#ue4-general
1 messages · Page 1083 of 1
As in FF14?
ff14?
whats that
ohhh final fantasy
Last one i played was like 7 on ps1 with 4 discs lol
Could I get some help with this? I can't get it to only fire once instead of continuously
current
Moveable HUD/UI?
Dead space?
Yeah
like being able to grab the minimap and drag to the other side
any good plugins or bps out there on the marketplace?
Wouldnt really know without trying it
Doubt youd find a bullet with that
Hi all. Does anyone know what changed about ProceduralMeshComponent in UE 4.25?
I ask because of this:
UProceduralMeshComponent (API docs link) is historically how one would do such a thing in Unreal Engine. As of UE4.25, it is now also possible to “build” and update a UStaticMesh at Runtime, which can then be used in UStaticMeshComponent/Actor.
I haven't used PMC, but I thought building and updating static meshes at runtime was already what it did
Oh shit your right i watched the end, I could add that in the menu to change the user UI
thank you 🙂
Hey, im very confused, could someone tell me where I can watch the Fortnitemares? Ive read all sorts of pages and nowhere does it actually say where I can watch them. It says "To watch any of the Shortnitemares films, select the “Shortnitemares” playlist and head into the Shortnitemares Theater" But where is this theater?
No links for anything.
Wrong discord? This is for unreal engine dev.
Yeah, this is epic games and Unreal Engine. The shorts are made with UE5.
NM
Its in Fortnite game
Just because this is Unreal Engine dev server, doesn't mean everyone here have extensive knowledge with Fortnite.
they do have some cool cinematics, mayB i should go watch em later 🙂
i really liked the stopmotion Xmas one
and that scooby doo kinda cartoon
Hey Guys I want to make Customizable Mission system realtime spawn and despawn
Any idea where to start
Would it make more sense to put the player UI in the player controller or create a custom HUD blueprint? Anyone have expertise with this? Replication? Just wondering, i dont wanna be screwed in the longrun
I dont want crosshairs to be Client only
but hmm
i forgot about that
good call 🙂
why would a crosshair not be client-only? 🤔
I think they misunderstand what you mean
where players are looking is of course a replicated thing
I want spectators to be able to see the custom crosshair, or UI they make. My game will be 100% customizable for these things.
Right, the crosshair would still be technically clientside though
You would just replicate the settings that control what the crosshair looks like so the client can then display it correctly
Just take the crosshair's enum from the settings.
ohhh thats an interesting approch
Or any other kind of value you use for it
never done player UI before LOL
im sick of looking at nothing on my screen
just a gun with hands, so basic
Same goes for any other customisation options you have in your game - no need to replicate the entire thing as is, just replicate the settings.
I was watching a video in youtube i saw this ...
What is this tree ??
Seems like custom tree graph for mission system.
You could build one in C++.
Oh nice
This is a system
Anyone knows how to have more control over normal camera DOF? I have a camera with a low FOV and want the foreground to be blurred, but no matter what settings I change I can't get more than a tiny amount of blurring
I kept seeing this everywhere lmao
TBH I prefer my own solution: Flow Graph + Lua scripting
Actually its impended for any type of game... i might have to buy this when i have my paycheck.
I mainly just trying to avoid dependencies with marketplace plugin due to terrible EULA loophole.
Thus, I resort to free open source stuff.
I mean, i ended up buying this because i was lazy with anims too lol
terrible EULA loophole.
What's this? 🤔
I had a lengthy rant about it on #fab a few days ago.
You buy it, it's yours. only usable in unreal engine. you can sell with that product your purchased, with out penalty.
i thought that's how the system worked
Except that with Code Plugins, licences for it are only applicable on per individual basis, not per project or per seat.
Simply put, this is a huge problem for more serious uses.
Oh i knew that
Well that's extremely confusing if you aren't allowed to share paid plugins between members working on that project...
Each person has to buy the plugin to be used per computer.
No, per person, with their personal Epic Games account.
I mean, for now you can share with your team. When it comes to release and you make $ just buy it.
What even is the point of sharing plugin files if you need to buy licenses for it, doesn't that basically mean "you might as well not share the plugin files"
lol
It's not per seat, so if the person left the team, they bring the plugin licence with them, and new team members had to buy it for themselves, otherwise they can't work on the project.
It's the reason why Code Plugins are installed to vanilla engine installations, not on project level.
ummm
you know you can add a plugin folder into your project
and drag the plugin into there?
thats what it looks liek for me.
If you say, "fuck the EULA", then do that.
It seems epic's own FAQ contradicts on it because it says you can just login to EGL as the user who bought the plugin and download it...
they really need to clarify these points
i dont like having pljugins in the main dir tbh
i always put them into the plugin folder, plus i am using ue5.
You are allowed to put code plugins into the project. There's nothing in the EULA that says you can't
thats what i thought lol
But then it would constitute as hijacking, because the accounts are under individual ownership, not the company's.
Though now that I think about it, one way to exploit this would be to provide Epic account per seat.
I own all the products i have in there.
@drowsy snow yeah it says you can do that here which is very confusing hence why they should really clarify these points https://marketplacehelp.epicgames.com/s/article/How-do-I-share-Marketplace-products-with-my-project-team?language=en_US
the other page there says that you can't do it
I submitted a support case from the menu to get clarification
What i hate more is the refund policy.
200 dollar plugin/content does not work with the version of ue you want?
your screwed! enjoy!
To be fair it states quite clearly which versions of the engine they work with on the store page
CMD As Admin "cd C:\Program Files\Epic Games\ UE VERSION HERE ( NO SPACES) \Engine\Build\BatchFiles"
RunUAT.bat BuildPlugin -plugin="C:\Users\ USERNAME \Desktop\AGRPRO\AGRPRO.uplugin" -Package="C:\Users\ USERNAME \Desktop\ARG"
i mean you can do this
but you get the idea lol
The problem would be if the creator does not enable the flag for newer versions, and your project moved to a newer version.
