#ue4-general

1 messages · Page 1080 of 1

plush yew
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i cant find triangle shapes

prime willow
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Sorry ive been dumb busy so i havent had time to assist people here as often as id like ^^

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Are you using grooms?

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if so check the sub setting under stretch and such

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theres one for controlling how much it floops and another for gravity etc

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also remember if your groom is made properly hairs can glitch against one another

prime willow
plush yew
prime willow
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in engine or?

plush yew
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like, a 3 sided shape

prime willow
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i believe its in exmaple content

plush yew
#

yes ofc in engine

prime willow
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depending on your project setup

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but you can easily import them into the engine from blender

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it should be under geometry

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or meshes

drowsy snow
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I don't understand what's your question to begin with.

prime willow
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if you cant locate it unde rsuch youre going to need to install a pack with it or import it from another engine

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he wants a triangle

manic urchin
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evening guys, i want to ask about why i can play with thirdperson character on the right project but cant do that on the left project?

prime willow
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i may of really fluffed up lol

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do you have two projects opened at once?

manic urchin
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yeah

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i was comparing it

prime willow
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are their button inputs mapped to your systems via project settings?

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are you sing keyboard or controller

manic urchin
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keyboard

prime willow
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if the buttons are mapped properly

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press play and test the inputs

manic urchin
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but i cant see the character in the left one

prime willow
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check the blueprint responible for the characters systems

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and see if any input based events are setup

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as well as the key bindings found under project settings than input

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you may lack the proper inputs or not have them at all

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esepcially if you didnt make that project yourself

plush yew
prime willow
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blender comes with a plentiful amount

manic urchin
exotic thicket
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Why don't you just make a triangle in Blender? It's not hard and it's a useful skill to have even if it's just basic shapes

plush yew
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that also works

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i dont understand why unreal doesnt have triangles by default

drowsy snow
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I could make one in no time as a 7 y.o. child in 3ds max. It's that easy.

prime willow
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cant he just glue together 3 flat planes

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than merge the mesh xD

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technically 4

plush yew
prime willow
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it takes pprobably 40 seconds

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to make and import to unreal tbh

plush yew
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meh, if it needs to be like that then so be it

fierce tulip
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39 seconds of which is 3dsmax starting up :p

prime willow
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o.o

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my blender opens in 2 seconds lol

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oh

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wait

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LUOS!

fierce tulip
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?

prime willow
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would it be better to use the daz script or fbx renamer to turn my daz models into mnneuqins

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or is that a bad move a year or three down the line

fierce tulip
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iunno

prime willow
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im having rotation issues/bone name issues and the easy way out seems to be to use the script that changes daz to be exactly like mannequin

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well not exactly but itll change the similair bones to be akin to mannequin ._.

fierce tulip
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that one only caused other issues for me.

prime willow
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oh

fierce tulip
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i just use daz as is to import stuff

prime willow
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So changing its bone names is a bad deal regardless ._.

fierce tulip
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if you retarget it should work. though there are always cases where it can mess up

prime willow
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yeah its moreso blueprint setups that dont seem to want to play nice due to bone names .-.

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like some systems from ALS or intregrated marketplace assets etc

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well that's fine more importantly did you try the rotation fix setting that they have and does it work ?

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wait what?

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you mean sendtoue?

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Even with the default daz bone name it just worked?

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yeah i have that part

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through the panes window

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yup yup

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did the ragdoll work as intended?

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i know mine had face melting and ragdoll flooping issues

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hmmmm

plush yew
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how can i import blender shapes in unreal?

neon bough
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export them as fbx and import them in unreal

plush yew
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ah right

neon bough
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there's tons of tutorials about it including the export settings for blender

fierce tulip
manic urchin
prime willow
prime willow
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though its good to know that i shouldnt be touching that function which gave me so much headache

neon bough
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hm, my rig looks like the later one, and my animations come in fine

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but i'm using blender inbetween daz and unreal

left arrow
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Hey I need help. My Blender model has wrong face orientation in UE4. When I look at my model in Blender everything looks good...

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In Blender

fierce tulip
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it looks good, but looks at all the times people have problems with it you'll need to flip them anyways.

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justblenderthings

drowsy snow
neon bough
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did you apply scale before exporting it? @left arrow

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i think this happens when the object has negative scale

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or your export settings are not optimal

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never had facing problems with blender => unreal

prime willow
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you ever combine code

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trying to make something simple allegedly

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and create a new mechanic so foreign and jank you dont know if you should save it and coin it something or completely kill it with fire >_>

plush yew
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I have done it

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i think

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i have found the settings to use raytraced shadows and gi with pretty much 0 noise

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and very little fps impact

steady bramble
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Thx

pliant junco
plush yew
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"A"

prime willow
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<@&213101288538374145> ^

drowsy snow
prime willow
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Yup

peak sorrel
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Lol

rocky radish
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<@&213101288538374145>

peak sorrel
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So if you guys were making an fps like r6 or CSGO, what would you consider a mvp prototype?

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Would it just be a solid vertical slice of gameplay?

prime willow
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make titanfall 3

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titanfall was soo good

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i intantly bought titanfall 2

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no regrets

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and i sincerely dislike fps

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but id instantly buy and play a titfanfall 3 for hours on end

haughty zephyr
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hey, i have a lot of experience with C++ and a bit of experience with game engines - where should i start if i wanna become good at unreal?

prime willow
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learn at unreal

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the aluncher page

peak sorrel
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Chill snowie

prime willow
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want link

peak sorrel
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You typing up a storm

prime willow
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sorry

rocky radish
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don't send 100 messages at once

peak sorrel
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I saw what you talking about though, the parkour blueprints were legit

prime willow
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i get bit messy after 48+ hours of no sleep sorry

rocky radish
prime willow
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but game design ;-;

peak sorrel
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I plan on making a scifi shooter kinda like titanfall but a lil different

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I just don’t want to be too derivative

prime willow
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well his is a good base and the entire project is just there if youre interested xD

peak sorrel
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Yes I will run through the tutorial and take his blueprints and try to convert to C++

prime willow
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granted titanfall 3 is a beyond solid base for an fps, let alone if you add your own twist to it or build from there and tis not that complicated of an FPS game

manic urchin
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isn't it easier to use bp?

prime willow
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yes and no

peak sorrel
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Initially

manic urchin
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what is the minus of using bp?

peak sorrel
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But I was under the impression you want to keep blueprint slimmer for replication

rocky radish
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blueprints should be used along with c++ imo

prime willow
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Blueprints has a learning curve just like C+ but both have their places in unreal tho you can make a game with either or and or a mix of both

drowsy snow
prime willow
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ill make some high level jiggle physics that takes extreme scripting

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than re compile it to C++ and cheat the system

manic urchin
peak sorrel
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I was under the impression anything that was gonna be replicated should be converted to C++

drowsy snow
prime willow
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do i want to google that?

peak sorrel
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Other than gamemode stuff

drowsy snow
manic urchin
prime willow
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than start with the learn tab on the aluncher

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or the basic tutorials on youtube by unreal engine

manic urchin
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yeah, im finished a few tutorial

prime willow
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hell you could start with the unreal engine in progrma tutorial

drowsy snow
prime willow
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yeah my pc exploded so i need to setup your fork again ._.

manic urchin
drowsy snow
prime willow
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i havent touched C++ since i used to hack sites and programs as a teenage chimera

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so i cannot help you at all with that stuff im beyond rusty at java scripts and xhtml etc

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._.

drowsy snow
peak sorrel
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😂

manic urchin
drowsy snow
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There's some compilation warning in 4.27, and I haven't yet to get time dilation working with it.

prime willow
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thats big oof dont be dumb like me

