#ue4-general
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I haven't gotten that far. I mostly just use the default terrain tools. Seems to work well enough for my usecases
You don't miss out much for not using landmass tbh
For production purposes, UIWS is still king.
So is OFPA not available for a lone map? I just checked the World Settings and right clicking on the map itself. Nothing about converting to external actors
Built in water system is a bitch to work with, and difficult to customise in its current state.
Also while the water line camera effect looks nice, it falls apart in screen percentage != 100%
Works for any map. It'll be apparent upon saving.
Anyone here knows how to integrate Lua into project for modding capabability after packaging the game? (I dont wanna use public ones)
Is UIWS that one that Epic was giving out for free a few months back?
Not after packaging.
I mean, before packaging... for the game to be as sandbox to be extended via scripting later on
Also there is a dedicated plugin for that - it's what I use to add Lua stuff.
https://github.com/rdeioris/LuaMachine
LuaMachine doesn't expose all UE4 functions on its own.
Expose via blueprints or C++?
Can you explain more into it? I have never done this integration part
You have to define your own custom Lua functions - LuaMachine can do from both.
Makes sense. Problem comes on integration since i never did do that ๐ค
I dont wanna use Lua Machine ofc, want to have my own control over everything
If a startup direction is clear to me i can follow and go over and replicate for other UE - > Lua sync
As stated in readme file:
Contrary to the other Unreal Engine 4 Lua plugins, this one does not try to automatically expose the Unreal Engine 4 api, but completely hides it giving to the user/scripter only the features the developer decided to include (via Blueprints or C++).
I know
By "have my own control" i mean to make and define all those myself
i just need the way to startup this since idk where to
Just forget Lua machine exists, ๐ i am excluding that case and asking for the headover
Is there any way to control the texture res of every mesh on a map simultaneously or do I really need to limit them one by one?
Forget about UE4 C++ specifics in making your own implementation if you don't know how to do it in vanilla C++ yet.
https://www.youtube.com/watch?v=4l5HdmPoynw
C++ and Lua work very well together. Using Lua you can create modifiable programs by embedding it into your C++ program. In this video I take an introductory look at enabling data transactions between C++ and Lua.
Source: https://github.com/OneLoneCoder/videos/blob/master/OneLoneCoder_EmbeddingLua_Part1.cpp
YouTube: https://www.youtube.com/jav...
Are there any tutorials or stuff out there about how Divinity got their Environmental Effects working? Like specifically the different types of surfaces and how they can be of dynamic sizes. For example, the pool of oil but also the fact that it can an arbitrary size and shape of a pool of oil?
quick question! thanks in advance if anyone answers ๐
What is the work flow for modeling and texturing modular walls with interior and exteriors? would like to build some buildings that you can walk into...
do you texture each side with its corresponding texture ?
do you just make sperate interior and exterior walls and individually texture them?
if anyone knows of a tutorial or resource that explains this process please point me in that direction
Thanks again!
I have an problem, while working on unreal it close and appwr this log, Log file open, 10/05/21 21:56:03
LogWindows: Failed to load 'aqProf.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
having a problem where indirect lighting intensity in post process doesn't work when I hit play or render a sequence. I really like the look in the viewport but when I hit play its as I set it back to from 4.0 to 0.
doesn't look the same really bummed out. Is there a way to fix this?
Have you done an override for the auto exposure that comes by default in UE?
haven't messed with the exposure I think, the game settings are on
you mean changing min and max brightness to 1 maybe?
Maybe you're seeing auto exposure in the viewport and something else in the render?
I dont know I think exposure doesn't change much its just indirect lighting's intensity not rendering for me
I can try to set another color maybe for it and see how that works
True - now that I looked at the screen grabs more, I see what you mean. Exposure is not the issue.
yeah it just doesnt render
this is with red color but when I hit play again same problem
Couldn't find parent type for 'VengerPlayerCameraShake' named 'UCameraShake' in current module (Package: /Script/Venger) or any other module parsed so far.
I got this upgrading from 4.25 to 4.27, does anyone know the fix?
PhysX is deprecated now, huh
Turns out - physics is hard
Question about using iPad as a virtual camera in UE4. ๐ฅ
I've followed tutorials and come this far - when I move my iPad then in the Unreal window it registers as camera movement. Great!
The problem is that I can't see anything on my iPad screen - only color bars and 'No signal' or sometimes a frozen frame from the game.
The iPad only shows video from Unreal when I donโt use it as a camera and just hit Play in Unreal. So it does broadcast. But Iโd like it to do both - function as a camera and broadcast the result on the iPad screen.
@iron elbow Solved my problem, had to do with sphere reflection capture which I have "hidden in game" for some reason
apparently when I delete my sphere reflection capture the global illuminaiton indirect lighting in post processing doesn't work
Oh, I forgot - Iโm using Unreal Remote 2. I couldnโt get Live Link VCAM to even recognize my PC (made a Firewall exception and everything).
I figured this out, the class is now called UMatineeCameraShake for some reason
Also it's in own module now too
hey all
about the recent leaks that gta will be on epic game store....
am i the only one that finds it wierd that gta game made using unreal ?
Hi all! Is there anyone from Epic around? My name is Gabriela and I am working in Wellington City Council building a digital twin of the city in Unreal Engine. We could really use some guidance around data ingestion and web deployment (pixel streaming?). We tried using the contact form on the website but we haven't heard back yet. I'm happy to post in a different channel if this is not the right one...
there are, but unless they really want to, they dont interact much with the community.
generally if you really need guidance from epic games people you'll need to go trough the official channels.
How does the engine decide what player start to use? Like, where is the logic for that stored that I can access?
yo
i recently found out about the environment creation tools in unreal engine and was looking for recommendations for some environment art youtubers who focus on environment art in unreal
AGamemodeBase::ChoosePlayerStart
Hello, I moved my Unreal Engine to my external drive (Mac). Now my launcher is saying Unreal Engine is not installed. How do I fix that?
I wanna apply an impulse to my character but when I turn on simulate physics it freezes my character
so I cant turn on simulate physics
how else can I apply an impulse like effect without impulse
since impulse only works with simulate physics enabled
Hi, I've been using BSP brushes to create early blockout designs in my first level, and it was working fine for the first couple of months. But since two weeks ago, interacting with any brush objects (e.g. copypasting, deleting, stretching) makes UE4 crash. Interacting with static meshes and other non-BSP objects is fine, but as I'm not a modeller I'm finding BSP so useful at this stage and don't want to stop using it. The programmers on my team are also unsure of why this crash happens, and it also happens on their computers. I've tried everything I found on google (which wasn't much). Anyone able to help?
Sort of deprecated. They didn't update it to use PhysX 4 (though TBF PhysX 4 is largely focused on robotics). But at the same time they underestimate the plans for Chaos physics, it's still not production ready in UE5 EA.
PhysX isn't that bad IMO, but shall you want some greener pastures, maybe paying up for Havok is a good investment.