Hi guys Im new to Unreal Engine. I am following a tutorial on udemy but I got stuck when the speaker puts spotlight.. his spotlight has cone mine doesnt. how to open it?
Thanks in advance!
speaker puts spotlight?
OH instructor, puts the spotlight.
Click on the spotlight actor.
yes sir
I am clicking it now sir. but theres no cone
I am using UE 4.27
click the right side details
no cone like this?
the cone is the Attention radius.
in the right side in details.
I see thanks sir
but theres no transform cone
or what do you call it
are you following it exactly?
is he doing static or movable lighitng?
rewatch it 🙂
I mean this one sir
the bones thing
mine doesnt have it
inter core angle, and outer core angle
I see sir
but how to show it?
mine doesnt have bones
I'm not sure if this matters.
it does not
Pirate
scroll to the top of details of the light
screen shot
here sir
I wanted to show the white lines
hmm weird, file save all, restart editor?
Okay I will sir
a second
I just tried this with 4.25,6,7 and 5 no issues lol
Try this
On the Viewport's top buttons: Show -> Advanced -> Light Radius
See if it's enabled or not.
Okay sir
Oh
yeah that could fix it
he has his scalability to nothing lol
Safe to say he might accidentally pressed Alt+R, which is the hotkey
Is there any dropdown for selecting values? cant find its name
Combo box?
okaaaay I cant find Show -> advanced sir
haha
sorry Im really noob
just got started this today
show at top
WOW
that fixed it
awesome thank you
another problem sir
the transform icons are missing
no arrows
hoodie is more of a level designer i take it 😉
Thanks so much sirs!
click the cross
at the top
Show -> Gizmos (I think)
I see I see
Or maybe just cycle through the transform mode to try summon the gizmo.
Okay sir thanks
Adding a second camera on the top of a character to summon on a minimap, could cause FPS issue in the end, right?
No, the one that could cause performance drop would be scene capture components.
Ahh alright 🙂 ill follow this guide then, thanks
In this episode I show how easy it is to add a minimap to your game. This type of minimap is fine for simple games that aren't resource heavy or on mobile devices.
In this episode I introduce the scene capture component and how it can be used to create a 'live' minimap. I even go as far to show you how to add player icons to it.
If you get stu...
player no see, for camera and removing icon too.
Isn't he used scene capture?
Looks like scene capture to me.
that's definitely a scene capture on a springarm lol
Scene capture would be the worst way to do minimaps.
he has a much longer version that makes a much cheaper minimap https://youtu.be/Z6qzaT4ZOh0
In this episode I show you how to create a more advanced minimap for your game. Part 1 handles the creation of the minimap and tying its movement to the player.
Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley
This type of minimap is the preferred method as it has minimal impact on performance; unlike ...
i just started watching that 🙂
damn so in some games, the FPS drop is not coming from the actually game level, its coming from the way it is set up.
never thought about that before.
What IF you do a scene capture component, ignore the world and paste a image in the sky no one can see? other than the minimap.
Practically the same FPS drop, and might as well do the 2D UMG way, by using XY coordinates scaled to the minimap.
alright, ill have to look into this. I don't like to do wrong practices.
Anyone else had an issue while building the client and getting this?
Failed to find streaming level package file: /Game/MyLevel/Generated_/WPRT_MyLevel_MainGrid_Cell_l0_X6_yDLO. This streaming levele may not load or save properly
Only happens when packaging the game my initial level opens, but when i use OpenLevel it does not fully load the level. The level will load but all the streaming instances will not load, so the entire map is basically empty.
for some reasons I just pressed G and the arrows came back
thanks guys!
ahh ok, I never done much with stream levels
Holy moly. SceneCaptureComponent2D really adds quite the lag LOL bye to that.
It's kinda unfortunate that Unreal Engine's Scene Capture isn't cheap, unlike other engines that did the same but lighter on performance.
Hi, I have two identical levels, but one of them is darker. (I just duplicated the map)
What could be the problem?
Hi, I have two identical levels, but one of them is darker.
Try rebuilding lighting
Try adding lightmass importance volumes and rebuild the lighting.
Speaking of which, I've been thinking of doing split screen cutscenes, kinda like telephone scenes in anime and movies. Maybe I could disable the main viewport entirely and substitute it with two split scene captures.
Does anyone know how to add Event BeginPlay on graph? for some reason its not here by default
Right click (add node) -> find "Event BeginPlay"
Oh, it's a widget BP.
Yeah, practically Construct is BeginPlay for widget. It got executed as soon as it spawned in game.
I have to create new widget or i can do it in my main widget?
Depends on what you're trying to do here.
why are you trying to put a begin play in a ui? that makes no sense.
i want it on graph
what is graph?
hello, i need help with creating a completly new battle system.
create a custom event, and cast the custom event to where you want it to be?
the basic idea is pulling VR controls and porting them over to mouse.
Guys how to do more than object need to be collected than go to a place to finnish the game
Does anyone know if it is possible yet to import tiled landscapes into UE5?
I know it's possible in UE4 with World Composition, though #ue5-general might know better about World Partition in this regard.
Cheers
Is there a recommended way to run ads on Windows and Quest2?
ive painted this but why is it so linear?
its like a bunch of squares
i want it to be smooth
i mean smaller
good luck, just play around till you get it right 😁
hm
:D
the smooth brush doesnt do anything lol 🤔
as soon as i make it to "smooth" it stops working
oh
wait
zoom in
lmao
when i press smooth it cant paint anymore but it can delete what ive painted
ohhh
I get it now
Hey people - does anyone know how to mask off a specific UV quadrant on a UDIM UV set?
So let's say I want 1002 to be fully white but the rest fully black?
What is "InTransform"'s type? @plush yew
How do I change the target directory for the built lighting?
All files get built in my C drive but I want them in my E drive
i tried to promote it to value and try to ghetto rig it thats what that is lol
They aren't matching structs.