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make sure to freshen up the languages you learn or you get forgettful and rusty

drowsy snow
manic urchin
drowsy snow
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I'm still 22 years old, so still quite youngin'

prime willow
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you cant be stupider than me i can barely remember div style based scripts or how to make text bold xD

manic urchin
prime willow
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i look at coding language and go ughhhhhhhhhhhhhhhhhhhhhh nope

manic urchin
drowsy snow
manic urchin
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i mean just html without php etc

prime willow
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i honestly tried unreal because they said you dont have to code and i dont wanna remember how to code i get way too into it and yeah..

prime willow
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but hear i am doing the same thing with blueprints so i guess that went right out the window

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im approaching 49+ hours and Yuki wants me to get into bed ;-;

manic urchin
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yuki who?

prime willow
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My floofy doggo

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hes best boi

manic urchin
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ohhhh i thought it was ur anime pillow XD

prime willow
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hes literally my body pillow on some nights

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^

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my floofy boi

manic urchin
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ayyyy best boi doggo

prime willow
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hes good boi and gets upsset when i dont go to bed on time xD

drowsy snow
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Better move the convo to #lounge lads and lasses.

prime willow
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oops yeah sorry sorry

peak sorrel
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So for a titanfall spiritual successor, what would you guys think parkour looks like?

manic urchin
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hahahaha

prime willow
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wall run

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air dash

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boost for classes

manic urchin
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wall run is a must

prime willow
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dodge

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like actual action like dodging

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or thrusters in 8 ways idk

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adds more S4 league vibes

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to the gameplay

peak sorrel
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S4 league?

prime willow
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i mean really S4 league x Titanfall would be a master piece in itself

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oh

peak sorrel
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Wazzat

prime willow
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its areally old PC game

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godlike at its time

prime willow
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is was pretty much anime Gunzhybrid

peak sorrel
manic urchin
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alone?

prime willow
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but more melee focused and movbility focused

peak sorrel
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Just a hobby

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Gonna work on an mvp for now

manic urchin
prime willow
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oh definitely going to need cool assassinations

peak sorrel
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At this rate respawn never gonna make a sequel so I got all the time in the world

prime willow
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if you can get level destrcution definitely do that

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tho its messy to use unreals solution

peak sorrel
manic urchin
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chaos system

prime willow
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everyone does

peak sorrel
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Like in cod I think it breaks immersion when you get locked into an action

prime willow
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no one wants to make animations everyone wants triple A animations

peak sorrel
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No I dont like the way it locks you in place for most games

rocky radish
prime willow
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its the animation paradox xD

peak sorrel
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I got no problem with making them

prime willow
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well you can make it so animations dont lock you in place

peak sorrel
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Add a cancel

prime willow
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my sprinting to jump is fluent and pretty much instant

manic urchin
prime willow
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you keep momentum and flow

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im trying the same for all of my movement

peak sorrel
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I dont think I’ve seen a game where you cancel an assassination

drowsy snow
prime willow
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halo reach

peak sorrel
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That would be funny actually

prime willow
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tho techncially its when youre killed during assassination

prime willow
drowsy snow
manic urchin
prime willow
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._.

drowsy snow
prime willow
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can i do that in 4.6

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or is it a 4.7 and up

peak sorrel
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Not for control rig

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For the suit

manic urchin
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ohhh i thought it was something like movement base on real ppl wearing suit

peak sorrel
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Pretty sure its just an animation creator suite

manic urchin
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i see

prime willow
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it seems like i have to use control rig for full body IKs ;-;

drowsy snow
prime willow
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do i need control rig for it tho? >_>

drowsy snow
drowsy snow
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It's very OP once you harness its potentials.

prime willow
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daz and control rig have restraining order lmao

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okie nap time yuki keeps pawing ;-;

peak sorrel
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I wanna work with niagara today I think

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Maybe replicated niagara 😎

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Maybe get some cute bullet tracers n shit

peak sorrel
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Because I know what IK is

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For like limb placement on walls and items

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But what makes it full body?

drowsy snow
peak sorrel
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When would this come into effect?

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Im trying not to be obtuse here

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But I’ve only ever seen stuff like feet placement on stairs or a hand on a wall to make a character look more grounded

vocal flume
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I’ve been wondering how to do UI particle trail animations. I’ve seen in many mobile games where score flies to the top and adds to the overall score and there is a particle trail when the score flies up. How can I do this in UE4?

drowsy snow
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I was wondering how my anime materials have abnormal shadows all this time. Turns out I was using VertexNormalWS as opposed to a solid blue colour. Now things looked better already,
Still not happy with the outline, tho.

peak sorrel
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I’ll just look into the UE dragon full body IK thing after class and see what they got cookin up

drowsy snow
peak sorrel
vocal flume
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@peak sorrel Thanks!!

drowsy snow
manic urchin
#

its free?

drowsy snow
# manic urchin its free?

https://www.miraikomachi.com/download
It's primarily offered for fanmade content or R&D purposes.

DOWNLOAD | ミライ小町 Mirai Komachi Official Page

ミライ小町は、(株)バンダイナムコスタジオのゲーム開発技術や未来に向けた技術研究を紹介するために生まれたオリジナルキャラクター。技術とともに世界中の人たちを笑顔にしたいと願う未来型アイドルです。 Mirai Komachi was originally developed to showcase and demo BANDAI NAMCO Studio’s game development technology and cutting-edge technological research. Mirai Komachi is a futuristic idol aiming to bring happiness to people around the world with techn...

manic urchin
#

hooo thanks

drowsy snow
# manic urchin hooo thanks

There's no native Unreal Engine version, though, but you could convert the Blender version to Unreal with FBX.

manic urchin
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noted, thanks for the lot of help today XD

white ridge
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Hi! Mb does anyone know how to change the shader compilation folder? I changed this in preferences, but shaders always compile on C drive

drowsy snow
elder locust
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hello, can i ask ue4 related questions here?

drowsy snow
elder locust
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can anyone please help me, why is 0351 showing here? I am creating a practice level for my game so i dont wanna display best score in that level, i have dettached the nodes as i had made a duplicate of the orginal but somehow it still showing. Please help me, thank you in advance

drowsy snow
# elder locust

Have you tried setting the visibility of the high score text widget(s)?

gilded hatch
#

Has anyone encountered and found a resolution for. "Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')"?

drowsy snow
gilded hatch
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I am running a gtx 3090 FE with a complete wipe of all drivers and a clean reinstall.

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I was getting that before and after the clean wipe

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It's causing ue4 to crash Alot. :/

grim ore
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a hang or lost is usually an issue with hardware like mentioned, even a wipe doesnt change the hardware. it could be running too much voltage thru it, or the card could be clocked too high

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for exampe knocking down my voltage a bit and the clocks to basically "slow" it down fixed those issues for me when I had them

gilded hatch
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Factory not OC

grim ore
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its still overclocked (boosting)

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and mine is a stock Nvidia 3080 that I had the issue with

gilded hatch
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OK I will give that a try ty

grim ore
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I used msi afterburner to lower the max clocks and it ended up fixed it, same with I lowered the voltage just a small amount. It feels silly but if your card is 99% stable it wont run into this issue with most games, UE4 just goes to the wall when using resources

drowsy snow
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I'm sure something as strong as RTX 3090 barely have performance drop with toned down voltage and clock speed.

grim ore
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^^^ yep plus it runs cooler with the lower voltage

exotic thicket
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Frankly if my GPU with stock settings was crashing because of voltage issue I'd RMA it because that is not right...

grim ore
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an RMA card will probably give the same issue, its annoying

exotic thicket
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I don't know, it sounds like a hardware fault since a stock device definitely should not be failing because of something like that

grim ore
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if its stable on 99% of uses and unstable on 1, its not really on the card but the software using it (UE4 does cause this issue is the issue)

exotic thicket
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I guess it's possible, I'd definitely run some stress test tools to make sure