How do you make the shadows blend out a bit more
like the right side fades out ok but still cuts at uvs
left side is totally cut though
and it happens after i bake with directional lights>
whats the option
UE4 crashes with this error
LogWindows: Failed to load 'aqProf.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=193)
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: MyProject
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 20 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.226834
is there a way how to fix that ?
that issue happens every 10 min
Are you able to find those .dll files by searching in Windows Explorer?
yea i found files there C:\Windows\System32@rugged harbor
thats what appear in the unrealengine log after crash
exiting due to D3D device being lost. (Error: 0x887A0006
I really messed up my project and I need some assistance on restoring it.
Everything worked well, until I decided to add cpp and GAS into my project.
Since then I couldn't package my game anymore.
After that I wanted to get rid of the cpp and GAS from my project (for now), so I used my file explorer and deleted all visual studio or GAS files I could find.
Since then I can't open my Project anymore. I even restored the deleted files from my Recycle Bin, but I keep getting this message:
If I do that, I get this:
I tried deleting binaries, saved, intermediate and build and rebuilding - didnt work
I tried building the project from visual studio - that gives me 39 errors, most being about undefined GAS types:
Is there any fix for me? or did I just lose Months of working on this project?
I donโt think all is lost. But it probably would be wise next time to use some form of version control. ๐
Hmm. I probably should get more familiar with perforce. Perhaps another can help there. With git, itโs just git reset --hard, which will revert all changes.
compile and check the output log (not error window), only the first error matters, everything else can be just a side effect
it looks like missed an includes or dependencies, is GasAttributeSet your file or engine's?
anyway if you cant get to fix the compile errors yourself try asking in cpp channel with the error from output log + your file code
also to disable the plugin you have to edit the uproject file, dont delete files randomly
you can also restore everything to a certain changelist that you know that works on perforce
https://twitter.com/joewintergreen/status/1441011925119209477 can someone guide me how to install/compile this version of UE5? the one on epic store doesn't have this functionality
Is there a way in UE4 to have an invisible cube block the light from a specific light source, and not block the light on all the other light sources?
This is my output message:
"GasAttributeSet" is part of the engine
hm... im kinda confused, you have engine files inside your project folder?
To be honest im not 100% sure, sorry I am new to anything cpp/visual studio. Thats why I decided to "remove" gas and cpp from my project for now too
ah, well, that file appears to be something you have on your project source code, so its trying to compile it
i dont know exactly whats it, so idk if you can delete
i rcommend checking on your perforce, if you have unsubmitted files after a working version you probably dont need them
i have to go now, good night
thanks, I will look in cpp for help and see what I can do with perforce
Hey everyone, just wanted to give a quick tip. If you are having a problem with the latest nvidia drivers and Unreal Editor's UI keeps disappearing/flickering. turn off anti-aliasing for it in Nvidia Control panel. Fixed my issue.
nvm, no it didn't..
Downgrading the driver solves the issue for more people, and already in pinned messages.
Open it again in My Blueprint tab.
Event Graph itself is part of AActor class and is impossible to delete by accident.
Double click here
can i bother you for a sec
no wall of text
just silly question
Currently dating with Niagara and Grid2D, but sure :3
oh this can wait o.o
Im suppose to be nappig anyways sorry didnt mean to distract you from work
Well, I'm currently watching some tutorials, so not much pressure going on
ah
okie to make it super quick!
If iwanted to take certain systems from ALSV4
and jerryrig it into my own setup
like their trigger button over the shoulder aimiing for example
would that be a nightmare to accomplish
or their camera system for example
WIN 11 causing problems with any Programms? UE4 VS or else?
not sure i havent upgraded
Not really a nightmare to accomplish, but due to the lack of fully fledged docs on it, might be easy to get lost in the process.
Nope.
so i just have to have big brain to steal the code properly and implement it into my own setup
xD
i dont trust win upgrades
they always break PC's in the first year
and it becomes a reoccuring issue
for nearly 2 years at times until they get it right
me neither thats why im asking but it looks clean asf
i have a rule of typically never being first or last in line to ride the train
win 8 was a nightmare felt like having an xbox bruv
lol yup
Yeah, once you know your way around ALS, it's pretty much smooth sailing on it. I'd argue even more easier than ALS V3.
well i dont plan on using als
but tearing its limbs off and gluing them to my setup
_>
Pretty much the same to me.
daz requires too many hassles to put into als
well then you just should add a camera movement when the right m button is pressed that it moves to xyz locaation you want
so id rather do it the other way around if possible
i dont use daz but it should be working
Daz rigs are weirder than you might think
theres import options
^
to rig it to the ue4 skeleton
than it should work
they have bones like mannequin
but have a bunch of twists and face rig
different names too
so alot of complications when trying to work them like normal mannequin stuff
Not as straightforward as other rig, not even close to Mixamo's weird rig.
i can re rig them to have mannequin bone setup
Or even MMD standard rig.
someone did it with a cc3 character and it worked same as that
it breaks their bend control morphs
specially for mixamo some solution exists which makes it 1:1 mannequin compatible
someone recently made a work around for mixamo animations on daz
so thats nice x3
tho you can technically just retarget from mannequin to daz anyways
The only lacking bones from Mixamo rig is the root bone and some twist bones. Everything else is similar to Manny standard, even the hierarchy
Get your custom CC3 characters working with ALSv4 in unreal engine 4.24. This will re-target all animations, movements, overlay systems, physics, etc.
Intro & File setup - 00:00
CC3 Auto Setup for UE4 - 00:30
CC3 Export (with AutoSetup) - 00:55
CC3 FBX import in to UE4 - 02:15
Skeleton retarget - 04:30
Virtual Bone retarget - 05:15
Character B...
go ahead with this tuto
ive already used it
itll work trust me
wait did you do this with Daz and it worked out fine?
i had the same issue with that the eyes teeth glitched through mouth it works
just follow and try to learn from it
did you ever solve the face become pudding issue?
watches from anime models workflow
or hip gitter
Source: trust me bro energy here.
broken rag doll too
Snowie (and in some extent, I) did several testing with Daz model. It just got weird behaviours when soft retargeted from Manny rig and ALS.
you created a bone mapping?
go use root anims if you dont want to learn then
you changed the retargeting options for the bones?
because of such now i can animate my models toes
How even root anims even related to this?
is that your game?
uh no
but i did some tests
thats from the bump/normal map tutorial thing, right?
pervo game coming soon
i bet i've seen that somewhere
and i could replicate that type of toe movement
Seems like it to me.
we've all seen some weird things ๐
Borderline Hentai Action RPG fighter
with characters just as pretty as 90's marvel comics were
with pus... morphs init
and the type of violence youd get from playing devil may cry 3
no
bad
Snow is pure
Wrinkle maps are quite difficult thing to tackle, especially in real time.
The foot fetish might lure more people into it ๐
;-;
yes
just like every cartoon and comic/manga in the 90's
yusuke level violence
with extra pretty characters
i dont know how you can go wrong with that
need to go
This kinda looks like Alan Wake map somehow
be safe o/
says the one on the watchlist
This chimera would never do something like that >3>
@drowsy snow What would i do
to setup automatic backups?
source control right
Source Control, and branching if necessary.
for backups and working on the project with multiple people at once
source control != backup
is source control also how you let more than 1 person work on it?
Well yes but actually no, but also yes.
only perforce really working tho
source: trust me?