If you google "SetRenderTransform UWidget", it shows that it is a FWidgetTransform
If you search for "FWidgetTransform" on the GitHub repo you can see what its members are, but it's a blueprinttype so you should be able to just split the struct in your blueprint anyway
A widget transform takes a Translation, Scale, Shear, and Angle according to the source file
Right click on the struct pin and choose "split struct pin"
Low resolution relative to the size of the landscape
do you know how to fix that?
I believe you have to recreate the landscape with a finer scale
I don't know much about landscapes
smaller?
Not necessarily; when you are creating a landscape, and it shows the dot matrix (for lack of a better name), mess with the settings until the dots are sufficiently close together
It'll probably take some experimenting until you find what works for you
ah okay
Would anyone have any guesses as to why this:
``` just does nothing?
Stepping into it all I see is a called to Resize() in Array.h, and some string conversion function in GenericPlatformString.h. After this it simply moves on to the next line in my code as if this quit call never happened.
It's being called early in BeginPlay(), if that means anything.
There are other ways to quit the game, does it need to be done this way for your implementation?
Nope
Just one quick way I found
I've tried FGenericPlatformMisc::RequestExit(false); as well
Also acts as if it isn't there, but I haven't stepped into that yet
Mmm you asked the right random person. I ran into a similar issue before
woo
Is this running on Windows?
Yeah
You want to import the platform header file for Windows. Most platform-specific files aren't included in the online documentation.
Then the call is FWindowsPlatformMisc::RequestExist(false) or something like that.
ah
For multiple platforms, use #if statements to make the right call for the platform
ok, great and thanks
Since BP have a function to quit which should work on all platforms, you could just call that one. Probably part of the KismetFunctionLibrary or so
I am very excited to finally make a proper game with a proper game engine but what is delaying the progress is the art. I cant make a good animation for my character. Dont get me wrong it is literally the simplest of characters but walk cycles are annoying and it has been 2 days since and I havent made much progress. Whats your advice on this
Don't focus on art until it's absolutely necessary. Focus on the gameplay
Hire someone else who has the talent to create the art for you. Make sure you do your due diligence before hiring, though. Lots of charlatan artists out there.
Don't force yourself to be the jack of all trades if you can't.
Hi. I'd like to ask for help please also I'm not entirely sure where this question falls anyway I've been trying to figure out, what I can only describe as live in-game cinematic action.
You know, those in-game cinematic action sequences like Naughty Dog's.
What's your question?
That's my question, that's it called. That thing that Naughty Dog does especially the ones shown in Uncharted 4
So... what's your problem with it?
The craziest chase scene in a game.
● Help me reach 600K! ►http://bit.ly/subcot
Facebook: http://bit.ly/cotFB
Twitter: http://bit.ly/tweetcot
I'm trying to figure out what it's called
So I can study it.
I've looked through documentation, YouTube, courses. Which leaves me here.
Still havem't figured out how its done
Jonathan Cooper did a presentation about exactly this.
https://www.youtube.com/watch?v=0Hpk0l8-PAY
This is an 'HD Remaster' of a talk I originally gave at the Twitch Animation Exchange in February 2017, describing how we created Interactive Cinematics on Uncharted 4 and other projects at Naughty Dog.
The budget for this game is pretty much nonexistent. I have made a request in #volunteer-projects but idk where else to look
Good thing my bookmark is full of anim references lol
Don't hold your breath if you can't give paid incentive for asset productions. We largely treat #volunteer-projects for entertainment, not looking for actual gigs.
😬
Hopefully, I can finally figure out how it's done.
Good luck!
Once you get the gist of it, you can then look into Unreal's Sequencer feature.
https://docs.unrealengine.com/4.26/AnimatingObjects/Sequencer/Overview/
Sorry, but the ones that bring food into the table gets more priority than those that don't.
Even most FOSS projects are worked in spare time, unless they got massive amount of donations consistently (like Blender Foundation or large Linux companies)
That's not to say that rev share is totally impossible, it's just that your contributors won't dedicate much of their time for you. You don't provide warranty to them, so do they.
am i able to make a mp3 to uasset ?
No, but you shouldn't even worry about it, because audio files will get compressed on packaging.
But its a 16x16 pixel art i literally just need to move the legs 😭
Converting it to WAV and importing it is more preferrable, especially for a click sound.
MP3 is terrible for more instantaneous sounds like that and generally not favoured by game makers.
Again, the WAV files will end up compressed in packaging anyway, while allowing for fast audio loading.
I think UE uses Vorbis for that, but I might be mistaken.
Hmm.. I wasn't actually getting a difference with using the Windows headers/calls.
What I did find though was that it was related to BeginPlay() after all. Both the approaches I tried did quit, but not until BeginPlay() had completed. My issue had been that I was getting other crashes inside BeginPlay(), after the quit calls, confusing things.
I've also found that ConsoleCommand("quit") gives me a closed PIE and return to the editor, and RequestExit(false) closes the whole editor. Either way, both after BeginPlay() has completed.
I mean, if you want to, you could take some time to study from retro platformers, even as mundane as the original Super Mario Bros.
SMB 1 could be a mundane example, and too obvious for that, but because at the time big N have yet to flip the hardware to everyone's advantage, they had to make it simple to fit the famicom's barebone specs.
Would android multiplayer make quest 2 and mobile cross play? Or is there more to it ?
As long as it builds, there's no specific setup for crossplay
The only thing that would stop crossplay is your own separation, or the platform's online infrastructure (and we know how Sony got backlash after Fortnite accidentally crossplay from PS4 and Epic saying how simple it was to do)
^ You'll probably have different PlayerControllers and Characters
You'll need to set the proper classes via the GameMode, when players connect.
how do we still not have an control rig channel 😭
it's barely related to animation blueprints, so it's own channel would be justified
I don't check on my usual channels all the time, so I can't be the sole "lecturer" if we have dedicated channel for it.
well, i'm currently twisting, not only my, head around getting head rotation work within a limited range with DAZ rig -.-
i have some working implementations which split rotation into yaw/pitch, and it seems to work better than the aim node
On top of that I don't use Daz (even though Snowie often gave me some clues about it, including its own merits)
but it feels so complex and i feel like there must be an easier solution
@plush yew how did you solve it?