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I've had faulty GPUs that would glitch out during a FurMark run but getting a replacement unit fixed it every time

grim ore
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yep I had no issues for months but 1 project would cause the issues randomly and that was due to me having my voltage like 0.01mv too low

gilded hatch
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Ue4 is the only thing that does it.... Even benchmarking tests don't push out this error lol

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They run fully

grim ore
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yep its super weird

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it is a UE4 thing, but its a hardware thing so its annoying

drowsy snow
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And I have yet to see someone reported hardware issues in UE4 with AMD cards in here.

grim ore
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yep only seems to be an issue with the nvida ones

mental helm
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👀 I remember 10 years ago, any time there was viewpoint artifacts or bugs on a game dev forum, the first question would be are they using an AMD GPU, and the answer was 99% of the time yes.

mental helm
grim ore
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yeah that was a weird one

drowsy snow
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See pinned message.

real moth
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I currently have a scene (third person default) and I want the player to control the guy with the camera however when I hit play it creates a new third person character at my current position, anyone know how to help?

grim ore
#

click on the blueprint in the world you want to control. look for auto possess and change it to controller 0

sweet jacinth
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hello touch screen how do i get location of two fingers Finger location 1 finger location2 I always take the location of the last finger moving to two

plush yew
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Afternoon all....

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i wish epic would sort of the flicking bug

proper sun
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So noobie question here. How do allow animation to occur in my character BP? Is it a setting? I added an animation BP and my character is still in the stiff pose.

stone edge
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anyone know what this is called and how to stop it from happening?

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happens in every light reflection now

grim ore
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@proper sunyou would use an animation blueprint, or directly set the animation to play on the Skeletal Mesh

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if you set up your animation blueprint, did you set your skeletal mesh to use it?

proper sun
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I did. As ive always done. Which is why I am confused lol I did a fresh windows install so I thought maybe it was a setting I missed with my re-install.

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Maybe there is something wrong my my animBP. Ill investigate.

grim ore
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when you preview it, does it work?

proper sun
#

rofl. ERRORs in my animBP. Looks like I found the issue.

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Sorry for the trouble. Thanks for the help 🙂

tender ember
#

Hello. I've been trying to download my metahuman but the downloading keeps freezing and in general it's extremely slow. I reinstalled bridge and it doesn't seem to help. does anyone know what the problem might be?

peak sorrel
#

Chat slowed down a lil over lunch

drowsy snow
buoyant graniteBOT
#

:triangular_flag_on_post: GameDevAndCoding#7775 received strike 2. As a result, they were muted for 1 hour.

plush yew
#

Guys, this is a tough one. I need to get Nreal Light AR/MR headsets, and i need to know if its possible to compile .APK's for android phone and run them through the headsets. The goal is to either see markers and 3D models on the ground, or atleast to see AR models through the glasses

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The problem is i dont know if the Nreal Glasses can run unknown apps or not. And im thinking of buying them. I was suggested to get the developer kit

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but i wouldnt need the developer kit, if i got the normal consumer version of the headsets

plush yew
#

ill make a copy there too

stone edge
#

when I put path tracing on, my outside with skylight and sun light turn black

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and also I'm not getting lighting needs to be rebuild messages anymore for some reason after building and moving objects

grim ore
#

I would assume the path tracer is realtime, so no you would not get that message

stone edge
#

oh i meant that one in lit mode

dreamy cloak
#

Can anyone tell me what I'm doing wrong? I've been trying to extend the length of my dodges but when I edit the Animation and Enable Root Motion, it only applies the key frame I set instead of adding it to the length. If that makes sense? Any help is appreciated, have a great day!

charred meadow
#

Hey everyone. I'm learning Ue4 coming in from Unity and I am trying to wrap my head around the 3rd person character controller. If I delete the original character in the scene, then drag a its blueprint back in to make a new copy, then hit play, I will possess new character as expected, but the original also comes back and stands there. Why doesn't the original character stay deleted when I hit play?

drowsy snow
charred meadow
#

oh yeah you are right

sick patio
#

anyone want to help me fix all these errors? i'll show my screen, we'll talk, you'll feel tremendously proud you helped a noob

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run time errors

grim ore
#

anyone in here can try and help, you just need to share the issues.

plush yew
#

Quick question. My Friend & I are working on the same project. When loading in the project on my PC it only uses 900MB of RAM. When loading the project on his PC, it uses 13 GB & crashes cause of a lack of memory. What would be the best solution for this problem? It somehow started happening last night, after adding a wind particle.

grim ore
#

was the project already loaded on yours and not on his?

stone edge
#

huh. seems like my weird noisy living pixels was due ray tracing, turned it off and everything looks smoother and peaceful now

plush yew
#

my project takes 900MB to load

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his takes 13 Gb

grim ore
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my only thought is he is compiling shaders and thats causing the issue, he would have to see what is taking up his memory itself

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theres also the log in the saved folder of the project

sullen wraith
#

what's the best way to contact epic? haven't had any response to my support. I changed my email like a year ago, and I have no clue what I changed it too... trying to login to my old dev account :\

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i do have all the old receipts and stuff on the old email

grim ore
#

so this is account support?

grim ore
#

if its compiling? no he needs to compile them to use the project

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we dont know what changed when you added the wind particle, for all we know you changed renderer and now its trying to switch to DX12 with Raytracing

drowsy snow
#

Without the log, there's not much else to decipher.

grim ore
#

reading the log or checking task manager to see what is happening is the first start to figuring it out

charred meadow
#

In unity I like to implement character features as individual components for characters like a component for walking, a component for punching, a component for animating, a component for health, etc. Would the Ue4 version of that work by making "Actor Components" for each function of the character? Is this a good idea in Ue4?

neon bough
#

half of that isn't necessary because it's either covered by the base character class or the character movement component

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and i think for stuff like punching people use Game Ability System(?)

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but, beside of that, actor components are a way to add such features

gentle carbon
#

Hi im using unreal engine, whenever i enable an aimoffset type, the animation distorts.

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does anyone know what it could be?

charred meadow
#

@neon bough What I am doing right now is I have this little red monster guy with this sphere around him. When another actor that inherits from "CharacterBase" enters the sphere, I want to be able to press E to jump on their head and control them like some kind of ratatouille mouse from hell. Does this sort of ability belong on an actor component or should it be part of that ability system you mentioned?

neon bough
#

i've never used game ability system 😄

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i would put in the character

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it sounds like a special feature of that specific character, so you could just put it just in its BP

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components are more for stuff that could be used on different things/characters

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stuff like inventories for example

charred meadow
#

Ok so I'm trying to figure out the terminology right now. Is this place where I have the ability in this screenshot the blueprint?

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Actually scratch that. I found a blueprint overview to familiarize myself with that should answer my questions.

rich geyser
#

the engine keeps crashing whenever I try adding the starter content, im using v4.20 anyone know why?

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I just noticed what was wrong

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the drive is out of storage

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I cleared up space and now the engine crashes

neon bough
#

why do you use 4.20?

rich geyser
#

idk

plush yew
#

Hey guys do you know how

#

how to setup Multi User Editor over internet

tropic iron
#

Hello UE Community, I wanted to reach out for some help with Unreal Engine. For a while now I have been wanting to take my creativity to the next level. However If anyone can give me a helping hand with just getting started, and properly setting up UE to run at its optimal settings, etc.

small spruce
#

In this group who already release games now? My fav games is (It takes two) (Little nightmares 1 and 2) ( Detroit Human Become ) (Devil may cry) (Gris) (Old Man Journey) .Share your own game name or fav games.

wooden apex
#

hey so can i get some help?

inland gyro
#

If I compress this game and save it to an external hard drive is there any problem??

patent cobalt
#

The online engine documentation is also a good source. If you get stuck you can always ask here.

dusk nebula
#

How do I make a projectile not roll as much when it lands on the ground?

plush yew
#

Can someone help me out i can not find where this is, How do i rotated the animation to face towards me, instead of being at a -90 degree angle. I know this is simple but cant find it lol

#

im here but elaborate?