I mean, one could make use of cloud repos like GitHub or Azure DevOps, both of which allows for private repos, and essentially use them as backups for the software dev projects.
yea kinda, but with github you have a binary file quota, which is a problem with unreal projects
git lfs on azure has like 300 gig limit I think
or maybe even is "unlimited"
for free?
yeah
o.o
I couldn't confirm it in the actual documentation, but that's what people were saying and I've never hit the cap myself
so source control bad?
No, that's not what we meant.
oh
source control is awesome
Source control is pretty much a must when it comes to software development and collaborative work.
okie
ill set up source control and pay you 2 bubble gums and a strawberry or thhee to work for me
The main issue is that the place where the repository is being stored.
Mint ones please.
okie~
me too
well you cant expect much for 2 bubble gums, but we are in
o-o
Yes.
okie lesssss go~
And I'm gonna sprinkle some fluid with my Niagara Grid2D.
Well, I'm using my own implementation :3
glad i bought all three
wot
lemme see work when youre done!
i havent used it yet but its pretty to see their updates~
are you talking about the niagara for umg plugin?
maybe? o.o
Niagara in general, not specific to UMG
i was talking to a smort professional
and a few others including luos
and apparently having 2000 morphs is a bad idea ._.
yes
inch by inch
but i have a solution for you
my dreams of extreme player expression
Also because 4.27 finally make Sim Stages built in, it's the right time to follow this tutorial
https://www.youtube.com/watch?v=-cKgZrrBJ2w
I gave this talk last month in Unreal Open Day and subbed it in English since you guys and girls seem to like it
Updated water with flowmaps: https://www.youtube.com/watch?v=RjEUzCpyWGA
My showreel on twitter: https://twitter.com/i/events/1226163357121515524
There's no way you'd reach that number anyway.
;-;
uhm... i think it's possible to reach that, is it necessary? no
Expressive facials can be achieved with way less than that.
no i mean body shape and form
there's only one bodyform
Splitting the body and face is not a bad option.
daz are 1 body models ;-;
You could split them in Blender, but considering your scope, that's going to be a lot of repetitive work, where Python script just won't able to give some automated time saves.
yeah...
sure you can do that with python, there's vertex groups for everything on the models
My company executive just woke from his nap
cute cat
thanks hes a good penguin
He's a good ocelot.
but he got an long face for an owl
Anyways.
the models came that way D:
@drowsy snow is that kind of water possible
in unreal 4.26?
Yes, but Sim Stages (which is required for that) wasn't built into Niagara in 4.26, until 4.27 merged it with main Niagara plugin.
so upgrade or rest in pickles?
Upgrade to 4.27.
Asher does mention about fetching one from master branch, but by now it might've been removed because 4.27 made it built in.
Also 4.27 has huge C++ API changes here and there - so much so that I gave up backporting Oodle to 4.26 and just move on with 4.27.
what if i have a bunch of 4.26 assets i want to use or am using
just move anyways?
Should be carried over to 4.27 just fine.
ah oki
is upgrading from 4.27 to 5 possible nowadays?
what version are you on?
4.26
you can convert in place, but backup before is adviced
i had little to no things to change
okie
Early access is based on 4.26, not forwarded from 4.27
well tomorrow is going to suck
yea, wasnt sure if there was any newer EA version which is closer to main
i have to tear ALS open and somehow glue its functions to mine x-x
its easier to rip off everything from ALS which you don't need ๐
well tbh
start with the camera stuff, get rid of mantle if you dont need it, and so on...
i just want als's shoulder aim and camera system
use the C++ version of ALS
oh well
its camera is so pretty and smoothe and feels good
why the camera system? That's nothing you couldn't do yourself?!
I found the C++ version much easier to integrate with
and the over the back 8 way aiming
well i wanna build upon the als's
i like how it smoothe it feels
and the hold trigger to move in 8 ways
oh
and the animation overlay
thats about it tbh
so pretty much everything it has ๐
lol yup
i like that i can just layer feminiate and macho or whatever else animations on top of a normal animations
and it just mixes them together O:
if it works as i think it does I can make 108 or so animations instead of the whooping 1864+ i have to for super smootheness ;-;
you have "fun" times ahead
Well, I had to go deep with the ALS modification, so not yet C++ to sped up iteration.
I also found the C++ version much easier to modify
Still find it confusing tbh, and not to mention C++ iteration is slower on my end, so go safer route first before finalising it.
the thing is that if you marry yourself with the BP version it is practically impossible to switch to the C++ version afterwards
for example there is no way to migrate the BP enumerations to C++ enums
Well, I'd take faster iteration times over slower times if the modification isn't final enough. There's some issue with using it with my custom model that I have yet to do rigorous testing and solve them out.
isn't the animation graph still pretty much the same with the c++ version?
except for different data types maybe
Kinda, but my own issues goes beyond the anim graph for now, and I'm still stabbing in the dark in this regard.
Also consider that compiling C++ code has to be done with editor closed.
Thus my complain about slower iteration times before finalising the changes.
i'm at a point where i digged so much through ALS that i should maybe just make my own xD
but i can relate to the BP > c++ for project specific adaption
Is Wrong?
if its not working get the player controller in ther as reference
call vc in dms
Oh i created my PlayerController...
ill help you
ok?
yea
i have a question regarding Blueprint Ninja challenge
i previously competed one of this course
will i still get the reward and badge if i start all this course again from October 13
Is there a way to remove built lighting data from the scene? I can't position my directional light because the shadows are fixed now
@drowsy snow @plush yew
btw these default files from UE side got something to do?
i accidently clicked Shift + 5 and now I can't rescale or rotate my cube, how can I fix that?
How do I rotate again
control + a
hello guys did anyone worked with AWS GameLift in ue_4.27 with a team of 10 people?
with any version control like git
if anyone did then please help me how to setup
like that
Is there a shortcut key for compile?
I may have selected for mobile, anyone knows how to change that back to pc
hi! im new to this server and unreal/c++, im trying to follow this tutorial but failing .. can someone pls help? https://www.youtube.com/watch?v=XmQJxgo0ELI&ab_channel=BeeSanz
I enjoy any type ofย puzzles, anything that challenges my mind... mazes have a unique charm, they are a good set for a mystical fantasy game...
If I could, I would enjoy a real maze every now and then. Meanwhile, I have a virtual one right here for you!
For this example, I am using a straightforward algorithm, but! It is perfect for mini-game whe...
Not sure about it. Check the code yourself while you're at it.
f7
Change the active mode to Select (Shift+1)
thanks heaps!!
oh it was on desktop
so why do I have transparent joystick controls on my screen?
when i run it?
Try checking on this
I've been having an issue with the epic launcher the last few days. If i'm working with vs and then compile then open the editor and test to check the code is working evrything is fine. But when i close the editor the epic launcher loads but takes ages before i can select anything in the launcher. I usually go work on my code again and when i want to test then the launcher is ready but if i'm going between the 2 alot i have to constantly wait for the launcher before i can open the editor. Does anyone have any idea as to why this could be happening. It wasnt like this before. It feels like the launcher is hanging.
Cpp is better on performance in most cases. But no matter what you do you will end up using bp since bp is integrated into everything in the engine. No matter what you do bp will be used somewhere. Combining cpp and bp together properly can help to keep both sides performant and compliment eachother. You dont have to, but once you understand how to use both you would see the advantages and then you would want to.