Solve what?
yeah control rig and Daz
did you use aim node, or some other solution?
I have tried many things
welcome to my world...
nothing has solved my daz mesh from becoming a sphegetti monster
and if i use fix rotations before import they import as a spghetti monster ._.
i'll get nightmares from that 180° yaw rotations and such 😄
;-;
oh that sounds like you failed even earlier
yup
i mnaged to make everything work perfectly
until placed on the map
than he re-spghettis
all over again
control rig and daz isnt worth it
it sure is
i burnt over 4 months for no real usable progress
thats four months of mechanics and systems
the problem is that you cant copy paste youtube solutions 😛
and i work really really fast when i work lol
i can setup entire systems in 20 minutes
Is there a specific channel for setting up android setup errors
ty
@neon bough I have a suggestion but you may have to do things that are not okay ;>_>
which is?
well that depends on if you can find any working solutions for character creation 3 and control rig
I may have a bypass lmao
does anyone know how to export a tessellated mesh from ue4?
thats the iclone software?
yea, that's not gonna happen
too expensive?
very clonky
but their bone setup to export might be good
o-o
for the control rig issue
and i'm kinda worried that my next trouble would be animations if i work with an altered rig
lol
yup
also you can use sendtoeu and blender to daz bridge
and have a working decent Daz animation setup
where you pull rig and mesh animate in blender instantly send to unreal all done in 5 minutes or les sper animation
i'm using a blender plugin for the DAZ rig and stuff
ah oki
i guess my main problem with the Aim node in CR is that it applies roll to the head bone, which i don't want
this is the best i can give you for your control rig issue
and even than you have to follow the description instructions
and that might not fix it either
didnt for me ;-;
also my guess is try using a different bone for the head roll maybe?
my rig works fine, it's just that particular problem with limiting the head rotation
like neckupper
i know daz has silly names for their bones
i think iirc
upperneck is head 1 for daz
head is head, it's pretty obvious 😄
oh sorry im stupid and havent slept in 24+ hours xD
the only other person who may be able to guide you i know is @fierce tulip and he doesnt touch daz control rig iirc
BTW I did some testing with MB-Lab models, and try to rerig it with Auto Rig Pro, and with the rig adhering more to UE mannequin standard, it works better with Control Rig. Though I have yet to solve twist bones problem.
Also yeah, it's practically throwing away the old, incompatible rig, and rerig the mesh, but from my experimentations, Auto Rig Pro did a good job at making auto weights with voxels.
you can always cheat that process
and rrun a daz script
that completely tears out twist bones
and forces the model to become 1 and 1 with mannequin
i think there's also a paid plugin for blender which pretty much makes anything UE mannequin compatible
not mr mannequin tools btw
Hmmmmmmmmmmmmm
nvm, auto rig pro is what i meant 😄
Yeah, it's 30 bucks 😅
and everything tells me to eject fast
and use mannequin bones ._.
@woeful hatch hush you U:<
which one is it where you can place it its like a collision box and you can edit lighting? forgot name lol
Oh right, sorry, I forgot the price.
post process volume?
thanks!
just forgot it lol ofc it is
cheers again man
Well Ben im sorry that i wasnt any help at all .-.
i qit the whole control rig thing
didnt seem worth the pain
like id waste away 6Plus months or more
and thats enough time to make your whole game mechanically
or at least the core aspect
yea you did waste them because you did quit
might as well come back to it later
instead of learning from the fails 😄
i just noticed that i keep getting stuck and have no idea or clue how to move forward
i feel like i should wait and work on other stuff
come back later when i msmarter wiser
and probably have a better understanding on unreal ;-;
its the same way with character creation tbh
i burnt nearly a year getting lost on that
sinc ei went to do that first before anything else
NGL, my knowledge on Control Rig was culmination of months of trial and errors, and battle testing with machinima projects certainly help.
i could maybe do it now lol but dang the time wasted super painful
anyways as ive clearly established im pretty useless in the control rig aspect and cant help you much at all in that area
hello, i need some help, i wanna port vr to mouse controls, theres no yt video on this topic as far as i am aware.
my only advice idk if its possible with control rig would be to setup an ignore function for twist bones if they get in the way maybe?
#virtual-reality might know about it.
worked for setting up iks
ok, thanks tho
You could override it with another CR node after the IK node.
but honestly my advice is to try to understand what's going on
that helps in moving forward 😄
not many people there 😦
probably the rig isn't the actual main problem but the fundamentals 😄
im currently suffering through fixing my mantle system let alone aadding climbing and prince of persia floops
yup i still need to learn fundementals lol
you must become one with the bone
Speaking of moving forward, Control Rig executes in forward sequence, at least from Forward Solver, so overriding is possible.
RigVM is quite lightweight, so abuse it and find what works.
and see how stuff gets messed up from the bone perspective 😄
also, i need to add weight to the items held in the vr hands, how would i go about doing that?
I don't work on VR at all.
okay, imagine its not vr, how would you add weight to a weapon?
maybe add physics
create a physics asset and define a weight
than change its weight in mass or weight
As in held on hand? Fake it with animations.
ah, not fake :/
thats the oposite of what my intent is :/
i wanna add collision to the weapon.
Well, you said implying it's not VR. In non VR, the mass rarely relevant.
Save for things like dropping weapons, which even then often not physically accurate.
yea thats a problem, trying to make an accurate fighting game, the weight is usper important here.
well
just a system for now
Again, I don't work on VR at all (blame my health condition for that), so you're asking to the wrong person.
Even if I had to, I could just outsource the job and let someone else do it.
yeah, its such an issue making this, but its so worth it.
very much, for this purpose i also need the weapon to have weight while colliding with another weapon.
it better be sexy as fluff D:<
well i think the full body ik solver is just trolling me
and not applying the limits corrects
With some clever animation trick, one can make fighting sequences feel punchier than it should.
