm new I'm not sure if I can send the whole blueprint file
its that last node
just change it back or remove it something but its not changing back
I dont know if I get it cuz it still not working after removing the last node
does your character just stand there
hello all. I have a question I hope someone can help with.
I have a blendspace animation between idle at 0, walk at 300, and run at 600 velocity. I've added a key down to set max character movement to 300 as a walk toggle. It works fine for the speed, but the blendspace animation still behaves as if the character is moving at 600, which it isn't (confirmed by printing velocity). Any idea what I'm doing wrong?
add delay and set a new rotation.. it should be part of the tutorial
probably your animation not set up
im going now good luck
Cheers. Have a good one 🙏
still same output
where you tracing from event tick?
would need another trace to get the height you want your feet to be lowered again
vector => 300 or something
set new actor rotation with Z = 0 i guess
[Need help] I create a video with UE4.26, and it seems there is something wrong with my rock, as you can find, that texture of those behind meteorites show on the front rock A, and when I pause the animation, it seems alright, but when I play the animation/ video, I can see the issue, I have no idea what it is, is it the material problem or something?
Hey, is there any way to pixelate all the lighting and shadows?
Like
I'd love the god rays to be pixelated
Would fit the game's style way more
@sacred yacht
mosiac shader
make a blueprint with a post process volume
only link the mosiac and pp to the godrays
i mean
like
make a post process volume with godrays
then add a mosaic
someone correct me
ik what im trying to say but not the order of operations
ok so post process, tick on sun shaft and sun shaft occlusion
then add a material for the godrays
in the material editor
add a mosaic
In the sun properties?
Like where do I find these lol
ohhh
I think I get what you mean
Like I should add a post process volume
I can't find the sun shaft and sun shaft occlusion tho
now I need help
so I moved a project from my laptop to my desktop
and its compiling shaders
its not stuck but
its been compiling for 4 hours now
is there a way to speed it up
also why isnt lumen bouncing stuff in the background
does lumen have a draw distance?
no idea, I once created a project and it was extremely laggy and kept compiling like forever, I had to create a new project for it to work
More content means more time to compile.
Same as making videos, longer the length, better the quality = takes a longer time (based on your computer speed).
Same as uploading files, bigger the filesize = longer time (based on your internet speed).
im trying to make a 2d platformer game where the character infinitely runs im having trouble with the particles it would be nice if i could get a reference because ive been at it forever and nothing online could help, im trying to spawn particles at the back of the character to make it look like sparks when its touching the ground but what i did dousnt seem to help ive tried many ways but the way i did was when its on the ground and if the speed is greater than then the particles can spawn but if its in the air it deactivates the particles im not sure if im doing it right
Does anyone know how to fix this? I use two computers for this animation.. one at home and the other at Uni.. Uni's computer reads the textures/materials fine, as well as my other classmate's home computers.. but for some reason my home computer gets this disco look on the characters. Anyone know what the issue might be or what this issue is called (so that I can google a bit more efficiently)?
guys is it ok that open the project in unreal engine with older version?i mean the project built and created in later version?
my engine version is 4.24 but the project that i want to open is 4.25
that wont work
in some cases you might wanna clean the derived data cache / intermediate folder, that could help.
Weird result is weird though
#ue4-general message do you have any idea on my issue? thanks~😁
added screenshot from my above post... in case this helps
this doesn't happen on any other computer.. except for mine.
did you clean what I asked you to clean?
also, i personally dont have experience with virtual textures, but i dont see em used on characters that often.
are they transparent? else no clue.
it seems like the texture of the behind meteorites/ rocks come to the front rock. when I move the camera and the front rock A is just in the front of those rocks B, in other words, A rock's texture becomes wrong when it's in front of B, B's texture come to its
Sorry I didn't see your previous comment!! Thank you for replying.. i'll give that a go.
show it without all the lighting, preferably a video.
also, what blending mode is the material of those rocks?
THANK YOU SO MUCH!!! @fierce tulip you are an MVP!! all the textures are now working!! I've been trying to figure this out so thank you so much for your time and knowledge.. much appreciated
np, glad it worked :)
okay, thanks in advance, I'll check and send the video
Hello,
I'm having problems with animation; when I play it (with "play mode = forward"), it disappears when the section has been played. It's an image fading in. I think the play head is going after it should stop. Anyone knows why?
are virtual textures on characters the equivalent to baking different ones to a single one?
ty I'll try that
truly amazing or truly high res? 😄
one doesn't guarantee the other
well im reading about them every now and then in the last days here in chat, so im curious if they could improve my project
but from what i got so far its mostly practical for large landscapes
will it "prebake" the layers?
ok, that sounds neat. thanks for explaining it a bit more 🙂
so anything that does a lot of layer blending could benefit of them
Hi, do you know how to group param in ue4 material instance ? i don't remember
Nevermind, i found, the dropdown Group that was empty, can be filled by directly typing
weird UX way to do it tho
Do you know how to make param group invisible when not enable ?
(still talking about material instances)
Nevermind, i found it, it's switch param
i had to watch https://www.youtube.com/watch?v=edZo8PC5SYc
Announce post: https://forums.unrealengine.com/showthread.php?111053
In this training stream, Senior Technical Writer Sam Deiter will show you how to unlock the power of Unreal Engine 4's Material Instancing system. From how to develop and setup a workflow that makes heavy use of Material Instances, to pitfalls that you might run into while usi...
in x2 speed
thank you so much Ill post my enquiry there 🙂
np
hey guys how do i make an object exclusive to a level sequence aka make it so object is gon after level sequence ends
Does making material instances affect optimization or?
on the long run? - edit: oh only master gets compiled i guess?
instances are pretty much the master material with predefined parameters
each instance that has changes (especially with switches) gets compiled as well.
its mainly a workflow enhancer only.
How would I switch between 4 materials without this abomination? 😄 (and possibly with some nice lerp fading)
just lerp :p
Ok so if i had multiple main materials, it wont affect say, if i compiled a scene for mobile for archviz for example will it?
i mean, i would eventually bake everything
but im very new and not sure how unreal packs or compresses textures
no problems there, just try to keep the amount of materials per mesh as low as possible
Oh that could be a problem, because im using material id
for example on a chair, mat id for wood, for marble, etc