#

there is transform, but that does nothing.

tropic iron
#

how can I import multiple assets from one level to another level ?

tropic iron
#

correct

#

same project file

fierce tulip
#

select assets > ctrl +c in one map, ctrl + v in the other.

tropic iron
#

Ty!

grim ore
plush yew
grim ore
#

It's not wrong information it's just a different way of doing it. Fixing the actual mesh before importing is the correct way of doing it

plush yew
#

lmfao im glad its fixed tho.

restive vapor
#

cursor does not disappear when I click in the PIE mode. It selects one of the assests in the level and my input does not work either.

cerulean geyser
#

is there a way to "bake" all the stattic meshes geometry/collision of a level into a different level? because i kinda need the entire collision to be on the persistent level so i can unload and load other maps, and avoid having actors fall throught the world

cedar wave
#

Working on a modular weapon system and I'm kind of stuck on how to handle the animations. The idea is a Gunsmith system, similar to Ghost Recon. I already have a plan down, that seemingly works well enough, to handle the mesh and the data side. I'm not sure how to approach the animations however.

My problem surrounds, how to author them. If the weapon is to be modular, would the animations themselves be animated the same as usual? Just use one base mesh to get the basic hand motions down and then it really doesn't matter? Part of me feels like I might be overthinking this.

peak sorrel
#

Is there a reason you aren't using IK?

cedar wave
#

You grab a mag differently if it is a STANAG mag, versus a drum mag

#

So, have the base animation and then use IK to adjust it contextually? Is that what you're saying?

plush yew
#

I’m pretty new to ue4

#

How do I

#

Add a create a project into my actual project

peak sorrel
dark briar
#

whenever i edit my landscape i crash instantly but i always have this message showing up

dusk nebula
#

what GameMode function handles initially spawning a player? I need to run FindPlayerStart with a tag, and can't find what I need to override

olive herald
#

k

#

k

solemn marten
#

The source version that I just built it's not on the menu to switch unreal's version

zinc anvil
#

whats the attack called when both characters engage in a cutscene and they play an animation

#

Its like a root motion animation

#

and the background doesnt change

#

but both characters are playing a duo animated sequence

#

usually happens in anime games when someone lands a special attack

#

this type of attack

dusk nebula
#

can someone tell me how I'm supposed to get a reference to this?

mental perch
#

If I have a Look-Forward Vector and a Look-Up Vector, How to Find this FRotator in UE4?

sick patio
#

ALRIGHT, I fixed 50 errors (by removing a stupid mistake) give me cookies. I'm feeling superior right now, as a super noob.

#

I literally gave up yesterday

drowsy snow
fleet raven
#

Hello all. I have a question. I am a little desperate. I try to use the plugin Water body. but it deforms my landscape. However, when I deactivate affects landscape, the water also disappears. What am I doing wrong? I would be very grateful for help, I've been experimenting for 9h and I can't find a solution

dusk nebula
#

can somebody please tell me how to go from a Progress Bar Object Reference to a Progress Widget Style Object Reference?

vocal plank
#

I've asked in #animation a couple of times and haven't gotten a response for days 🤐 Hopefully someone here can direct me to the right way as i'm unable to find anything relevant to my problem. Might be my mistake.
I'd like to play a blend space as a montage. Is there a way to do something like this? Basically I have a various jump animations that I'd like to blend depending on the direction. I'm using a blend space right now but there doesn't seem to be a way to just reset the animations current time. Any suggestions for a solution? Using a a state machine with a timer will cause missing the jump animations occasionally

#

nevermind got it working 🥳

stone edge
#

I have fade in from black track in my sequence shots, now the problem is even when im not locked to my cinecamera, the default viewport inherits the blackness from the sequencer

charred ibex
#

i packaged my game and got an error like this, on same level every time when i go to load the next level SOMETIMES i get a ctd and error. where would i go to help research errors like this and what this means?

plush yew
#

why has this happened and how do i fix it

#

nothing coming up on my actor

wispy needle
#

What is the clipping setting in Unreal to prevent this when close to objects?

vocal plank
wispy needle
#

I set it to .01 and some other random values and it doesn't seem to make a difference.

#

Does it only work for cameras?

vocal plank
drowsy snow
#

Real world cameras fail at that distance anyway so don't bother physically moving it too close to the object.

fringe jacinth
#

guys do u know why is this error for?

patent cobalt
#

@fringe jacinthdefinitely comes from the audio portion of the engine. For more details you should click on the link to the log directory and have a look at the files in there.

#

Basically a function is expecting its number of input frames to be a multiple of 4 but it received a different number.

tender ember
#

Hello my UE stuck at initializing 39%. I can't open a project and I also can't download metahuman. I asked support but they didn't help me. Does anyone have any ideas what is going on? I've been trying to do this for days now welp😢

warm salmon
#

reinstall UE4?

#

yep

tender ember
#

yeah I think I'm gonna try reinstalling it coz I haven't opened it in a long time. thanks🙂

exotic thicket
#

Look in task manager first and see if it's using a lot of CPU

#

It can sometimes look like it just froze doing nothing if it's compiling shaders, so if you see a decent chunk of CPU use, that's what's going on and you just have to wait... reinstall won't change it

somber patio
#

How would I go about adding a scene where an entity writes on the wall. Can I use some sort of animated decal? Is that even possible?

sweet jacinth
#

hello friends, is there a way to bring the jump by sliding up on the joystick?

drowsy snow
sweet jacinth
peak sorrel
#

hello friends

violet yoke
#

How do I change the character I want to play with?

#

Cause Im in third person template and I imported a first person character

#

But at start I play as the default third person character

somber patio
#

How can I hide a list of actors from the player? I want these actors to only be seen by the scene capture component and planar reflection

wary wave
#

there are flags like 'OnlyOwnerSee', but I suspect you can't actually do what you're trying to do

#

primitives either render locally, or they don't

#

you could try setting the components you want to render to OnlyOwnerSee and having it owned by the same actor that owns the Scene Capture, but that would not make it visible in planar reflections

pure sorrel
#

i checked for collision but see no code reference

orchid heart
#

my AI stopped working when I selected a Game Instance Class

#

anyone knows why

opaque seal
#

hi everyone
my friend downloaded a tank asset from market place but asset not showing in the project
anyone knows why?

opaque seal
#

no he is downloaded from market place of epic games launcher

#

but

#

tank asset files in the ue4 empty

pure sorrel
#

you still need to import it

opaque seal
#

hmmm

#

ok

#

thank you bro

pure sorrel
#

left under gree button

#

and then import

#

asset

opaque seal
#

oh

#

ok

#

thank you

#

<3

sick patio
#

I packaged my game up, and now realize I don't have a command to get back to the main menu, if i die in the game

#

I should make an esc command right? How do i do this? (I'm new, so I don't know and the internet didn't cover this, for some reason)

drowsy snow
sick patio
#

put it in the level blueprint?

fleet raven
#

I try it again: Hello all. I have a question. I am a little desperate. I try to use the plugin Water body. but it deforms my landscape. However, when I deactivate affects landscape, the water also disappears. What am I doing wrong? I would be very grateful for help, I've been experimenting for 9h and I can't find a solution

worldly dagger
#

Can anyone explain what does this error means and how to resolve it??

modest trench
#

you are trying to attach a non-moving (static) mesh to something else that is dynamic

plush yew
#

Any idea why --- when you spawn 2 players the view models look different from full screen, to a small window?

neon cargo
#

noob warning, can someone tell me how to remove this line after adding a water body?

left ridge
#

There used to be a website where one could post examples of blueprints, on a board that looks like what the blueprint editor in UE4 looks like - other people could then simply select all and copy the blueprints into their project - I can't seem to find that website though and have no idea what it was called...anybody know what I'm talking about?

plush yew
left ridge
real heath
real heath
#

If it’s the hands, unreal uses a horizontal fov

plush yew
#

this has something to do with the camera settings i take it?

real heath
#

When you change aspect ratio you crop more or less from the top and bottom

plush yew
#

found it 🙂

#

contain aspect ratio

#

LOL so simple.

real heath
#

Yep, you can fix the aspect ratio, or try and keep reasonable aspect ratios in mind when designing your content

shadow ravine
rancid lagoon
#

at least that is what i found out idk if its right

plush yew
#

dont dupe. drag and drop and click generate dependencies to copy.