(and optionally some particle effects)
i guess, but i wanna add diferent weights to different weapons.
greatsword should easily overcome a onehand.
but be alot slower to swing.
Fake it with arbitrary numbers, for all I know, J-RPG style.
but the system i have in mind has a way to avoid getting hit even if the blades touch, by guiding the sword away from your body.
think for honor, but less gimmicky.
Maybe artificially add latency / desync to the HMD movement on screen to signify the weight, based on arbitrary JRPG numbers, and make it unusable if the weapon's enum switch disable one handed support.
Theoretically.
i would need to see how this looks.
The thing is that VR controllers can't get heavier in real life, so you have to problem solve it on screen.
yea, that is something i get.
infact this is why i wanna make a mouse controller for it instead.
Although the bulky headsets caused me to nearly pass out.
i bet that would feel really weird in VR
the thing is
i just want the vr controls
no vr headset
all normal on pc
just with vr controls.
still your brain wants to see the movement to be somewhat what you tell your arm muscles
if you add artificial lag to it, you get into trouble
FWIW, I see streamers playing that one VR game about sword battle, and the weight of the sword barely matters.
yea probably for the reason that i said above
Hey guys, quick question, just to make ideas clear for future development, If I wanted to implement into my games some bots that use the same type of character the player uses (for example to allow bot support in deathmatchor other multiplayer modes), can I just make an AI possess or use that specified character or should I make a separate pawn or actor and recreate something similar to the player character on the front end while on the back end is completely different?
Take something like Unreal Tournament for example, my question is if I can put in some ways an AI to control a character or I should make something dedicate,
you use the same base character, and unless you do weird things they can be possessed by players and AI
IIRC in the case of CSGO, the server would hijack quitting players's characters with bots to balance the round
So if I built my character starting from the stock first person character BP it can be possessed by an AI, right?
idk about the first person character because i never used it, but probably yes
Good to know, this will make my life a lot easier, thanks!
Yeah, basically having the AI controller as fallback.
If you don't mind looking at C++ code, Shooter Game template has what it takes for arena shooters.
Great!
I am trying to learn C++ even though with school I am kinda stuck there, working majorly on UE5 and Blender rather than on C :/
Also if you don't mind working with older UE4 versions, you can even dismantle the now abandoned Unreal Tournament 4 project source code (thanks Fortnite) and try reverse engineer it.
https://github.com/EpicGames/UnrealTournament
(if this gives you 404, you have to link your GitHub account with your Epic Games account with valid UE licence)
Everything that can get me on the track of making a quality boomer shooter is welcome, thanks a lot!
noob question, i have functions in my blueprint, one has a greenish F, and the others are blue/greyish, what's the difference? 😄
Also, about boomer shooter, you can even grab this Source/old Quake like movement system, from Project Borealis.
I hope there's a way I can turn my game developing experience into work hours for school... here in Italy there's the tradition of not letting students have a private life at all, so our dear dear government put a law that forces high school students to work 90 hours in 3 years otherwise you can't access university
Oh, you don't get any kind of money or experience from that work, you just work for free at McDonalds to have access to life
Blue function: "normal" functions that you can execute on its own
Green function: "pure" functions that can't be executed on its own
I did and I tried to install it in UE5, sadly I suck at coding so I couldn't get it working...
thanks, that explains a lot, i will watch the video once again how to use it properly
The problem with UE5 is that (from what I heard, I don't use UE5) the build process is slightly different from UE4's. Consider asking on #ue5-general about this, someone there might able to help about it.
Green functions are used most of the times as references or target, most of them are Get functions that get a value or a game component (e.g. Get Player Controller) and can't be executed, while blue ones can be executed but they often (not always) rely on variables and those green functions
Thanks, I will do later
i believe it wont be much of an issue, just gotta try it to know for real tho.
I am very interested in UE5, can't wait to see what its future holds, now I'm probably go back studying Kant (I allegedly detest him)
its not the first game to do this, for honor also has physics that simulate weight.
Does For Honor has motion controls?
its about simulation weight, not about vr per say, what i wanna create has nothing to do with vr except for the Free movement you get from the controls.
Yeah, this is definitely the animations that make it looks (and feels) punchy.
The simplest way to get it would be with some tweening.
this aint what i meant, i just wanted to showcase that adding artifical weight doesnt add trouble when it comes to playing the game.
I mean, if you really want to, you could just go with Wii route.
what i wanna do is a sort of semi first person/third person fighting game where you get to freely control your chars blade or any weapon equipe currently.
Motion controls w/ peripherals, but not VR display, that's basically Wii in a nutshell.
my god
no headset
wii is unsupported
pc master race 😄
Kinect is dead by now.
forget wii, mouse it is.
its not really finding out a proper way to make it work, its about the how to add the controls rather than how to make it work gameplay wise.
Though, you could add your own Wii controller support, if you want to, with some hacky C++ code, even though only retro enthusiasts, speedrunners, and grannies with the Wii mini still holding on the Wii remote.
you could try use a phone as controller
For gyro movement yes, but without spatial awareness.
cant we edit/change distance of existing layer on world composition
nah mate, i wanna make it mouse mainly, i need a demo most people can play, not some wii nonsense.
No, you have to create a new one, set the distance value, and evacuate your sublevels.
could get spatial awareness if u incorp the camera tracking
cant we delete that layer?
The old one will be automatically deleted if there's no sublevels upon reloading the persistent level.
oh ok thank you
is this towards me?
Some mid to lower end Android phones don't have AR capabilities, and ironically Unreal works best with iPhone's AR capabilities.
Though to be fair the integration was started way before the Fortnite banning fiasco.
yea its not perfect, but ppl often have one
more ppl own an iphone than quest
iphonme + pc that is
its also something a lot of ppl dont wunna bother with
phone +pc has a lot of potential for a sync multiplay, but phones comin in all shapes and sizes makes things a bit tricky
I'm trying to see if a hit actor is a specific class, I tried this and it doesnt work, what could I try?
