#ue4-general
1 messages · Page 1084 of 1
the epic games launcher?
Yes
Maybe. Usually the issue comes up when you try to add something to a project that doesn't match the supported engine version
E.g. your project is older/newer than whatever the package supports
i can try some other pack
I'm thinking I'll Make and actor then make it look like a sine signal then make it loop so that it would look line it's a continues signal when sent in repetition
could you point me to some vid please?
I don't know any videos, sorry
Does it have to have some physical accuracy? I was thinking to use some shader work to generate the waves.
😦
I need to know when it arrives and whether it arrived or got lost ETC
@untold summit can't you try using Timeline to move the camera?
is it possible that im searching for the wrong thing even though I selected "show all projects"?
I'm still stuck. How do I get it to show the text "Hello" when I press the corresponding (H) key? Do I change the Target or something else?
Okay, so physical accuracy matters, and cheating with shaders is not feasible.
never sued it, no idea it if would work.
Then it's time to test it (:
Connect the execute (white) pins.
you never connected the arrows
Shaders.. Negative
where do I connect them though?
I have a small brain sorry
White pin to white pin.
Error
It gives an error :pain:
was just in paint lol damn you
If you want to just move the camera from one position to another, Then Timelines could work
via keypress and switching between them on the fly.
You need a TextBlock connect to the SetText node @plush yew
will try that
Yeah
i never see mods in here, you bored today exi? lol
You can lerp the camera position using Timelines
I already explained to you that you either use a Timeline, code it fully yourself or use the CameraManager and code it there.
I'm not sure what you are still going for. You'll have to learn this either way.
You have enough info to start googling and trying out
what should I do when my project doesn't show up?
click show all projects
ive tried that. still doesnt show up
Yeah, waking up.
Can you please confirm to use that your project is of the right engine version?
Before we waste time on figuring this out
i know, its the process thats daunting, not trying to be a dick or anything.
I can try to but im not 100% sure
how to do it
Show a screenshot of your ue library, i think it shows it there
While you're at it, I think you should take some courses on the official learning portal (see the pinned message), and remembering the basics of BP until it becomes second nature.
Otherwise, open your UPROJECT file in a text editor
verify the engine files, it will refresh the projects.
That will also show it
How do i add a point to a splinecomponent
It's not showing your project there either
dont know how
oh isnt it
That's your engine version, not project
oh
Did you open your project recently?
Yeah the launcher is not regsitering it
Try create another new project in the same directory as your current project
That's UE5
restart pc
do I have to restart what I did in my project then?
The only way I found to do it in viewport it through an event that is enabled to run in editor
No. It's just to basically tell the launcher, "look for projects in this folder from now on"
@turbid wasp
You first have to add teh Component to your Blueprint Class.
Top left corner where you add all other components
Or "runtime" in the ConstructionScript
Both will give you a reference to the Component
Where you can call AddSplinePoint on
So I just open unreal and do a new project and thats it?
so it knows where I make projects
It should already know where you made the project. It's strange that it doesn't show it
hi sorry to interrupt but how can i delete only one widget instead of using remove all widgets(i want to use a button to delete a widget while in game)
yeah..
Call RemoveFromParent on that one Widget Reference.
Also #umg
oh ok thx
can I fix it?
Still not sure atm
You can try verifying the engine itself
Me every time
Have you created another project?
Like peeps already told you
hehe same here xD
Give it a try. No, creating a new project won't cost you a kidney or smth
i know
it wouldnt be worth it if it costed me a kidney lol
so I'll just make a new project?
Yup.
great
I'm just a bit afraid of having a second project in that same place :D
I would just verify the engine first
okay how do I do that?
who's peeps and where did he tell me
no windows 10
Peeps just means People
oh
peeps = people
hehe
I dont think windows supports my cpu, its an i7-7700
HELLO guys, Is there a way to save WidgetReflector AppScale Setting?
Everytime restart it reset to 1.0.
If it doesn't support your CPU, it won't boot at all.
so this just means that i'll make a new project and save it?
Verify the Engine first.......................
but you
you sent a link to that message
Okay, maybe it'll boot, but it'll stuck on BSOD loop.