#

then move to folder.

shadow ravine
vale grove
#

When i use the rope i success to attach it to my character but when i swing fast it get offset and be front or back from my character

shadow ravine
plush yew
#

advanced copy here

#

then generate dependencies

#

then fix up directories?

#

should work fine

shadow ravine
plush yew
#

drag and drop into a folder

#

Wait

#

dont do that

#

that will recreate all the anims and skel and everything

#

oops bad advice 😄

shadow ravine
#

Oh I see advanced copy, but I don't have the option to generate dependencies

plush yew
#

what are you trying to do?

#

create a second animbp?

shadow ravine
#

Yeah

#

With a new blendspace

plush yew
#

Right click on the actor and create a child blueprint of the actor.

#

you should of made a Base BP first

#

then created all the children to derive from it.

shadow ravine
plush yew
#

😉

worthy plaza
#

you are free to use the megascan's asset or u've to pay something? for a game

drowsy snow
worthy plaza
#

ue5 too?

drowsy snow
#

I forgot that UE5 existed, but should be exactly the same.

worthy plaza
#

Perfect, ty

hidden dew
#

Hi all,
When I click "Build Lighting Only", Unreal says "Exporting lighting data: 33% Done" and Swarm sits on Exporting Scene forever.
Would anyone know why?

I installed UE 4.27.1 (from launcher) only a couple of days ago, and this happens even with the demo 3rd person example.

#

Ie, it freezes Unreal so I have to force close.

plush yew
#

try going into swarm agent (task bar right), then cache (on top), validate and clean, see if that helps

hidden dew
#

ta

plush yew
#

IF not clean your swarm folder in appdata

sick patio
#

QUESTION: someone was trying to tell me, after packaging my game, I can make edits, and instead of repackaging, i can simply add stuff? how do i do this?

plush yew
#

i believe thats the info you are looking for.

sick patio
#

me?

plush yew
#

you where looking on how to apply a patch to a game thats packed?

sick patio
#

yes thank you sir/maam/attackhelicopter

hidden dew
#

@plush yew
That gave me new errors, failed to kick off and such, so that's a good thing

#

I've seen such things while Googling so I can go from there, ty

hazy horizon
#

can those 3d widgets work in multiplayer properly? ive been trying for a while and any hover function seems messed up

plush yew
#

Does anyone know the Proper way of setting this up? I am trying to rotate the Hands to a different location when Rifle is picked up when the blendpose is being updated.

#

would i use a rotator or transform, and would i add that to my interface, or would i just call a reference to it

sick patio
#

my pause menu will pop up, if i click P in the middle of playing, but not when i die? when I die I still have no way to get back to the main menue when i die

#

so far I can only resume when i die

#

(I followed a tutorial)

drowsy snow
blissful trail
#

idk if im doing this right

#

essentially i need it to change the mesh but it doesn't work on servers

cinder mica
#

Guys is there a high poly of the UE mannequin around? I want to modify it and re-bake etc

#

Looked in all the usual places online but coming up with nothing

tender ember
#

Hello. My problem with not being able to launch a project persists. I reinstalled UE and it just stucks at random point. I've been trying to solve this issues for days please help

grim ore
#

that number never goes down (3526) ?

tender ember
#

now it's 3.136

grim ore
#

so....

#

how is this an unsolved problem?

tender ember
#

I'm sorry I'm a newbie. I used to open UE without any lags in the past and idk what is happening

plush yew
#

Still looking for help with this 😦 When updating my blend pose I want the arms for the gun to move far right, how would i accomplish this?

drowsy snow
grim ore
#

your opening the meta humans project?

plush yew
tender ember
#

also it is a blank project

#

but I will use it for mh yes

drowsy snow
#

Let the engine do its thing.

grim ore
#

did you enable ray tracing when you created the project?

tender ember
#

yes. also first time doing it

grim ore
#

then problem identified

#

now you wait

drowsy snow
tender ember
#

I though it was a problem coz I had problem downloading my Metahuman. and it kept getting stuck at random points like 40% 11% now it's 70%.

#

thanks for the reassuring 🙂

drowsy snow
sick patio
#

I keep messing up packaging the game or making a zip file, to upload to IO. this time I uploaded the entire launcher. I followed the tutorial, which didn't see what to zip, so I zipped it myself and .... now everyone is an unreal engine game dev

#

HELP

drowsy snow
sick patio
#

hoodie help a brother out

grim ore
#

whats the actual issue? you package it then compress that folder

drowsy snow
grim ore
#

where is the disconnect

sick patio
#

so i go file ... zip.... and then windowsnoeditor?

grim ore
#

you can right click, send to, compressed zip folder

sick patio
#

oh

grim ore
#

and yes on the windows no editor folder which should contain the game

sick patio
#

I like turtles

tender ember
sick patio
#

didn't say anything funny

peak sorrel
#

What's the difference between launch actor and just applying impulse?

#

nvm google solved it

#

thought it is a little inconvenient

#

because I need the initial force for wallrunning but now I know that when I convert my actor to a pawn it won't work and I will have to change it

hidden dew
#

Using UE4.27, creating a new project with the PuzzleExampleMap, when I select "Build Lighting Only" Swarm opens up and sits on Exporting Scene forever, while UE says "Exporting Lighting Data 33% done" but stay frozen that way.

Anyone know things I could try?

I've tried Cache->Clean and Cache->Validate in Swarm, and I tried wiping the SwarmCache folder contents in AppData. That did give me a change in the error, but it instructed me to compile Lightmass. Since I only use the launcher's install of UE4, I can't do that.

So I told it to verify the install instead. All that's done is taken me back to UE freezing on "33% done" again. And this time I can't change that.

plush yew
#

is there a way to fix dark spots while having high exposure

drowsy snow
plush yew
#

I want to keep my exposure high for my game

#

but it creates these weird shadows

drowsy snow
plush yew
#

its not above middle school regulation for skirts so dont sperg over seeing some ankle lol i feel it coming

#

not u hoodie but u know

#

yeah i feel it is the fault of lumen

hidden dew
#

I don't really know what to look for, don't know anything about Swarm

drowsy snow
# plush yew yeah i feel it is the fault of lumen

Though Lumen should've add SSGI into the mix, as it's supposed to be Lumen's last resort, but I guess the screen space information wasn't enough.

The old Light Propagation Volume actually able to remedy this to certain extent, with small scale for interiors.

dapper hatch
#

Anyone knows why in my packaged file I have these in my scene lol? I don't see it in my scene.

drowsy snow
hidden dew
#

Is SwarmCoordinator.exe a thing that should be running when I build a project?

drowsy snow
hidden dew
#

ok

#

I think I'll try a build from source. No idea what else to try

plush yew
#

am I using this right

#

i want to keep my roughness map but i dont want more roughness on it

#

so i used a subtract node

#

should i change the contrast of my roughness map or is this an alright way to go about it

silk mural
#

I have a general UX question, if you had a tool that would do something in unreal, would you as an user want it as a python file or a editor blueprint asset ? (Im working on a tool can be developed in both ways, just curious which one is more practical for the user)

crimson axle
#

I have a question about pak files that is not devops, so I'm not sure this is the correct place (general UE) to start asking.