I'd say most definitely.
I believe there are some that are just bp but in general it both ever since bp came into existence and i guess in the future bp may get all the functionality of cpp, for eg, gas needs cpp to work properly but in the future maybe not.
I see bp as user friendly cpp. But not all of cpp has been converted to user friendly bp yet. lol
Hey folks, I'm trying to set up pixel streaming but I can't get the unreal engine to connect to the signalling server. There's supposed to be a "Streamer connected: ::1" message in the server's output, but it's not there. Can anyone help me out with this?
(I have set up the launch parameters which point the engine to the server, so that shouldn't be an issue)
Still bit unclear for me; can I import assets from other projects by dragging and dropping the files into my content browser instead or do I always have to run the (freshly downloaded) project, wait for it to compile, then use the migrate prompt?
use migrate
okay, will do, thanks
Anyone know how I can resolve this. It's saying I have a binding on one of my text blocks, but there is literally nothing on any of them?
I've got an older version of my game as a back up but I will loose a big chunk of work. Be great if someone knew what this might be ๐
Try deleting the text block and adding it again?
Also might be a good point to get you into version control? :P
Absolute hero! Thanks man that's resolved it. I knew it'd be something simple like that ๐ ๐
what do you think about unreal engine?
It good
Best game engine ever.
Yo guys, how to remove "new plugins are available" when open a project ? It's really annoying ๐
Press "Dismiss".
I know but it always show up when I open my project
How do i force my Viewport show me the exposure camera/postproc renders with?
So annoying
Not only autoexposure AKA eye adaptation is on by default but you cant even see how it looks before you render frames
Set it to Manual in your post FX volume settings, or change the view mode to Unlit.
Change the ISO value to >100. ISO 100 is low exposure (so does real life camera)
"One game", as in a packaged game?
Thank you so much
You mean a project?
Assuming that's what you mean, you coould make an actor with just a Post Process component, and copy the values from the scene's post FX volume to the actor's post FX component.
In many cases, those are simple enough to copy over, but you might want to watch out for any post FX material that is used by it.
Oh, that's the post FX material then.
Just migrate it to your project and apply it to your post FX volume/camera.
Did the person I replied to got banned?
Maybe they just evaporated
Thanos snapped into oblivion.
Hey guys is there an Way to Scale an particle Effect entirely?. not only the Emitter one, like i have an Fire and i want to scale it down, it scales each Sprite Sheet down... seperatley and not the Whole Particle Effect
Niagara or Cascade?
Niagara
#visual-fx might know ๐
no its cascade but thats so strange
You said it was Niagara a minute ago.
Cuz its UE5, i was thinking of that, but its the Normal one
How to make a rotation bp node interpolation bezier instead of linear
Like smoothes into the rotation
Timeline node.
Hey guys. Trying out RVT's on my landscape & meshes, and I'm getting a strange result. Anyone familiar with what this could be caused by? https://gyazo.com/0760a8b978610e69eaaab682c2f52ace
Essentially the textures of the landscape are flicking, and the texture blending of the mesh & landscape looks strange, and also the mesh seems to make the frames drop a lot by enabling RVT - something amiss somewhere I guess :/
Hey, how to utilize GPU lightmass building properly? Using it with full bake and production quality light I don't seem to get skylight (static) light at all unlike I get with CPU lightmass build
Make sure your GPU is capable of realtime raytracing (at the moment, only RTX cards can do this)
yes it is rtx 3070
am I stupid or is scaling billboards broken in 4.26
Hello Guys Is it possible to get User IP ?
I'm only a 1 year old unreal user and so far the only tutorials i saw using visual code were on gamedev,tv channel and those courses were outdated. Everything else is visual studio
I'm actually not so sure. just last night i created a blueprint project and then activated a plugin and then created a blueprint class based on the c++ class. Then i realized i'd opened a bp project so i decided to do an extra check. I dragged and dropped the original c++ class character into the level and right clicked in outliner, opened visual studio. There was no source folder though so i dont know. Would probably have to create a source folder to be able to create something in c++ to use but i think i would've been able to edit the class i had opened. Adding to existing c++ is possible but adding new c++ probably not. I dont know.
Would be safer to open c++ project i guess cos its the same just with access to new c++. But like i say, i'm still a noob so someone that knows probably is laughing at what i said. lol
the material ther is not animated, just in case
the mesh there has no z fighting etc
it's only on preview
It looks like MIP issue...but only in previe icon
you know in 3d apps when you put 2 things ontop eachother
fx 2 boxes, slide 1 to the side a tiny bit, and the boxes overlap. The surfaces start to do a jittery stuttering, kinda like with ur icon
Low tier guess.
yes, it's called Z-Fighting...
slect view options and uncheck real-time thumbnails and see if that gets you what you want.
o, right, then u on top of that, dang, funky error thing tho
it is actually, you'd want that for an icon ingame. :p
its not a bug, its a feature. hahaha
i know how to implement that in game (the icon issue)..if anyone needs that
Now everyones like, do i want to add a bug as a feature. hahaha
ok...it's gone after restart of the editor...false alarm
I have some questions regarding the blueprint ninja challenge
I have logged in to the learning portal before and done some courses (none listed in the blog post) am I still elegible for the prize?
@golden nichei don't think there are any reasons to not to try, the courses are quite good, and you'll get the knowledge anyway (if you already know it all you can just click through all the quiz)
I beleive you need to do those exact courses for the prize, thats what it says atleast
the point is to learn those 3 to become a niiiinja
TOMATOES?
make sure you typed in this challenge the same Email as you used for Learning portal
yes I made sure to do exactly that
I fucking hate the unreal website and launcher
It's so fucking slow
And it always logs me out
Every fucking time I have to open the website or launcher I think to myself
fuck g0onna have to spend literally full minutes logging into my account again
and then loading the pages I want
and it all takes fucking forever
why wont they fix it
@sharp cresthave you tried to log via google or other 3rd party?
literally everybody I talk to hate it
@next badger I aalways login with google thats the fastest way but it's still so fucking slow I swaer
I can't handle it
I dont understand why they wont fix it
I hate it so uch
have not logged me out for a while now...few months i think
just loaded google
Took less than 1 second
loading a marketplace page
10+ seconds
???
and let's not even talk about the logging in
that's like 10 different pages
and each one takes 100 secnd to load
google does not have any images by default iirc
it's rly not the point
a fwe weeks ago I purchased a game on the epic store website
and it took literally minutes to load after I paid
so much that I had to open another page and pay again there and at least it didnt charge me twice
but holy shit I dont understand why they wont fix it
it's like why would anybody use this fucking website
what internet r u on?
I'm on the best internet on my country, it's like 100/mb which is like 10/mb actually
@sharp crest 100mbit twisted pair
and it loads so much slower than that
Idk it's just slow
they need to fix it
for me at least
.
anyone here played the joy of creation reborn? any clues on how they did the death animations/screens? like is that a video or does the camera zoom into the animatronics as an animation plays?
*just looking for a point in the right direction lol.
@peak bloomyou have better chances posting a video with timestamp...from yt
was just typing it in youtube as you said that! xD
Juspscare warning: https://youtu.be/wSgQGK7Camk?t=64
HOLY CRAP MY HEART!! Foxy IS the scariest enemy I've ever seen!