I know its hitting because it could print the name of each actor fine
Maybe try getting the class first?
That's what I originally had thought of before asking here but I didn't know how
get the hit actor, get its class, compare class to class, profit?
This is basically comparing the object reference, not necessarily the class.
Oh, like this?
yes, that would compare the classes
ill try it out
you can also cast and that would work as well
Right, this can save some node real estate (and maybe a little more optimised)
I made a landscape that I then deleted and made a new one. And when i was gonna add my material again so I could paint it onto the ground, it didn't work to press "ok". It worked before I deleted the terrain
It's what he's doing here
https://youtu.be/X0MN9xWr-iI?t=386
And I get the error message "Asset /Game/Landscape_sharedassets/Grass_LayerInfo already exists." When I press "ok"
Learn how you can setup a landscape material and then paint multiple textures onto your terrain using Unreal Engine 4 in this tutorial.
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Works great! Thank you!
Sounds like you're trying to recreate the layer info.
Just so you know that Layer info assets are rather reusable, so you don't necessarily have to create one again if you already have one.
but I didn't find the one i used to have when i was painting before I deleted the terrain
hqve you tried to run a save all so it saves the temporary files
it also shows the folder its in, in that error
i dont know how to run a save all
i just started with this a couple of days ago hehe
so im really new to it
Ctrl+Shift+S
its also under the file menu at the top
I think it would be easier to just create another new project and nuke the old one.
but - ive done that twice already lol
this should be fine
but
the only problem I have
is still the "ok" thing where i cant press ok
Mark my words.
If you're still learning and things gone haywire, you can always create a new project.
yeah yeah
but is that the solution to this
show the actual issue
Choose a different folder.
or
dont create a new one, just use the old one
see the drop down next to each material on the left, those are the layers you have assigned. click on the none and choose the one you created before
your trying to create the layers again (which is fine), and then save them into the same folder as before (which is the error)
oh
i did a misstake lol
i pressed control + z
and i did this
by accident
._.
im so bad at this lol
now its black again
on the left you have the two round balls, each represents the material for the layer
next to them is the layer info, which is set to none
change them
ohh
thanks!
can I change my fly speed?
I know I can
i've forgotten how
also, it's really hard to know how big I should make something. how can I know how big my path should be?
what if I make it too big
use something for reference, drag in your character for example.
you drag in your character. find it in the content browser and drag it into the scene
or you could drag in a cube and size it to your character
I have this ground wave projectile where I'm scaling a static mesh taurus in the xy direction. The only problem is that I want the width of the taurus to stay roughly the same for the whole duration. I can't seem to figure out how I would do this, does anyone have any ideas or solution?
not sure how I could scale the outside and inside diameter together
i cant find it?
nvm
found it haha
Theoretically you could manipulate the vertices by displacing it with World Position Offset input in the material, but I'll leave it to you on figuring out how to use the transforms in material.
anyone know where to get victorian style castle interior models? like walls and details
Just know that even in theoretical level, the WPO method I propose is super hacky for what you're trying to achieve, due to how static mesh transformation works in all 3D CG tools that ever existed.
You might able to get away with particles instead, allowing you to retain the thiccness, or if particles dissatisfy you, you can last resort to SDF raymarcher algos.
also for free
The marketplace
yeah
If you want it for free, either: work with what you can get, even if it looks terrible; create it yourself in DCC tools of choice; or infringe some copyrights and screwing yourself up in the process.
Or gamble every month in Marketplace.
well im mixing bridge assets
kinda works, but looks terrible
especially those details, like on ceiling, walls
Good ideas tyty, WPO method sounds hard as hell but I'll give it an honest try. Particles might work out too
Hey, how do i change flying speed?
As in the editor camera?
yes
There's a handy little blazing camera button in the top right of the viewport.
does this look stupid?
Was talking about the hud
just spent like 6 hours trying to figure that all out
lol
i was going for the valorant look
I'm getting this error when building. Does anyone know how to resolve this?
you have a error in one of your blueprints
oh ok, strange. Is there a way to know which one? Or am I going to have to go through every blueprint? It looks like that's the only information it gives me
The thing is tho, it lets me play the game in the editor. Usually when there is a blueprint error, it does not let you play in the editor.
I seen to be unable to add an Interface to a certain BP - what might be the reason?
I go into Class Settings ,I press ADD and and find it - click it and nothing??
Im trying to download a pack from epic marketplace but I cant search up my project :(
anyone knows why?
If I get weird bugs like that or the one where nodes don't change I just reopen first thing and go from there
eyo back
something simple now
animation for camera switching between first and third person.
set view target with blend
👌
Anyone have a course they recommend for learning ue4 c++ for someone whos never done game development before
i wish my camera actor appeared in my reference.
so i could actually do the damn thing.
you need to reference the camera component
it doesnt let me
stop pinging me every 5 minutes ffs
didnt mean to, my bad.
which doesn't let you connect the reference?
target is player controller, new view target is actor which has a bound camera
new target is camera actor yeah?
because when i try to add it it doesnt show up in reference.
See pinned messages.
hello ppls im a project manager and a programmer we r working on a project we need 9 ppls i mean serious ppls who will continue with us we r a small team here is the roles i hope some of u will be interested
just wanna say to everyone Happy Halloween 🤡
where ?? n thnk u
Anyone seen an issue, in ue5 (or ue4 I guess), where breakpoints only want to trigger once? E.g. soon as I hit resume on a For Loop with an Array (that's full), only the first instance triggers the breakpoint. Resuming and I will never see that breakpoint again.
i can t chat on job board
Question! I need help with something but the best way I have to show what I need help with is through a short video clip I uploaded on to YouTube. It's a short unlisted clip that doesn't make me any money or anything and I'll be deleting the video after I get a response so it's not like I'm shilling my own stuff but it still feels like I am in a way? I just wanna know if it's alright.