My use case is that I want to be able to have users download temporary, data-only hierarchies of DLC. E.g., users download DLC, use it for an hour, and then unload it, possibly downloading a new DLC right after.

.pak files seem to be the closest thing, but this specific case wouldn't involve "patching" in the .exe sense. Are there any concepts or features I should be looking into here?

#

I'm basically looking for the closest thing to a Unity AssetBundle I think.

drowsy snow
candid arrow
#

hey, i made a check point but it doesn't work whats the issue?

grim ore
#

you did it wrong?

candid arrow
#

i followed 2 tutorials and it didn't work

dapper hatch
grim ore
#

okdoke, we have no idea what you did or what is wrong so we really can't help

dapper hatch
#

Should I just make custom pawn?

candid arrow
drowsy snow
candid arrow
plush yew
#

is this tacky

#

gta remaster was revealed to be on unreal engine

#

so im making enviorments i can mod into it

#

this one is for vice city to replace the house by the mall

#

i feel like snake skin makes sense for this theme but now i feel like i did something naughty

grim ore
#

@candid arrowso which of those 2 do not work? you need to start debugging. Does the checkpoint trigger? when it triggers does the cast work? once the cast works does it store a valid value to the variable? When the 2nd blueprint triggers, does the cast work? if so what value is it getting from the player

candid arrow
#

idk , im a beginner

grim ore
#

then you might want to watch the tutorials again and make sure yours looks like theirs, the same items in the same places with the same code

drowsy snow
grim ore
#

off the top of my head, your glassinfinite blueprint looks like your level bp so that would never work, what actor is being overlapped in that case?

naive oriole
#

My dynamic material has a super low resolution, even though the parent material has a high resolution.

#

Running the game in the editor doesn't have this issue for some reason.

naive oriole
ruby robin
#

Guys, does anybody if it is possible to get rendering data from a "stat startfile"/"stat stopfile" profile file?

dapper hatch
uneven cargo
#

Is it possible to combine several actors into a single asset, like a prefab? All I find on the internet is merging static meshes (which is not what I want) or using child actor component, which seems to not be recommended.

mental helm
#

Blueprints!

drowsy snow
uneven cargo
#

@drowsy snow Exactly, but is it possible to have them also show up in a preview to place them correctly and such, or would I have to repeatedly start the game to see where the spawned actors end up and adjust accordingly?
@mental helm But blueprints are made of components and not other actors right?

drowsy snow
grim ore
#

what are these actors that you are trying to combine?

turbid wasp
#

i have a question.. what is global illumination?

uneven cargo
#

@drowsy snow Oh I haven't used the construction script so I assumed it would behave like BeginPlay at the start of the game, since the object isn't created until then. Do I understand you correctly that if placed in the construction script, you also see a preview in the viewport?
@grim ore In this specific case it's a character with a NinjaLive (the plugin) actor, which I can't add as a component to the character. (The plugin does have a component version as well, but it lacks some functionality that I need)

drowsy snow
turbid wasp
#

Oh!

#

thank you 🙂

uneven cargo
#

@drowsy snow So I looked into what you suggested and I don't think that's it. Seems like the construction script is run not only when the object is created, but also when it is transformed and who knows what else so it would be very inefficient (https://forums.unrealengine.com/t/spawn-actor-from-construction-script-loophole/20361). I found a plugin called Prefabricator that does more or less what I want, but is there really no way to do this natively? Seems like it would be a pretty common thing.

drowsy snow
grim ore
#

components would probably be the way you would end up doing it, which is why they have a component, but the issue is that component isnt good enough for you 😦

plush yew
#

Hello guys I have problem with my inventory system I want to make exchange item system when you select an item and press button to exchange it with other item, it is kinda working but the problem is that it doesn't update the "thumnail " of the old item. idk how to fix it
https://blueprintue.com/blueprint/wc17rfdr/
this is the link of my all bp
I will be more than happy if someone can help me
I am fighting with this problem for 2 weeks 😦

uneven cargo
#

More or less yeah xD I mean I already have the system working as it should, it's just that if I were to say make a new level it would be more convenient to just have one actor to drag into the scene than multiple ones. Anyway thanks @grim ore , @drowsy snow for your help, I might find some hacky workaround. Also your tutorials are great @grim ore 😉

plush yew
#

anyone have some hidden knowlage on unwrapping uvs on nanite stuff and is willing to share

#

when you unwrap a mesh over 100k polys either in 3dsmax maya or blender

#

your pc will take a loooong time with it

#

is there a way to unwrap high poly objects without super long delays or crashing

mental helm
#

My work flow has been make a mid poly model, either subdiv or a block out, do the high poly or sculpt, go back to the mid poly and UV it, subdivide it, and have it shrinkwrap to the high poly

sage coral
#

Would anyone be able to point me in the right direction to get my hair physics to move all at once? Currently it works but all the hair strands move individually

#

And its not interacting with the collisions of the body for some reason other than thouse 2 issues the cloth sim works for the hair

drowsy snow
sage coral
#

@drowsy snow used the curve method in blender and made the 3d model into a plane for performance

#

I alreasy have the 3d model itself but the cloth system is acting strangly with the hair model

drowsy snow
#

So basically hair cards.

sage coral
#

More or less

#

Rectangles in place of hair strands and slapping a 2d texture on top of them and them having it use ue4s cloth sim to sim the movement of the hair

drowsy snow
gloomy cosmos
#

hello

#

i want to let players pick up blocks and lock them in place

tropic iron
#

hey guys quick question, was having some issues with my texture streaming.

#

I have a 3080, Ryzen 7 5850, and 64gb ram.

#

5800x*

drowsy snow
tropic iron
#

what do you reccomend? 48000?

drowsy snow
gloomy cosmos
tropic iron
#

ahhh

#

ty! that worked

grim ore
#

@gloomy cosmosanything is possible sure

sage coral
#

@drowsy snow I think I found the issue I think its got somethin to do with me nit weight painting the hair to the head model.

gloomy cosmos
drowsy snow
abstract scaffold
#

Working on a topdown shooter. I have the camera boom angle at 80deg. instead of straight down. I'm spawning projectiles that move from my muzzle point to the cursor location. Problem is.. everything is slightly off (bullets landing higher than the cursor location on everything that isn't straight up or straight down). If i switch the boom to straight down (90 deg.) everything is PERFECT. I'm assuming there is some kind of mathematically offset I can do to account for the 10 degree camera tilt when calculating the projectile rotation, but i'm not really sure where to begin. Any ideas?

harsh tiger
#

Does anyone happen to know the date that the marketplace sales are paid this month? Or is it just random?

trim mantle
plush yew
#

"A"

tropic iron
#

another question. my spot light isnt emitting any light, and its red, what does that mean and how do i solve this?\

grim ore
#

a red X on it?

tropic iron
#

yes

grim ore
#

is it set to sationary for the mobility?

tropic iron
#

actually no there completely red

#

mmoveable

grim ore
#

oh super weird, movable shouldnt have that issue.

tropic iron
#

very

grim ore
#

usually that is only on stationary, it means too many lights are near eachother

drowsy snow
#

Though it may be because of my general YT preferences (I prefer videos on applied science, game tech, and speedruns), and the fact that most of well known VTubers are 2D sprites aligned with facial trackers, don't appeal to me technologically.