LOL
How I can send a link to a message that isn't created at the point of copying the id
Discord please
BSOD loop
Wait a minute
you are bating zero my friend lol
Resume the installation.
Do you have it open?
naw its an update
Ah
yes
Can you please close it and make sure you have all updates of it installed
yes sirrrr
Also make sure that UE4Editor and its related processes are actually gone before you update it.
I don't recall that being an option.
Yeah you seem to have a running update/installation
Is there a way to set hand IK to go around the clip, so i don't have to manually fix every gun?
Make sure that finishes first
Not an animation person, but I assume you want the bone on the weapon to be the same and then use that for the IK?
as heck
You could interp/move the IK to the socket location of your mag.
hmmm, im going to have to google the hell out of this, its bugging me
Im going to add this to the list of bugs, i got like 30 on there ill fix it later i guess
This is what it looks like when you spent over 2,000 hours on broken projects after projects and you understand everything but still have no common sense.
hehe
i just started with this last week
i got to know a person with a bmw m3 and hes a programmer and he knows a dude whos making a game and if I learn a bit of this, i can help him
so thats cool
i also got to drive his bmw m3
Your trying to do it for the money? thats is the wrong way to think about game dev.
i met him last friday
nono
im not
i think its really fun
so far
im just testing if I like it
and so far i really like it
Rule number 4: do not expect to get rich in no time with game dev
The number might be wrong but I don't care.
apparently there is a spline and a splinecomponent which has their own abilities and they just made it overcomplicated
its saying "verifying" now
Rule 1: Manually Save every 2 minutes.
Also making games just for the money won't get you nowhere. I have seen far too many naive local newcomers trying to make battle royale games because of the revenues others get from it
why?
Crashes, when you least expect it.
i just enjoy making things. landscapes and stuff. ive been doing similar things in minecraft for a long time
oh okay
doesn't it save automatically?
It does, but it needs source control enabled to be working properly.
If your project have source control enabled, than it works like a charm.
Ohhhh so instead of just creating IK for weapon in hands, I can just create a socket per weapon, and do it like that. Seems simpler.
what are you gonna do with this game?
Release for free on steam.
are people making games for fun or are they releasing what they make
cool
i wanna try it
I do not know, but its pretty much a modern day CS with valorant styled abilities. like drones, barbed wire... etc.
sorry bud 🙂
Right clicking and removing preview is not working
any ideas?
never mind just keep clicking delete
@plush yew I think people use iks because no bone or jank shanaigans will mess up the animations
even different meshes or changes to the mesh will still make the animations play proper
because the body will adjust for the changs using iks for procedural adjustments
from teen size to adult etc etc
So i have been thinking about the logic behind this, I want to create a socket per gun in hand. Lets say I have a another AR but i want to change the socket. How would i go about this? would i just create a enum, and switch it on weapon pick up?
what is the newest version of ue4 my pc can run?
processor: Intel Pentium CPU 2117U (1.80GHz)
graphics card: intel hd graphics 620
memory: 8192 MB (8.192 GB) RAM
i have run ue3 (udk) btw
I would not even attempt to even try to load ue4 with those specs.
Can your weapon actor not hold that info?
Just a socket name or so
wouldnt this be easier?
jjust created a enum, and a function to do all the work
From an OOP perspective this is wrong
Your weapon defines the socket
So it should be the one holding it
Ohhhhh
Or the enum for what it's worth
It worked 🙂 well ill just keep it like this for now
Good day everyone.
I would like to take the step, and try getting UE, set up on Linux.
A friendly soul gave me some brief instructions yesterday, about the workflow for this, but i am unsure how accurate the instructions were.
Is there any facts to be found out there ?
Well, i did hehe. That much i have learned.
Was brought to a page, describing how the community made Linux support possible.
And there was even a nice, "getting Unreal Editor to start under Linux" Shortcut.
However this took me to a 404 error page, so that wasn't really helpful. haha
Will continue my searches.
However, i thought i would post here, if there was some blackbelt Linux'ers on here 🙂
Uhh, but then.
#ue4linux IRC server
is there a best practices guide for "open level" mine works fine in editor but when i package and export my project, often crashes when i try to open another level
it says its in level tick that some component is looking for an end of frame update so imaginesomething is not being destroyed, back in the day i would write my own garbage and delte objects... do i have to delete everything before i open level?