Good evening.
I just landed here, from planet Godot.
How are we all doing today?
Heya! Doing well!
srry for tha but where i can write the commands
@steel lava If uploading it to youtube makes you unsure, cant you just list it as private and share the link to it?
Or do you need to show it to the big crowd ?
It's unlisted which means that no one can see except for anyone who clicks the the link.
Well what is the worry then? 🙂
are you worried about making it public or worried about the channel rules?
Worried about channel rules.
I don't think posting a short problem video will be an issue
Ah okay, thanks!
Ahh i see.
I thought this was somehow youtube specific. haha
Sorry.
Nah, it's fine! Thanks for trying to help!
Well here's my question basically.
Twitter: @PhantomFemboy
Twitch: https://www.twitch.tv/phantomfemboy
Okay, apparently the resolution is fucked.
which pixel is your issue? lol
Hold on, lemme try to re-render it and re-up the video and then I'll post a hopefully better link. lol
I think I can understand a fair amount just from the audio
Oh? That's nice at least. lol
arrow component is mostly for just debug visualization btw
it's just so it's easy to see which way something faces (in the editor)
Ohh, that makes sense.
Sorry I don't understand what you mean.
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
Sweet, I'll check that out now!
Especially since I re-rendered and uploaded the video and it's still 240p so that's not helpful.
Hi guys. I'm kinda noob here in case of making my own master shaders.
I wanted to ask: Is it legal to use some of the Unreal Tournament Master Material in my own project? I'll be using my own textures of course. No texture or mesh will be used from UT. Just the master material
Does anyone have experience on switch? I am trying to convert a ".SWITCH_AUDIO" file to .wav
I didn't see anything about it in pins
Wait a sec, unreal does run on Linux right?
Why did i get a .msi file, when trying to grab the download?
Yes, but it took a lot of hoops to get there
You have to build the engine from source code if you want to develop on Linux
...are you trying to rip Nintendo Switch game assets?
so @drowsy snow Do i need UE4 or is there also a version 5 out there.
Do they both build on Linux, in that case ?
Per #rules no.5, no support for asset ripping in this server.
Contact the respective modding forums instead.
I don't see why both won't build on Linux.
Aighty, that will be tomorrows task then 🙂
clang support is there but I don't know if it's super stable or not
super stable is always relative 🙂
Clang cross compile from Windows to Linux, right?
You say, "no support for asset ripping" but, what if I just need to know how to convert a UE file type
converting Unreal assets from shipped games still constitutes asset ripping.
But what if it's from a mod
I literally cannot find anything on this filetype
Gg no re ig
Can't you just make a recreation of the sound bite? Hassle free on your end if you don't know reverse engineering.
No, because I'd need to know exactly how many bits the original uses in little endian
Considering you're talking about ripping UE4 game, it's always 16-bit.
Though from your wording, I'm going to assume you already have knowledge on reverse engineering.
No, I'm just an average intelligence 15 year old
I no longer need assistance for now
I shall sort this out
Plot twist, Stabb is actually a spy.
or just intelligent enough to see that this is going nowhere here 😄
Google-fu.
That's the secret sauce.
(also a crap ton of trial and error)
and reading engine source
there are also many weekly twitch streams they have done
you may find one covering a topic you care about
I don't know if that matters at all
oh, derp, ty
probably just for their own usage metrics
I highly doubt Epic will judge you for it, nor gaining any exclusive perks.
The official Unreal Engine channels.
It's always on Twitch, though sometimes they relay the stream to YouTube.
Question about basic material logic.
Contrived example: I have a parameter that will be a random number: 0, 1, 2, or 3.
I want to say "Render pink if it's 0, lime if it's 1, cyan if it's 2, and white if it's 3."
How can I do this?
Or not the full explanation, but what I should look at. The 'if' material node doesn't appear to be as robust as the usual kind of if statement.
anyone know where I should post link to my discord server? Its for anyone who is new or experienced game developer to ask me (developer of safezonevr on steam) about anything related to game development, show of their work etc
I cant find a channel to share it lol (:
Eyy I got it. I used a custom node with some basic logic. Don't know if it's the most optimal approach but it's simple and worked
Studying sucks but learning is fun
:triangular_flag_on_post: Julie Ji#6624 received strike 1. As a result, they were muted for 10 minutes.
I'm looking for a guide on how to use a Render Target to act as an array of values. So I just want to dump values into it on the CPU side, to read from it in the Material.
But I can't find anything that really shows how to do this... The best I've seen uses a Canvas Render Target and a Static Texture... which seems more convoluted than it has to be. Anyone know a good guide or tips?
I have a widget that executes and displays a game over screen with player score and coins and everything. It’s elaborate. Player score appears. Then total time passed appears and so on. Takes like 10-12 seconds to get through the whole thing. Now I want to include a skip button at the bottom that’ll skip all the animations and particle effects and displays everything at once. How to stop the execution if player wants to skip when half of the page is done?
just remove the widget from the screen or destroy it?
I can’t remove it because the result screen is the same widget.
Like I have a page that displays 1-100 one by one. When player presses skip I want to display all 100 numbers at once in the same page.
keyframes maybe
I don't see why you couldn't skip to the end of the sequence somehow
Event Construct —> show text —> play animation —> 2 seconds delay —> show another text —> 1.5 seconds delay —> particle animation —> a second delay..
Im not sure how I can break execution when the player is at say.. 2nd animation..
so when you move the slider to the end of the sequence, does that look how you want it to?
There is no slider.. it’s not a single animation
You could convert it in place, or make installed builds of your custom UE.
created a project with the current 4.27.1 source build on pc and then tried to open the project running the same engine on mac, it says it's made with a different engine version and converting it could damage the project. does anyone know if there's a way around this?
@signal ember I did this recently. Moved project to mac. For your safety, backup the project folder and try opening it and convert it. Worst case you’ll have to rebuild with Xcode.
any reason why a struct variable called from another BP would output the correct Data Table line the first time I call it but then the default after that?
really enjoying the udim support in unreal engine
does anyone know if they will make it enabled by default
Hello!