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@peak bloomi suspect it's just takes over the camera control and plays the sequence, i.e. camera not controlled by the player input anymore, you can do that by a variety of ways, sequencer, timeline, ABP logic
Ah, that's good to know, thank you! :) I thought it might be something like that, currently I have it so that when my enemy comes close to the player it changes to a camera on the enemy who then does a punching animation towards the camera but it doesn't look nearly as good.
I'll look into the sequencer and see if that improves it. :)
I wonder what the size table is for those blueprint course contest shirts, I'd hate to pick an XL one, only to receive an American XL shirt that's more like XXXL where I live lol
after about 3 weeks with the program i totally get why 3dsmax is the standard for unreal and game development in general. I think im straight up gonna uninstall Blender lol
<@&213101288538374145>
LOL
https://gyazo.com/9b11d6939104dbc1192e22984ebb7811 you guys talking about this section?
but how the fuck is it everywhere
i got a question
im making a mp game with upto 120 players right
i was checking groom but the vertices on this is crazy
is there a way on how to take on stuff?
Yeah, that's it
:triangular_flag_on_post: Tbjbu2#0001 received strike 1. As a result, they were muted for 10 minutes.
It seems like something happens when the enemy collides with the player but I'm too new to know exactly what lol.
how viable are the unreal engine modeling tools I keep getting the urge to use them and theyre fun but when i have to add materials to things the UVs are all messed
if you play it in slow motion it looks like its just some camera shake and fov settings and maybe even some speed variations in the enemy animation.
I was also thinking that the enemy hits the character and thats the camera movement.
They must be using triggers to activate a sequence of events, lerp the enenmy location to location for anim sequence and other stuff to get character to look back after first hit, thn second hit kills.
camera swerves one side then other then death
ah, thank you, that makes a lot of sense! :) i see what you mean. i'll look into it and see if i can try to recreate the same effect somewhat using this method.
the change from when the enemy is by him and the death animation is so sudden, yet smooth, it's so well done. XD
I looked at it a bit closer now. It actually looks like the enemy grabs you and brings you close to his face, does some shaking and screaming then his right arm swings back while his left holds you and then his right comes in for the final blow and bam its over. https://gyazo.com/dd1441b5811ba9362b83c22985cf7881
that pic is right before you die right arm back left arm holding
you know, I never really noticed before (or thought about rather) that the camera does seem to be attached to his hand, like he's holding it.
maybe if I created a bone socket, maybe a character could hold the camera if that's possible.
he is. he is holding the fps character by the head which is essentually the camera . ๐
XD
very true, but i didn't know that could happen :D
wait, so it's possible for an enemy to take control or grab or whatever the camera component of the player?
Its basically two animations playing. the character being held by the enemy and the enemy holding the character. Whoever made the game spent alot of time perfecting those animations.
the thing is is the animation seems to be able to play from any angle, like even if the player is looking at the enemy it'll still play it but from the front.
like at 1:04: https://www.youtube.com/watch?v=wSgQGK7Camk&t=64s
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so I wasn't sure if that could be done with animations in that way, so i'm very impressed with the designer!
Hello, I'm extremely new to game development in general, and have slowly been poking around UE4 in my free time. Is there any helpful tutorials that anyone would recommend for beginners?
I'm also just guessing. They could have done it completely different aswell.
Hello , i have setted world composition with two layers ( 1 layer per map per landscape) , the streaming distance of the layers are disabled , how can i control loading and unloading by blueprint? what are the nodes?
the unreal online learning is the best place to start. Plenty of online courses you can purchase but Unreal online learning is free and covers the basics of everything.
Alright, thank you!
Ah, yeah, it looks complicated but I think you're probably spot on with how they did it, it's just amazing to me that they did it so well. XD
Hello Guys how can i make a public session anyone can find and join without using steam ??
im trying to use playfab but its need the Host IP for non dedicated sessions also i cant get the IP
what can I change in my settings here or console settings to decrease noise besides going higher on the samples
i feel like im using pretty high settings already but its still so fuzzy :/
High folks, can anyone help me regarding lighting? I'm trying to make objects in the far distance less dark. Not sure how to go about it. Just using easysky here and some post processing, no auto exposure. The hot air ballon and the water tank to the far left are both really dark.
@glad lotusyou can up each meshes diffuse intensity
in the shader paramaters
i would suggest making a master material and a extra material slot so you can apply it to lots of objects at once
and adjust as you go without having to reapply to all of them
thank you degenerate, not even heard of that before. Will have to look up some tutorials on how to do that.
@glad lotusif you'll add atmospherics like fog it'll be lighter, if you don't want that, make sure your ambient light is bright there, as you're looking at the shadowed side
thanks alexey, what do you mean by ambient light? I'm using easy sky which does have fog but i turned it down quite a bit.
ah ok thanks. I will try increasing that. Issue i had initially was balancing that and the sunlight
thanks for your help
well, you have a balloon that is not lit (cause the sun is on the back), and you have no fog to overlay...this is why it's dark
naturally balloons are emissive
Am i right , we cannot have multiple landscapes on the same Ocean?
or yu may fake it as SSS
Hi everybody. Noob question. What does Abs do?
There is fog in there though, maybe i'm using it wrong. Easysky's fog settings are quite strong out of the box so i always turn it way down which may be why i'm getting too darker scenes.
@woven elkit's a math operator, returns Absolute value (hover ctrl+alt)
Absolute returns the absolute value, meaning if you have -1 as input it will give you 1. If you give it 2 it will stay 2. It basically always returns a positive number.
In mathematics, the absolute value or modulus of a real number x, denoted |x|, is the non-negative value of x without regard to its sign. Namely, |x| = x if x is positive, and |x| = โx if x is negative (in which case โx is positive), and |0| = 0. For example, the absolute value of 3 is 3, and the absolute value of โ3 is also 3. The absolute valu...
do not confuse with mod...modulus is not modulo, this is why it's written as abs
Thank you @kind mulch and @next badger
why the heck
does sketchup take up to 30 minutes to create a 3dsmax file
i wish i could just import my sketchup scenes to unreal engine
I need some help to apply a round mask to my landscape to make it Round and not squared please.
what should i put to the UV input of the texture mask node
I just want to mask the corners of the landscape so its round
I doubt this will happen with anyone else but I feel I have to warn others because wow what the actual F
For those that use sketchup for archviz or anything else in unreal engine be careful when exporting large sketchup files I mistankingly exported it to my desktop and it generated a few hundred thousand image files and it literally kept windows key and explorer from even opening, couldnt even get to the files to delete them
it was a mess lol
how is the geometry when exporting from sketchup? I've imported once some file to blender and it was a total mess
A mess
hello what chat should i go to for questions about complex collision?
this one works
okay ill give it a shot thanks. I'm trying to create a mini golf game and importing meshes from blender and then putting there collision to use complex collision as simple works well to get the collision to fit the model exactly. however I can not seem to apply a physical material to the mesh. I am also having a problem with the ball passing through the mesh when hit at high speeds.