I would actually have a few legal questions, pointed directly to UE.
Is there possibly any crew on here, that i could try to reach out to.
Or should i go directly, for the official channels / ways of reaching out?
Please, please can one of you pro's do a tutorial on child BP's and overriding functions covering all the possibilities using Blueprint for us noob non programmers - please! 😄
You pretty much just answered that yourself.
In override, you can use anything you want in a child.
Is this pretty much how to do state machines? i never done them before, you just pretty much plug and play Booleans in to the event graph and then call the blend pose in the character bp?
do is not bools vice versa
I have a widget blueprint that execute the following at event construct. Event construct —> Node A —> Delay —> Node B —> Delay —> Node C —> Delay —> Node D. I want to add a button that’ll skip all the delay nodes and get to Node D on button press. How to go about this?
I tried this. On button click it executes D directly but the execution that began at A still continues in the background. So it gets executed twice.
I've created an actor with a staticMesh and a sphere component. probably a silly question, but are both of those components able to use collision events? I guess my question is, do staticMeshs support collision?
https://stackoverflow.com/questions/69205278/unreal-engine-4-how-to-setup-virtual-keyboard-on-devices Who knows answer?
Yeah
Although Anim Montages are more convenient to use imo
State Machines for Walking, Running, etc.
Anim Montages for one time actions such as Attack, Inspect Weapon, etc.
so i was just putting a explosion placeholder sound in for testing but when i try to import it i get this error
Error: Only 16 bit WAV source files are supported on this editor platform.
what do i do to fix the audio file
convert it into a 16 bit wav
Blendpose works, but When moving the character is not using the Moving animation . any ideas?
how to rig character using unreal manikin? with twist bone
Hmm just might be a issue with the character plugin i am using
'Print String' after the 'IsValid' node?
Yeah, that's one way to do it
so its the tryget pawn owner.
Yeah seems like it
why does skeletal mesh get smoothened ? and how do I disable it
You ticked smoothing on import, from where ever?
ah thanks my bad
Okay I got my animation to get to the end of the sequence, but now i cant turn is moving from false to true lol
Hey fellas, whenever im zoom-out in wdiget - button image lines become broken and pixelated. I never seen this bug pattern on photoshop or other graphic programs, it just becomes less visible. Is there some setting i need to set or its normal behaviour and i need some pipeline for small icons?
I have the weirdest issue with Control Rig in my project (UE 4.27.1). In new projects it works fine, but in mine, any control rig doesn't have a "Rig Graph", instead it gets an "Event Graph" which doesn't have any of the usual Control Rig nodes available. There's nothing in the log, I've tried disabling all other plugins, and also adding all my plugins to new projects, and can't change the behaviour on either (can't break it on new projects, can't make it work on mine)
"My Blueprint" only shows the Event Graph, not a Rig Graph. I can't navigate to or create a Rig Graph (double-clicking the Execution Stack entry does nothing). It's like the Blueprint nodes / graph schema is not being loaded
Hi guys! Just joined up on the Discord. I have an idea in mind for something which might use UE as a solution. Basically, first and foremost, I am interested in creating highly engaging visually interesting live audio reactive scenes for use as backdrops in live streams. I'd love to use all the wildest effects and come up with some seriously cool stuff. In addition, I'd love to have the 3D environment controlled by the audio as well, I imagine it like how the old windows screensavers would do but audio reactive and doing crazy things like growing buildings out of the ground while the camera moves, the objects move and shake and wobble and spawn in sync and in proportion to the music happening, camera controlled likely on tracks with the effects around it, not necessarily just linear. Then, if all of that is possible, it'd be really interesting to make a simple game you can play within the audio reactive space, I imagine something like a space shooter oriented such that the thrusters of the space ship or back of the character is always facing toward the screen and you can move and maybe even aim using wasd/mouse and click to shoot and in real time it can interact with the audio reactive elements say the buildings and make them explode or sizzle or whatever, all while continuously being generated by the music, no end goal in mind maybe you can keep a score counter but it's really just for idle fun as the primary focus is the audio reactive function, and when no input is made for x seconds it makes random actions in sync with the music and randomly fires or something or disappears, I'm not sure, I know this is a big idea but it'd be so cool to implement as a live streamer who makes music centric content 🙂
Indeed if I migrate the (working) Mannequin Control Rig over to my project and try to open it, it crashes UE here:
// First create a backing member for our node
UControlRigGraph* RigGraph = Cast<UControlRigGraph>(ParentGraph);
check(RigGraph);
So I'm pretty sure the UControlRigGraph class is not initialising properly for some reason
@main raptor basically the musical events in fortnite and what some other producers have done so far. (Deadmau5, Childish Gambino, etc)
so its possible, but generally high production costs and values.