I wanted to see one fully 3D VTuber, preferrably rendered with Unreal Engine, not limited to face tracking - aside from CodeMiko.

tropic iron
#

i fixed it haha! nothing was wrong just had to bring intensity up!

trim mantle
#

Full body tracking is a bish thou

#

The only solution to do that without suit for 1.5k is a 200$ kinnect

neon bough
#

intel realsense^

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kinect is ded

#

nvm "In August 2021 Intel announced it is “winding down” its RealSense computer vision division to focus on its core businesses."

#

so ded, too 😄

dusk nebula
#

Just gonna brag for a minute and say that I got my parent/child blueprints for powerups working like exactly how I envisioned it working. Literally all I have to change are inherited variables for color, text etc, and add different effects to the events

elder vortex
#

Hey guys ,how can i make a hitlag like in fighting games via blueprints?

plush yew
elder vortex
#

like freeze game on few frames for impact

grim ore
#

you can change the time dilation to slow / pause the game

plush yew
# elder vortex like freeze game on few frames for impact

Logo Created By: Feinel! Get at him at Feinel#1322 on Discord!

Discord: https://discord.gg/2jyKchN

Twitch: https://www.twitch.tv/eiieo

Disclaimer: Any music used in the videos that are not my own are copyrighted and all rights are reserved to the owners.

Music Youtube Channel: https://www.youtube.com/channel/UCfPMuiIp0YQkPAoguf4CD7A?view_as=...

▶ Play video
#

??

elder vortex
grim ore
#

@elder vortexso the video was nice and all but its so long and we have no idea what we are supposed to be looking at. Depending on how you are doing your time dilation (if using tick for example) might be the problem

blissful trail
#

wow imagine sending a fake nitro link in the unreal slackers server

grim ore
#

its not a nitro link, its a bad naughty link

blissful trail
#

well obviously

#

:>

elder vortex
grim ore
#

ok, so how are you turning down and back up the time dilation if that is what you are using?

grim ore
#

you should consider using a timeline rather than a delay node

#

or if you are going to use delays, set a custom time dilation inside of this blueprint so its not affected.

#

pretty much the answer is to make this item not affected by the global time dilation by settings its custom time dilation to the opposite of the global

blissful trail
#

ok so im having trouble making it change a mesh in multiplayer. basically it changes player 1's mesh but only for player 1 & player 2's mesh does not change at all any ideas ??

#

i did try adding 2 meshes and changing the visibility but that didn't work at all

atomic knot
#

hey would you guys recommend i use ue 4.27 atm or try to use ue5 even tho its really buggy

blissful trail
#

4.27

atomic knot
grim ore
#

add some print strings after the commands to see who is calling what

#

see if you can narrow down who is not calling it

sharp shadow
#

<@&213101288538374145> Does it make sense to share this in #unreal-news? It is basically like Featured free content which is there regularly announced but there are only 3 days to claim it. https://www.unrealengine.com/en-US/blog/education-week-exclusive-download-your-free-marketplace-assets-until-november-1

Unreal Engine

Want to teach or learn game design with assets that do a lot of heavy lifting? See what’s available until November 1.

maiden swift
#

Good catch. Sorry we missed that. Will be posted shortly.

sharp shadow
#

Thanks!

loud berry
#

is there a help channel here?

grim ore
#

every channel can be help if its appropriate

loud berry
#

hey guys feel kinda stupid here. But it takes a bit of explaining... so around 3-4 days ago I began modeling 3 separate planks that I would then use to create a produce box/crate with variation for wood. This is my third week in blender.

I got all the textures done, then proceeded to take all those wood planks (they were all modeled, uv map'd, and textured in the same file), soft-import them into my produce box mockup, assembled the produce crate. Am pretty happy with the final result.

My problem now is when I try to import it to unreal engine it has a whole sleu of models, textures, etc. When it should only have 3 models, plus the assembled produce box, and finally about 9-12 texture maps for each plank. But in unreal it ends up being about 70 or so.

How do I finish making this model a game ready asset?

grim ore
#

well I did say appropriate, this seems like less of a general question and maybe more like #graphics

loud berry
#

I also asked in the blender community as well but if u take a look at the blend file just let me know so i can start a thread or we can DM

#

it's not graphics related

grim ore
#

its not? "graphics - Meshes, materials, lighting, etc."

loud berry
#

no

grim ore
#

is not a mesh with materials...

loud berry
#

it's about importing all of those assets into unreal engine. there should only be like... maybe 20 some odd files, but theres around... 70 or so that get imported to unreal

grim ore
loud berry
#

i have not but i just watched the vid and i don't think that's the issue. i believe the issue is how i assembled the model. Unreal is treating the blend model like it has 16 different models which is true but there's only 4 unique models that all have their own texture maps. I'm trying to figure out how to fix it and was hoping someone who has experience making game assets could help me figure it out

indigo cradle
#

Is there easy way to make foam appear only near shoreline? I am using Custom Water Body. The shoreline has custom rock meshes and such.

loud berry
indigo cradle
loud berry
indigo cradle
#

That's all good, but thanks. It seems this is very difficult. My assumption at this stage is that I need to get some blueprint going in order to get the foam right?

loud berry
#

yeah it definitely sounds procedural

indigo cradle
#

The demos make it look sooo easy. But there is no tutorial that would explain how to do this actually.

#

Even foam based on height of the waves doesnt seem to be something that can be done out of the box.

loud berry
#

is UE5 experimental at this point? Any particular reason you're using UE5? I'm just finding hardly anything on UE5 for what you're trying to do

indigo cradle
#

Yes UE5 is EA and not recommended for production.

#

If I downgradew to 4.27 do you think there is a chance that the water would work better?

grim ore
#

since water is a plugin I would be surprised if it worked better

indigo cradle
#

Good point

grim ore
#

an issue with some of these tools is they are easy if you know what you are doing, which is why those demos look so easy... but for the rest of us...

indigo cradle
#

Buying some kind of water from Marketplace might be the way to go

fleet raven
#

Hi, I have a question, if i have made a scene with some assets, and want to put them to another level.. how can i move them without merge. Cause if i merge the assets they are not editable

drowsy snow
fleet raven
#

Thank i will try 🙂

zinc shore
#

dose ue4 have double precision floats for large worlds

zinc shore
#

will UE5 have it

#

ive heard godot may have all its math and physics be 64bit in the next version so im wondering if UE will do the same

copper wadi
#

At the ultra high level, how would I do a global system? Imagine a game with multiple levels, but a consistent/persistent day/night cycle. Where does the day/night cycle live? I cant seem to figure out where I should be putting systems that run beyond the scope of a given level.

drowsy snow
copper wadi
prime willow
#

Weird question but are any of you using Control Rig

#

with your Daz models?

drowsy snow
dusk nebula
#

Does anyone have a good visual representation of how the different parameters on "apply radial damage" work?

grim juniper
prime willow
plush yew
#

anyone know a tutorial on how to set up colleterial damage with line trace by channel?

plush yew
# plush yew

did not know that was a thing LOL i set up the whole system, and realized its not what i wanted.