I have a physical material that makes the ball bounce more, on regular meshes that i use collision that i created and imported it works fine, but when switching to complex collision the ball does not bounce
collision moving too fast, look at using CCD to try and combat that
alright cool ill look into that thanks
Five... years... for something basic as this... https://forums.unrealengine.com/t/reorder-variable-categories-in-class-defaults/66561
Current system doesnโt allow any control over the order of variable categories - in Class Defaults tab, it appears like theyโre ordered randomly. This is the original AnswerHub post: How to reorder variable Categories in Class Defaults? - UE4 AnswerHub Seems like many people want this, so Iโve decided to make a feature request. This would be ...
The more I use Unreal, the more it feels like swiss cheese... full of holes everywhere
Except, swiss cheese is usually quite mature, and Unreal, despite its age, doesn't feel like it (so I guess the likeness fails after all)! ๐
is there a shaderlimit in unreal engine
or can I have as many as I want
or that my pc can handle
@grim ore thank you that worked for the ball passing through meshes
yay!
There is a sand clock appearing when swtiching levels in my game, is there a way to remove the icon?
I apply a mask to my landscape to make it round and got this fish
how can i align it
found
In one of the unreal videos the presenter spawned the manikin on a grid in the whole world for size reference. it was visible without hitting play. How could I do this
hello!
can i design the game environment in ue4 only?
is their really need of blender/maya?
Making the maps in UE4, yes, but you still need external DCC tools to create the meshes.
you can create and draw meshes from scratch with the new modeling tools mode but you will have a much better time with blender + blender to unreal plugin
Modelling tools in UE4 is still impractical, it's often not worth mentioning about it to beginners.
which one of these 2 should i use for playing montages
is there really any difference between them
yes, one has return events and the other is more fire and forget
Hello everyone, I'm just new to UE. Can I know if UE code editor in VS has an automatic display of the code statements I'm typing (like components, functions, etc..)? Cause I'm trying to follow the code tutorial but while typing, I don't see any automatic response of VS for UE keywords.
that would be intellisense, its wonky by default. there are addons/other programs to help with that
you could see what the author of your tutorial is using for his auto complete/intellisense
thanks
Hi guys! Anyone have good Top Down View tutorialโs?
There's no such thing as "Shipping Editor".
Look for how to make installed build of your engine source code, or use Unreal Binary Builder.
Hi
where may i ask questions ? is here fine ?
I have to get a build ready for a client but UE4 is giving errors during packaging
UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
UATHelper: Packaging (Windows (64-bit)): (referenced via Target -> Semblance_V03.Build.cs -> UMGEditor.Build.cs -> Sequencer.Build.cs)
PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
Can some one help me on this ? its not following as the server only the client. When i do the animation. Thanks
If I copy unreal engine files to another harddrive can I run it after formatting my PC? Haven't tried that
hello, do somebody knows how i can fix this ?
Assuming you are referring to the editor...
cd "C:\Program Files\Epic Games"
move UE_4.27 M:\UE4Editors\UE_4.27
rem "or just cut and paste the folder to your hard drive"
mklink /j UE_4.27 M:\UE4Editors\UE_4.27
rem "this is just if you want the launcher to know where it is"
Thanks!
This is what Iโve been looking for, itโs faster than downloading the engine thanks to my internet speed
I think this issue was caused by using Powershell Expand-Archive to extract UnrealEngine-4.27.0-release.zip leading to a mess of problems.
Is there any way to force an Unreal server to crash using a command from a client?
I'm using FindPlayerStart but it doesn't seem to be randomizing. Anyone know what's up with that?
Like, all players spawn at one of two points, but each player will only respawn at their initial point
code snips or riot
this is a copy of the documented tutorial for respawning. I also tried it using the "FindPlayerStart" node and "RestartPlayerAtPlayerStart" and it similarly did nothing
I also tried overriding the game mode function for this and just using a random array element, and that also didn't work
that's the other configuration that I tried
is your cast succeeding?
Maybe try Get all Actors of Class, pick the spawns
Get the length of the array
Use random int and take the length of the array as max
the cast is succeeding yeah because it's respawning them
this also doesn't seem to work
step through it and figure out why
it's not running choose player start when the player respawns
am I missing something about how that works? or do I just need to call it?
how have you added this choose player start event function?
the code is potentially saving the player's first spawn and then not choosing it on subsequent spaws?
it's not running at all when they respawn
so they only spawn on the initial spawn location, which is randomized
That's what I said
then I was agreeing with you
then check if the code is saving the player's first spawn and using it on subsequent respawns instead of calling choose player start
I know that it isn't calling choose player start because choose player start only fires initially
yes. find out the reason
the only way anyone can find out that answer is by first finding the reason it is not called the second time
right so I was asking if I misunderstood how this function works. Is it intended only for the initial player start?
I don't know

it's unlikely that anyone will know without looking at the code
"the code" meaning the engine content? I literally just overrode this and it's part of every game mode BP
yep
so, if someone knows about that blueprint, they might know how that works, sure
Just throw in a few print strings and see when which part is being called
All part of the learning experience
initial spawn
and then there is no break in every subsequent respawn because the function doesn't get called
This is part of the engine, yet I'm not seeing it in the documentation. Where can I find how this works?
engine code
it's not engine code, it's game framework
it's easy enough to find, just open up the game mode classes
are you really saying that choose player start is not called from engine code?
it's called from the game framework
just open up the GameMode class
the c++ class?
yes
UE has a number of modules - not everything gets compiled into the engine binary
so I can find guides referencing the thing I'm looking for and every multiplayer game has respawns, yet nobody has ever looked into how this works?
lots of people know how it works
cool, where are they?
^
๐ค
also GameModeBase extends from that
a folder does not a module make
it used to be a separate module, but you may be right here
yeah so the module references the "restart at player start" node that I already use, but it doesn't say anything about this function I'm overriding. Is that called from the find player start node or something?
search the code base for calls to it
so it's called by FindPlayerStart, then?
not sure why you keep replying at all telling them to look at the code when clearly they are only using BP's. and @dusk nebula yes and its one yuo can override in gamemode you even had it on the list you posted
I appreciate the response, thanks. I've already gone and overridden it, it's just I assumed that it got called by the regular restart node or something. Seems like I need to use FindPlayerStart for it to work in general
most those funstions also have tooltips if it remember
yeah with the gamemode stuff basically once you start overriding it you have to call some stuff yourself
I see, I'm basically just putting tutorials together at this point lol
as in combining tutorials I find to make what I want
and I'm new to unreal and only use BP so the responses saying that I should go through engine content are both meaningless and unhelpful
unfortunately when you start digging into the details of a lot of things, you will end up in C++ at some point
yeah its something a little less documented when using BP most tutorials dont reach into it and will have some hacky spawning outside of it
I notice that most BP tutorials are kinda surface level
basically what ambershee is saying though
like I've gone through 2 or 3 different fps tutorials that only cover the same basic things like pawn movement and simply avoid anything I'd want to find
IIRC there is documentation that goes over some of this stuff from a multiplayer perspective, but I recall it also being hard to follow
I read through the one that's pinned in #multiplayer and it was reasonably easy to get through
i imagine matthews WTF and HTF series has gone over the nodes or functions at some point you will just need to piece each one together
yeah, I'm kinda at a point where I don't know what I don't know
thats when you learn to research the engine yourself like ambershee was showing
one trick you can use to follow the flow of things inside BP is to just override a load of related functions and add a Print
then in the log you can see what happens when
Stack Trace (Script Trace - I forget the name)? Can also be useful there
I notice that the FindPlayerStart function isn't firing when the player respawns
I've put them together and it still doesn't stop once the player respawns
this one is only firing once for each character
it may, by default, just be using the same player start as it did the first time
do you happen to know how to make it randomize every time?