How reasonable would rigging live effects to occur in response to music automatically rather than hand-designing effects? Obviously the quality could never be as high but that is no issue
Are there any good tutorials or means by which to get my feet wet in designing such things?
Or perhaps even niche communities who do things of that nature? I'd imagine VJs and the like do things like this
start with the absolute basics of working in the engine, e.g. do some super basic game tutorials
then once you're comfortable there, start looking at how to handle the more specialised stuff
@dry birch i dont do much with those kind of things so I cant properly answer where you should ask that question.
its probably related to one of the programming channels but that is about it.
You might have to wait until one of the smarty-pants users is online.
thanks!! it has showed up now
this is a general channel for helping, if no one is on that can help.... they cant help
if you want a persistent message and hope for help, go to the forums
if you need a fix now, pay for UDN support
@dry birch I would recommend asking your question in #umg / #blueprint / #cpp
then its a rare enough issue that it's not an issue for people to want to fix/need support
The answer is likely, you should find a different way to change the graphics settings than using the console
Ask in Cpp, don't spam, I have to go gl c:
I wasn't saying you are spamming I just mean ask and wait :)
i want to create a mini tank shooter game. As you can see, its a simple tank with a gun that shoots projectiles. Is there a document or a video showing how this can be done, since i couldn't mind much out there. thanks for your help.
Im more focused on the movement and the shooting aspect.
For paid Plugins on the UE Marketplace, each user that needs to use the plugin will need to have a license for it, but the plugin files can be shared locally as long as each user has a license. If multiple licenses need to be purchased, we can provide you a quote so you can pay through a Purchase Order, or each user can purchase a license through their own account.
So yeah the sharing plugins rules are pretty much completely nonsensical in the FAQ, this is directly from Epic support
@drowsy snow
Does anyone know what is going on with my lighting here? I don't really know much about lighting or how to diagnose this.
when I set to lighting only it doesn't seem like there's anything odd here so I really don't know what's going on
Hey just thinking out loud here;
Is there a way to replace a group of selected actors with a particular asset?
I.E. replacing 5 Pawns, in their locations and rotations, with a different actor blueprint in the same locations?
right click, replace with
i was probably trying to do it backwards, thanks.
I knew there had to be a way. Was even able to replace them all at once
yup!
Asked in the graphics channel and the issue was my reflection captures. Can disregard.
sure do it all you want! Just enjoy the lawsuits once you publicly release it
You can import anything your heart desires into UE4.
or 5
Im not going to tell you how to steal assets from other games inside a public discord. lol google it.
Well first of all anyone willing to help you cant and wont cause your set on private
if you have 3/4 things like thishow do you get them all into 1 project? make one for eack then include content from that project or is there some way to make it add to a current one without the bloat of a seperate project.
You would have to migrate the assests to another content folder
thankyou ok so make project then copy paste the content folder/at most desired assets, just as i thought 😢 never mind. hoped there was a way to add like some of the other packs are. not gonna grumble for a free thing. speaking of free whats crack with monthly free stuff when it isnt there any more... will it auto disable or am i legally obliged to not use it despite it being in my project already....
not copy paste, right clicking the assets in the content browser can lead you to the migrate option. that is the correct way
Im not really sure how that works but I can seem to reuse it after a year so idk
monthly free is permanently added to your account, its just the cost to buy it is nothing for that month
ahhhhh makes sense. so im doing right by clicking all the free
you should be doing that yep
wtf
i seen it in a unreal channel youtube tut on animations but answer escapes me. something about checking if its finished by the length of that particular part of the montage
fair enough. im not 100% versed in animations. can you not make a map of them?