#

thanks

#

np lol

#

outhits is an array ugh

#

more coding 😦

prime willow
#

its control rig related

rancid lagoon
#

or anyone know of any good tutouralils on it?

drowsy snow
prime willow
#

I dont follow o.o

#

are you in trouble?

brazen jacinth
#

Hi, I'm super new to Unreal and working on an environment school assignment. I'm curious the best way to go about making semi detailed land shapes as the sculpting tool seems a bit too blocky. Referencing this type of detail.

prime willow
drowsy snow
prime willow
#

or buy a lanscape tool click 1 button and pretend you made a level creatively

#

oh

#

be careful

#

;-;

brazen jacinth
#

Like if I flattened the lower land that juts into the rock there, it'll cut below the higher side. The land doesn't really meet right to the rock on both sides.

prime willow
#

its relatively simple and silly but you have experience with control rig so id rathe rhave your assessment on this matter/trade off

prime willow
#

and place it on the landscape

#

the order of level design dont take my word for it is

#

Landscape > skin the landscape > setup watter if any > whatever comes next > lighting > place objects on the landscape

brazen jacinth
#

ahh okie, thank you.

prime willow
#

trust me if you put stuff down than landscape you get nothing but issues and reworks to do

#

dont go crazy with lighting

brazen jacinth
#

We hardly touched Unreal/Unity as I'm studying Game Art and just barely into second year

prime willow
#

jsut the sky

#

moon sun etc

#

maybe skylights

brazen jacinth
#

gotcha gotcha

prime willow
#

or use something like dynamic weather / sky so you can drag and drop your entire sky setup

brazen jacinth
#

I assume those are on the marketplace? :o

prime willow
#

landscape paint floor slap on the sun add water idk what comes next than place objects than code the objects for interactions

#

and yes

#

to all of the steps

#

if you have money or am lazy or uncreative

#

if you have time and you want something really specific youre better making it the long hard way

#

xD

#

marketplace assets are hit or miss

brazen jacinth
#

loool yeah, welllll this environment is due on Friday sooo maybe I'll learn sometime later haha.

prime willow
#

they either get what you have in mind or dont have it at all and you sip some copium

#

the more creative you are the worst pre made assets are

brazen jacinth
#

oh yeah

prime willow
#

the less you care the easier game design becomes you can find assets for everything tho it may lack charm and inspirations and blah blah blah

#

honestly just pick what you can sacerfice and what you need to be on point and work with that

prime willow
# brazen jacinth oh yeah

lastly if youre going to dive into assets a good key to remember is higher reviews past 5 or 10 mean typically really really dumb good asset and look deeply before buying something youre intersted in

bleak vessel
#

UE newbie here... I have been watching a bunch of unreal tutorials and I notice a lot of them are about creating very low level functionality not directly related to gameplay... for instance.. how to do you setup a material so it can be tiled independently in the X and Y axis, how to you create parameter to offset materials and so on an so forth?

prime willow
#

there are an infinite amount of the same assets around lastly you have 14 days to return anything you dislike

#

so dont stubble your feet around if an asset sucks

#

quickly refund it

brazen jacinth
#

glad to know! thanks!

prime willow
#

oh and sales super important

#

some assets that go for 300+

#

can magically go down to 100

#

on sales which are bi monthly

brazen jacinth
#

oh jeez lol

prime willow
#

@brazen jacinth dungeon arcttech is 300+

#

and now its 150

#

until oct ends

brazen jacinth
#

oh god LOL

prime willow
#

and dungeon artiftech is amazing asf

#

another note

#

add stuff to wishlist

#

you want on sale

#

wait until a big one comes and snatch it :3

brazen jacinth
#

I did notice that!

bleak vessel
#

I kind of understand UE may not have those functionalities avaiable by default since it has no been targeted to indie devs in the past but... why can't I just download a blueprint collection from the market that will have all this low level funcionalty already setup for me... as oposed to re-creating all by myself from scratch?

prime willow
#

wishlist has 50 slots so pick the most expensive ones you want and stack them there

#

granted thats what you can do if you go down the asset flip route

grim ore
prime willow
#

unreal gives away hundreds of dollars of assets a month

#

its in their free section

brazen jacinth
#

no sorries!

prime willow
#

so and randomly theyll add more like they just did until oct ends

bleak vessel
prime willow
#

i just check weekly lol

brazen jacinth
#

also omg yeah I noticed that, and picked up all of them just seeing the usual prices. it's great to see.

prime willow
#

yes yes

#

i check on sundays and on the last and beginning of each month you never know when something you want exactly as is just goes on sale or is added for free :3

grim ore
bleak vessel
#

ah ok thank you

#

so there's a place where I can just copy a material that already has offset and tiling already setup as parameters for me?

grim ore
#

Sure

bleak vessel
#

ok, so I have to look around the examples and see where I can find it?

grim ore
#

Starting with the material samples would be a good start.

bleak vessel
#

got it thank you

#

This avatar kinda looks familiar to me

sharp crest
#

first time I see on the marketplace before your announcement

stone edge
#

If I use a cubemap hdri in my skylight, actors like sky atmosphere and skysphere become redundant, right?

plush yew
#

Hello guys I have problem with my inventory system I want to make exchange item system when you select an item and press button to exchange it with other item, it is kinda working but the problem is that it doesn't update the "thumnail " of the old item. idk how to fix it
https://blueprintue.com/blueprint/wc17rfdr/
this is the link of my all bp
I will be more than happy if someone can help me
I am fighting with this problem for 2 weeks 😦

#

How could I stop the blocks from going through the ground and other blocks when building? I use linetrace and set world location to determinate the location currently.

brazen jacinth
#

@prime willow I'm the big dumb, I misunderstood the landscape resize tool before so it was like trying to work with low poly. I just resampled it to 255x255 and can actually carve the creek in the shape I want without it being too blocky. SadDog

prime willow
#

like i said take your time with the tool

#

and pretend youre painting a picture~

brazen jacinth
#

probably not the best for performance but we aren't making optimization, we're making something look pretty as our instructor said lol

#

yeah it's been enjoyable to tool around with!

prime willow
#

yush yush

#

if youre deticated enough you can make some pretty amazing fantasy like scenes

brazen jacinth
#

My fav pikasquish

prime willow
#

you can even use meshes probably as giant floating islands

brazen jacinth
#

ooooh

sharp crest
knotty summit
#

Do you guys use NVIDIA Studio drivers or Game drivers? Which one makes more sense for game development?

sharp crest
#

@knotty summit just download nvidia geforce experience or somethijng like that

#

and it will automatically install the best drivers

knotty summit
#

Yeah already installed, I'm just wondering if it makes difference. 🙂

sharp crest
#

probably not since I never heard of it

#

lol

knotty summit
#

I mistakenly downloaded it today, I somehow switched it before and forget it

#

I'll revert back to game drivers but that question came to my mind

sharp shadow
south edge
#

Hi, does anyone here have experience implementing a UE4 c++ leaderboard system with Playfab?

turbid wasp
#

I tried to download grass from the quixel library and it didn’t work. I got some file that looked weird and i couldn’t put it into unreal, does anyone know what happend?

sleek lily
#

hey guys, me and my team are taking part in the spooktober jam. We really need a 2d pixel artist rn. If interested, DM me.

languid topaz
#

Hi, my project runs perfectly in editor but in the build (0 errors) it crashes randomly when loading maps so often. Any tip?

frozen stratus
#

I have SceneCaptureComponent2D with TAA enabled. It works perfectly when I play in editor (PIE), but as "standalone game" or when I package the project and run it, the result is jagged edges as if TAA on SceneCapture hadn't been enabled. Something seems to be causing it to default to FXAA. Any idea how to make this work?

trim mantle
languid topaz
#

I on it, I disabled my save/load game features and it seems that don't crashes

#

nah, it keeps crashing

#

found this

digital rover
#

I created a vehicle but it doesn't interact properly with player and AI pawns. When a player runs into the vehicle, it sends it flying into the air or moves it sideways. I set the mass of the vehicle to 50,000 kg but it didn't have any effect on the physics interactions, it just slowed down the engine speed. I looked through the settings for vehicles and it doesn't look like there are any physics settings. How can I get the vehicle physics to act properly? I am going for something like the vehicles in gta 5 where they can push each other around but players have a minimal effect on vehicle movement.

#

and when we drive fast from road steps it will throw the vehicle into the sky like vehicle has no weight

#

anyone know solution for this?