not off the top of my head (we don't even use the game framework on this project), but I suspect overriding RestartPlayer is the way forwards
quick look at the code says RestartPlayer by default will call FindPlayerStart, so just overriding the latter should work
so this is where I would randomize, now?
yeah, just override FindPlayerStart and return the actor you want to use as the starting point
oh, it works. cool
thanks
I'll have to remember to try overriding functions like that
now I also have ChoosePlayerStart to do something like an initial spawn as well so that's cool
if I run a for each loop with break, and it breaks, will it fire the completed node?
yes
Anybody know if UE5's Lumen Global Illumination plays nice with Ray Traced Reflections and Translucency? I recall having issues when it first released so I stuck with UE4.26. Running into roadblocks now for a viz project using RT GI.
Wondering if UE5 will solve my woes
My transform (scale rotate move) gizmo doesn't work anymore , i have tried to reinstall older drivers nothing changes
I CANNOT do anything
Are you quitting from Cinematic Viewport?
You mean when the game was running?
In editor.
No
I have followed the pin message for adding a register key to fix the Nvidia flickering
Since 3 month Nvidia drivers are just shit
Sometimes i can use gizmo at certain angles
have to change my POV 10 times to make the gizmo yellow
certain times the gizmo is just not responding
i'm completly crazy , i cannot produce because of a gizmo
also i can't select an object by clicking it
Hey, does anyone know of a way whether I can run a profiler in ue4 while playing in the engine to show my performance, to save it in a log, for example. to change things, to repeat the same thing and then to be able to compare to what extent this has changed in terms of performance?
Anyone knows what the attached warning means and how to get rid of this? ๐ Happy for someone to help me!
Hey there! Does anyone know a proper alternative to Substance Designer? I hate Adobes Subscription model and would rather pay something once.
Disable viewport entirely should help.
The above is running on a quest 2 in standalone mode
That aside, have you tried switching to Forward Rendering?
is there any videos on setting up easy anticheat as i been looking but cant find
#virtual-reality might able to help more. I have no experience on VR.
Thank you anyway mate ๐
I just want to say thank you for the team that made this engine and you guys who help all these people with questions.
I am so blessed to have this tool
Easy Anti Cheat is (probably) part of Epic Online Services. Look at the docs for that.
hi guys i am working on a vr project for a internship, after messing trying to implement hand tracking now I cant get the hands to show. I am new to unreal and tried to search around for answers but nothing works
Anyone has any good documentations to better understand Animation Interfaces?
He doesn't make them in sequencer
Its a socket attached to the mesh that he animates
Anyone of You used the Unreal Engine "Water" Plugin ?
Networking Question:
Can anyone explain to me, how i can get the Health of another Player in my Lobby, and display his Health in my HUD (like in Left4Dead, CSGO etc.)? I can stream you my problem if you are willing to help me.
I dont understand how the GameState and Playerstate work in Multiplayer
like the same kind of sockets you use to put weapons in a characters hands? like he's putting the camera in it? or is that a different thing?
Yea exactly that
I'm not sure wether he uses a bone to animate the camera or timeliness tho
Yeah its confusing, sometimes works and sometimes doesn't
and true
ah that's good to know, thank you! :) i'll try it out with both maybe and see how it looks.
maybe i'll just ask the guy who made it. XDi wonder if he'd reply
He really likes answering questions
Game Developer, Artist.
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Hey guys, I'm having some trouble simply trying to attach hair to my character. The hair is a static mesh inside of my Hair_Male_01 actor. I've created a variable reference to that actor then tried to attach them together but I don't think I've set this up correctly as I'm getting an error after running saying Access none trying to read property HairType. Anyone know where I might be going wrong here?
OOH, that's very cool, I'll try it and see what he says! :D I just joined his discord.
Though I'll check out his ask/fm page I guess that'd probably be better.
Ah, maybe I better leave it lol.
It's funny how discord servers seem to be like that a lot lol.
I have a model that I've imported which is 5 layers big.
It has two layers with textures.
When I import it to UE it's only has one material slot.
How can I create a material slot so that the textures apply to the right part of the model.
I don't need a step by step, but I don't know the words to google.
Can you help me?
The model on the left has the material i made dragged onto it, but it applies to the whole model.
I went into the pink model and used the + icon to add a material slot. But when I drag the materials onto those slots the most recent material just applies to the whole model.
Do u use blender
I think in the import menu of unreal
It has some options for this stuff
Try deleting it
Reimport it and play around with the settings
ok, thanks I'll give that a go.
I made this in Masterpiece Studio Creator and am still learning about the import process into UE
if you need snow deformation in the game? or mud?
Facebook:
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I can't see the options on import.
Do you think I have to go into Blender and setup some Material channels? Then will UE recognize these as material slots on import.
For Example if i made a treasure chest with these layers
Wood,
Metal
Rivets
Gold coins
and each of these was a separate layer with it's own textures.
Would UE import this as one object with 4 different material slots?
Is luoshuang's gpulightmass more accurate than the native gpulightmass? I get absolute horrific results, light bleeds appearing in places where should be occlusion shadows
I'm following along "understanding global illumination for architectural visualization" course and use the course file, but I get nowhere near the results as the lecturer uses production quality shadows but it takes too long to CPU render high or production
I'm going to try updating my gpu drivers if that helps
The Last Of Us 2 is a PS4 game with fake snow and mud deformation, and it uses Parallax Occlusion Mapping.
You can't just shoehorn DirectX tessellation elsewhere.
https://youtu.be/Zhaz-KFUij8 (3:49)
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Yes.
Help me please
Animation playing on client and server at the same time
when i press to enter prone pose i see the 2 simultaneous client and server at the same time i have no idea how this can happen
How hard is it to make minecraft generation into ue4? I've got a college project in a few weeks and was wondering how can this be done.
I've seen some videos from a few years ago. It's alright they use BP and cpp which I don't want.
Just a simple or decent way to make it. Also I've already tried the voxel plugin. Thats OK wish it had more though.
Please @ me if you reply since I'm a bit inactive
Have you tried the paid version of Voxel Plugin? Safe to assume you're using the free trial version here.
Also, can you just go for gameplays that are easier to code? Not only you have to get 3D grid based cube spawning working, you also have to generate the entire world while also making sure the generated world makes sense to travel. That's not accounting for any NPCs and their behaviours, day night cycle and weather system, block behaviours, inventory system. I highly doubt you're able to get minecraft clone in less than 30 days.