@ebon linden i wouldnt be using that corny steam link XD
Hey gyus, is there a way to get the current executed task of a bt? if not, is there a way to wrap a task to execute some other task if the pawn gets killed during execution of that task?
Hello Guys How can make one Camera shared for all players ?
like stationary camera in specific location and all players can see through this
all players as in networked?
they could all just use the same camera as their view target
same way you set it for one player, set it for all of them
so all players can see through this camera
but its following the player when he moving can i make it stationary ?
I thought i can make a Camera BP and set it in location and when player join it will loop through all actors and get the camera
@runic fernyou make a new actor with just the camera, put it in the world, set the player camera manager to use that camera, and your done
I will try thanks
Dont spam (:
Anyone know why I can't see the sockets of this material node? Feel like I'm missing something rather obvious 
you unchecked "Connectors" at the top
you are hiding all unused connections, which are all of them @twin stump

i doubt you can run ue4, let alone ue5 with my specs
i'll just use ue3
Lol I might agree except that last time i update my unreal engine the UI improvements raised my fps and the delays between actions within the many editors
not to mention i literally couldn't access the settings even if i redownloaded it because UE doesn't even load correctly
i have played a ue4 game before (spongebob squarepants rehydrated) but it was super laggy so never again
Unity is way worse
which is why i'm using ue3
or in this case udk
If your not using the same PC they used to build the game GL ever
this might sound stupid but i'll try cryengine
my computer can (kinda) run crysis on low settings
You sound desprete, try Roblox
😛
roblox is too limiting and simple
oh
there's alway source engine
That too
Did you figureit out then lol
Sorry yeah, just looking it over I realized I kept the parents materials and didnt replace the childs
guys i just accidentally deleted my entire d drive and I have lost all my unreal versions and games and save data
🥲
You don't.
^
How can i get ue3 for free
get udk. ue3 is not free.
why?
because they decided it so
Dont say that 😮 i dont need another subscription
yes. ue3 scam. it takes money
how so? it is unreal egine disscusion
as the channels title says
but u know better so 🤷♂️
Hi. I have two questions about the collision.
- Does the size of the collision greatly affect performance? For example, a collision of 10x10x10 vs 50x50x50.
- Should I set "Ignore" collision channels that I know I won't be using on a given actor? Does it matter?
the size shouldn't matter
it's more the amount of vertices on the collision mesh that matter for collision calculation
Hello fellas i just downloaded UE5 how can i get a test level so i can mess around and check
tag me
is it possible to get the tech demo @plush yew
or simmilar demo with Gi and all those good stuff
The only other things you could do that I know would have unreal engine things already prepared are
Ops
dont we have access to the tech demo?
And the learn tab idk
i found it nvm thx for the reply
Where was it
How do I create an "Input Data" node in a material? Nothing comes up in the search.
Hello, I would like to know what system should I use to digitalize a real building into Unreal Engine.
With all these new softwares, there must be sme tools that allow this projection points that create an accurate 3d model.
Please share your experience and tips.
I type "Camera Vector" and it doesn't come up.
Uhh i think your looking for
Look up for Lidar Point Cloud.
Figured out, It's "CameraVectorWS"
Thats the one lol
Thank you
So a flying drone would not be able to create a 3d shape ?
There is no other way around then? only a LIDAR camera could digitalize what we film into a 3d shape ?
I mean, you could, but photogrammetry isn't done entirely in UE4 and had to be done somewhere else, like Meshroom or RealityCapture.
Also putting realtime rendering limitations into account (unless you're abusing UE5's Nanite system), you would have to retopo the photogrammetry result to get a more reasonable polygon count.
drones that could do that are probably not affordable to private or small-medium businesses
why when i get the acceleration of the character, it makes him have a seizure?
I think off the shelf drone cameras are feasible for typical photogrammetry setup, it's just that the camera settings have to be exactly the same throughout the shots.
and you need to know the details to fix out lens distortion and such
but i doubt that you get accurate results just from photogrammetry
Ok thank you so if I understand correctly this technology is not reliable for this type of demand, yet… I can’t digitalized a building easily, it has to be the old way
Thank you everyone for your precious insights
Maybe a scaled model idk
It is already reliable enough even in current state of photogrammetry, with off the shelf components. But the thing with photogrammetry is that you have to capture a LOT of your object from every conceivable sides.