Buy a new computer.
Kidding. Probably the automatic scalability kicks in and set things to low.
Every time I try to build the lighting in unreal, it seems to be creating a folder called "SwarmCache" and storing a bunch of data in it. It's causing the build to fail because I don't have enough space on my c drive. How can I change the directory of the SwarmCache?
how do i increase the taa
or should I use msaa
my blinds disappear with all the aliasing.
❤️
Ah, yes, blinds. Anti aliasing's nemesis.
The best way to remedy this is to get screen resolution above 100%, but it could hurt performance.
MSAA (AFAIK) only available on forward rendering.
You practically don't have much choice due to how 3D raster render works, not accounting for any form of AA.
ello, i tried doing set view target with blend, but i really cant figure it out, i tried adding camera, that doesnt work, cameractor doesnt work either, the hell am i doing wrong.
How do I use the Set View Target with Blend node to change cameras during gameplay using Unreal Engine 4 Blueprints.
Source Files: https://github.com/MWadstein/wtf-hdi-files
thats what i followed
i cannot add cameractor.
@drowsy snowthanks that fixed it
you and that other guy managed to help me fix both my export issues with blender and my anti aliasing
now everything is as it should be when it comes into unreal
please help
same
at least it actually works now, but i still cant figure out the camera, it now directs to player cotroller which goes inside the body, which obviously sucks.
I've just loaded up this 4.27 project after a while and now my skysphere looks like this. Shaders have completely compiled. Any idea what is happening and how to fix?
It just directs to player right now, i need it to direct to cameraactor, which i cannot add.
Blend camera gone sexual 🤔
i wanna cry dude, its so frustrating.
morning coders 🙂
good evening
lol i have been putting so many man hours into my game, i had a dream about blueprints.. kinda weird af
truth i did that too i needed a break.
but then you forget what you did and have to restert 😦
I've had like 10 different projects like that
where I started, worked on it for a few months
Then gave up 😐
I mean, I knew that from the beginning
Yet, for some reason, I still wasted months on it
I started getting into UE4 recently and I'm having some troubles. Is this the right channel to ask help at?
i just need to add the camera actor for it to work 😦
indeed it is!
add a .1 delay if yoour replicating, to the begining
yeah but right now it doesnt even work properly it hovers to his ass instead of his face, i cant add the cameraactor, idk why, help.
i dont get a reference for the camera even when i have it selected.
thanks for the effort either way.
Is there any way to reset the Static Mesh Editor layout? I moved the Socket Manager tab, and now the whole editor crashes every time I try to open any static mesh (no matter which project/mesh).
Uhh.. what I want to do is for a text to appear when holding down H but it doesn't seem to work. Could someone help?
How to change 3rd to 1st person in unreal
SONG:
Trophy Endorphins by Andy G. Cohen
https://www.youtube.com/watch?v=s9u47VuamhY&index=72&list=PLrbG5f3IsHD2Yv4ZGkWHDMIti5Ic1UIoO
https://www.youtube.com/channel/UCv7Xe0ackt-4BAV4sYeEDjA
best i can find lol
not a proper way of doing it tho
Found it in %HOME%\AppData\Local\UnrealEngine\4.27\Saved\Config\Windows. Weird bug.
instead of doing it by tick why dont you create a custom event, then inside your player bp call the custom event to the button?
That could work. Thanks
i did all that dumb ui crap yesterday for 10 hours lol
I literally dont understand any of this ._.
you will get there 🙂
right click, create custom event
yeah then im stuck
Call it ButtonPressedX or what ever
then link it up, compile save
then inside your character BP
then call the custom event
thats simple shite there mate, i NEED the animation you get while changing cameras, my game will involve it, if i had the system you sent here people would get dizzy by constantly changing camera.
LMFAO thats the lazy dog way of doing it
you want an advanced tutorial ig ot you
?
your trying to fix the camera issue correct?
What is your issue?
You want an animation to play when changing from one camera to another?
yea
why not play montage then?
like this here
I'm no professor but can't you just move the camera for it to work?
please enlighten me.
good morning everyone, I have a collage project and for it i need to simulate a visualization of Sine and Digital signal going from point A to point B , and I'm really lost on what's the way to do it.. can someone help !
The Animation, or "Blend", will only work if you switch between two ViewTargets.
ViewTargets are ACTORS. CameraComponents on the same ACTOR won't give you that feature.
If you still need this, then you need to code it yourself. Either by manually interpolating the CameraComponent location/rotation via Timeline, or by making your own PlayerCameraManager component (settable in PlayerController) and by manually returning the POV (point of view) you need in the overridable functions it offers.
The CameraComponent, in terms of Location and Rotation, is only offering the OFFSET from the ViewTarget. The first active one that is found will be used. If none is there, it will use the Actors location itself.
Which is why you are at the location of the PlayerController by default if you have no possessed Pawn
That's a very specific issue. You'll need to provide a few steps yourself. What exactly are you struggling with?
I have to actors ingame, actor A will send Info to B and vice versa...
I need to make a visual that looks like a Sine or a Digital signal that being sent from actor A position to actor B position
UE4 has SplineComponents
They offers a way to add/remove points and define in- and outgoing tangents
Can someone help me? doesn't seem like my project shows up here.
What Engine Version is your project?
how do I check?
seems to be 4.27.1
Did you create the project on this PC or download it to it?
I created it
okay so.. I should spawn a SplineComponent then add a point in to make it look like a sine wave
You can try clicking on the "Show all projects" at the top right.
still doesnt show up
That's one option, yes. You can add the SplineComponent to one of the two actors, or make a 3rd one that both use.
Does the project show up in your normal library?
do you mean the library where games are?
this library?
you probably mean the unreal engine library lol
yes
it does show up in the unreal engine library
yeah
Not sure then, sorry
:(