If being procedural is a must, why not go for procedural Metroidvania/roguelike, or procedural arena shooter instead? At least those kind of games only require you to generate rooms and its item placement, set the NPC type to spawn, randomiser seed, and that's all there is to it.
cant get my depth of field to work how id like...
heyo i need a bit of help so i have made a boss and made a startup animtion for but i want the boss to spawn when i go to its lair, i used spawn actor but then the boss doesn't run its behaviour tree at all please help...
hmm try setting the ai controller class in the defaults
Totally understandable. The whole project is minecraft based. All I care about is the procedural world generation and a basic inventory system. Dont really want to pay for the assets since its only for college
or set it to none and set it to boss_ai when you spawn
i mean if i dont spawn it and just leave it there before the game starts it works fine but its just hat i want it to spawn in game
Is it mandated by your college that the project has to be minecraft?
If not, then you can shift to less difficult procedural roguelike/arena shooter.
Yes. I wish it was just a normal game. Fps and stuff like that would be easier. But college is on another level
Hey it's you
Yep ๐
Sorry was surprised lmao. Thanks for posting that video it was really interesting. :)
Pardon my french but holy shit...
I don't really know how college works, but one cannot expect to make a functional minecraft clone in roughly a game jam time.
I don't know the rules either, so I'm not sure if I can suggest you to game the system by making roguelike dungeon crawler with Minecraft style asset.
Hey guys โ total noob here. Well, actually experienced Unity dev trying to move to UE4. Is there an equivalent of Unity's "Scene" view while the game is running? I.e., my game is running in the editor, and I can see some object in the World Outliner but it's not in the camera's view; is there any way I can get to it in the scene editor to see where it's hiding, and (if not asking too much) manipulate it there?
Totally understandable. Thanks for your guys help. I'll talk with my college and see what I can do @drowsy snow
If u really wanna blow ur teachers mind make a new third person template, title it Minecraft, save it, package it, turn it in . When your teacher questions your ability tell her Bill gates dropped out of school
Win win scenario .
You're looking for PIE (un)possessing - press F8 to get out of the play mode happening in the viewport.
I see. What does PIE stand for?
Play In Editor
is there a way to calculate how much of my object is occluded? For example I want to mask my object if 60% of it is occluded
Is there anyway i can open windows file browser from a blueprint?
Could someone give me a clue about what the LandscapeGizmoActiveActor is?
Is it safe to delete? Or does unreal need it for anything ?
Hi, anyone know what's causing this and how to stop it
I'm trying to make a system to select spawn points based on line of sight. Would it be better to run a bunch of checks for each spawn point as the player is trying to spawn, or should I try to make something in the player start BP? I could probably either use line traces or use collisions to change the tags on the player start's event graphs, right?
Does anyone have any good hair shader tutorials?
Anyone know of an easy way o make it so one button being pressed sort of cancels out the inputs from other held buttons? for example imagine a redlight greenlight hold R for red, hold L for green but if they hold both they match both conditions
is there an easy way where its the most recent input that takes priority?
causing what?
that swirling
Hi, I'm having trouble with some animations for my character's arms while they use the MP40 I gave them
How could I fix this?
Here are the errors
The character will not reload his weapon properly
He can aim and shoot just fine, but reloading stops the weapon from functioning
Hi all, is there a way to get exact box transform of a decal at runtime? like UE4 editor shows it when I select it. See screenshot. The green is what I want, the red is what I get when I call GetComponentBounds of that decal.
Has anybody else experienced this weird bug in Unreal where it moves a component for all of the instances of a blueprint to the origin of the level?
does anyone know if anything similar to this is present in engine (toggling between pure/impure) modes on regular call nodes https://twitter.com/geordiemhall/status/1180799087618084864
Also added something I've seen a few people asking for - the ability to call a pure function as if it's impure!
Super useful for times when you can't change the purity of an expensive function, but also don't want to pay the perf cost of multiple executions in new code. https://t.co/3pp6Zy11em
i cannot wrap my head around why the same scene in 3dsmax cannot even be rendered at 2fps in unreal engine
hey guys, does anyone know how to remove this from my tool box? it prevents me from interacting with anything
@pallid carbonthat looks to me like it thinks youre dragging and dropping it
try clicking it and dragging it to a new spot
rip
I wish unreal had support for sketchup files without datasmith
does anyone know why the ocean body actor spawns in sometimes with a big square cut out where the landscape was? how can i avoid this? forgot what my solution was
I also have a question. What is the difference between the Basic > Cube and the Geometry > Box ? and does it effect performance?
id tell you but my pc is dying rn
Thats part of the level building geometry brush mode, so probably since it has added functionality
Hello, someone have any idea why this is happening... ? this is looking ok at long distance but up close it's turning dark... 
@high harborthis is a ligthmap problem that idk how to fix but i do know how to prevent it per object
select the object having this issue
then in details
click on shadow indirect only
basically turn off self shadowing for the object
the proper fix is to play with your sun shadowing angle and lightmap resolutions but if you just want a quick fix this is a workaround
I will check it, thank you very much @plush yew
Yes, i'm using UE5 i will have a look at it too ๐
new question. I made a sliding door model in blender and ported it to UE4, i want to make it automated. Right now I have the frame, the sliding doors, and a box trigger. Do I need to do anything with the sliding doors or can I do all of my code in the button trigger blueprint?
I want to use the transform method but I don't know how to reference the sliding door actors to do so.
you should put the open/close logic on the door, and the button just triggers that logic
You can referance all those objects through the level blueprints
@loud berryBasic Cube is a static mesh actor with the Static Mesh of a cube assigned to it. Geometry Box is a BSP/Geometry Brush that is created in engine, it is not a mesh. Performance wise the Geometry brush is not as optimized as a Static Mesh and they are generally just used to mock up or block out a level and then replaced later with proper finished Static Meshes
thank you!
@loud berryand to answer the question for the door. look into using blueprints and blueprint communication, this is a standard technique with UE4 and something that you will have to pick up sooner than later
this is old, but still very valid https://www.youtube.com/watch?v=EM_HYqQdToE
this is the docs, more updated with some examples https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ActorCommunication/
Is it possible to softly change text color the higher a value gets?
im sure it is, just depends on what softly means
how do I change walkable floor angle on 3rd person character to more than 90?
Wallrunning should be faked with animation work.
I want the character to walk anywhere, on the ceilings and all that
@storm lakecharacter movement component -> Walkable Floor Angle
I have a float as variable and i wouldn't wanna change the color every 0.1 step manually
like a spider
but yeah.. .your not going to get what you want just changing that like was mentioned
it doesn't allow me to go past 90
@knotty heronyou can use a timeline with a color output and set the color based on the input amount. Or you can use a lerp to lerp from one color to another based on a value
so I can't walk up a wall and then walk on the ceiling with 360 wall angle?
Ohh i forgot about those thanks
I would make the character aling with the ground
@storm lake no you cannot, not without custom code
what would happen if I did it this way? would it just not walk?
Fake it with animation, local gravity, and camera code tricks.
you cant buy that anymore @plush yew
and yeah fake it, make your character use floating movement component then just stick them X distance from the closest wall or floor lol
If you want to, mess around in Watch Dogs spider minigames or Ghost in the Shell's PS1 game, closely observe how spider movement handled in those games.
gits ps1 is exactly what I had in mind ๐ used to play that when I was young
in unreal engine 5 raytracing global illumination and reflection both say depricated, does this mean for unreal engine 5 or does this mean depricated as a whole because i really hope they are still working on these two features
Lumen will throw in hardware ray tracing if your GPU supports it.