Software like Meshroom and RealityCapture is competent enough to process your photos into a convincing model, but again, capture as much as possible.
I am totally okay with having the drone flying every where but does the drone have to film with LIDAR camera ?
I see that TheHoodieGuy is constantly helping everyone. Appreciate you came to the rescue
Thank you
No, any normal cameras with no fish eye / outwards lens distortion, and manual settings are suffice for photogrammetry.
Just make sure your drone cam don't distort the image outwards, and have the cam settings manually fixed - auto adjustments will ruin the results.
Peter France's tuts definitely come into mind.
https://www.youtube.com/watch?v=6VjA9EfkFSc
https://www.youtube.com/watch?v=dKo0rWXVAlc
https://www.youtube.com/watch?v=CCauytLuF-o
Your support is appreciated!
https://www.patreon.com/peterfrance
(also Reality Capture got acquired by Epic months after the tut released, so it may be cheaper than $40/mo)
Knowing what you know, what would you do if you have to digitalize a building of 20 floors with balcony? Considering that the 3d mesh from photogrammetry will have everything grouped within the same mesh, so I would have to spend a good amount of time to select faces and put them into a quick select or attach to a new mesh.
For buildings with interiors, I prefer to forgone capturing the entire room as is, and create the room geometries (walls, floors, ceilings) from scratch with measurements. I would still do captures on the room objects individually, and propagate the room with them in UE's level editor.
I don’t need the interiors
Just about the outside of the building
But thanks for the tips for the rooms.
So, just the exterior of the building? I think digitising it and do some proper retopo will suffice for some distant views. Though for more upclose views, capturing the entire building will fall short, so you could split the capture every floor.
This seems less fun than I thought
No one has designed a software for the drone to capture what is missing… like what is green is captured and red, not yet
Your photos have to fill in the details - don't expect any AI to dream the missing parts for you. That's why the capture have to be continuous.
Take picture of your object even if you already did from a certain angle, for good measure.
I am all about consistency but I just want to make sure which technique should I use..
Only from the floor then the picture…
some of the best drones have a photo quality that can go up to 8k. Would you think it is good enough
8K cams are okay for photogrammetry.
The more different angles I filmed from the more chance I will get to have a more likely accurate render… right ?
Or should I do only pictures ?
Btw, thanks for your help and sorry if my questions are unclear or not well worded
Or both lol
@latent sonnet please be patient.
Yes, though you only do still images of your objects, captured in succession from every conceivable angles. Videos won't work (well, it could, sort of - you'd need to split every few frames to still images).
Oh right, almost forgot.
Try to avoid taking videos of your object at all - it may cause some nasty motion blur that'll ruin the scan result.
Till the end
Golden advices
I feel honored that you helped me
how to properly rig character twist bone, using ue4 skeleton?
We are creating tutorials super easy to follow, and in this time, about space scene using cubemap! https://www.youtube.com/watch?v=euFtUIVEr4A
In this tutorial, we will create a simple Cubemap using Photoshop to make a space environment in Unreal Engine with Skybox.
- We support English and Korean subtitles.
NVIDIA Texture Tools Exporter:
https://developer.nvidia.com/nvidia-texture-tools-exporter
Unreal Engine Documentation(Cubemap):
https://docs.unrealengine.com/4.27/en-US/Renderin...
Hey guys I want to make a multiplayer shooter game what should be the steps I take of making this game. What should I start out with first what should I do last etc. thanks
first learn the engine, then learn the parts of what you need for your game, then design your game, then start learning networking, then finish the game
Can I get some thoughts on whether my understanding here is correct?:
As far as I can tell, there isn't a way to make a Material and have that Material store and alter data in itself.
You can send an array of data to a Material in the form of a texture, but you can't get the Material itself to change that data.
You could (I assume) write a Custom node that has a hard-coded array of data in it, but again you can't edit that data in a way that persists to subsequent frames.
You can have MID Parameters, or Custom Primitive Data, but both are only editable from a blueprint/code.
So my understanding is that there just isn't such a feature of a Material being able to alter data in itself that persists. If you want a Material to use an array of data that's updating over time, you're looking at either a Render Target or a transient texture, which are edited from a blueprint/code somewhere, not the Material itself. And I believe that means piping that whole texture down to the GPU every frame, but I might be wrong (particularly unsure about the RenderTarget case).
Anyway I could be totally wrong about the whole assumption of no persistent data-editing inside a Material, so someone please correct me if I am. 🙂
<Ted talk thanks here>
any idea how to have cesium generate navigation data (P)
Does the BP_goodsky work on the current 4.26 and 4.27 versions? For some reason I just get the exact same settings as a regular skysphere
Sounds about right
Ok so learn unreal engine then plan your maps,charters,animations,ui etc then design your game then do the multiplayer aspect last correct?
Hey, I have a quick inquiry. I am going into the pre-production stage of my 2D fps project. However, I have recently been thinking about whether unreal engine would be fine for that. Can you access paper flipbooks with a 3D fps format? I think you can, however I am not sure.
Is there a way to fix these nasty lighting seams between the modular floor meshes?
I'm assuming it's because the lightmaps don't line up but I'm curious if it's even possible to normalize all the assets' lightmap uv's in UE4.
How you should approach making a game you want depends on a few things. If you're still new to Unreal, what access you can get to good teaching materials will make a big difference to how you should go about doing it.
Your approach also depends on how willing you are to push through learning that isn't immediately/directly about your game, but is just general learning that will save time in the long run. Without formal/deadline-based education, motivation for this type of learning is more dicey.
I would say:
-
Find a course or solid tutorial that covers a lot of the main parts of a game in an early way. The goal is to become aware of the bits you need, but not necessarily good at them. It might be a boring part of learning, but in comparison, not knowing what you don't know is an even suckier way to learn.
-
Ask yourself if you think you now have awareness of all the parts you need to put the game together. Game flow, menus, HUD, visuals, animation, collision, inventory, PROJECT STRUCTURE, scoring, and so on. Think of every aspect of your game's creation that you can come up with, and see if you now have some awareness of how to work on those parts in Unreal. Note any parts you think are still missing.
-
Now start making your game.
Even with the basic knowledge in some areas and no knowledge in other areas, at least now you're clued up enough to make some headway, and that will motivate more natural learning. And you'll at least be more aware of what you don't know.
- You'll fail a lot, but the real learning will start to kick in and you'll get there eventually. When you get to the bits you're totally clueless about, at least now you have an understanding of the big gaps you need to go and do some more learning on.
For the first part (the dry learning) I'd strongly encourage a course that's got some positive reviews behind it, even if it costs a little. Here's an example: https://www.udemy.com/course/unreal-engine-the-ultimate-shooter-course/
Jesus I write too much.
Note that I'm not explicitly recommending that link; I'm only posting it as an example. I don't know how well it will suit you. I only mentioned it because it looks large, and relates to your game, and is currently much cheaper than its usual price.
Oml thank you so much man I got the basic understanding of some stuff and the aspects I want in my game but then I load into unreal in I have no clue what I want to start with first/ approach first and what I need to do. This just cleared up my understanding of what I really need to do to achieve my goal. Thank you man.
set as movable lighting
Im really determined and really really want to learn it’s just finding what you need to do and start out with that troubles me.
Well that's a good thing hehe. So yeah I'd definitely say look for something educational to follow and learn from. I wouldn't know the best order of doing things either (still learning to make a full game also), so I would look up something that gave an outline. (So.. typically a complete tutorial will cover both the knowledge, and a decent order of doing things.)
anyone know how to prevent a pending kill of an actor
Yea for sure man thank you so much for your help.
you can not prevent a pending kill
if the actor is pending kill, then Destroy got called on it.
at that point, the actor is pretty much gone, and no longer existant.
@radiant fable
oh darn, well i have an actor that gets posessed by that actor and stores the actor in memory, and i later want to call and retrieve it to unposess and switch back
I'm having problems getting RTXGI plugin to work with the epic launcher's 4.26.2. So basically I compiled the nVidia build, but the plugin can't be added to the regular version from there, you just get the error it is for a different version if put that to the official one. So I got the official github 4.26 source from Epic too, compiled it and patched in the RTXGI plugin. But that plugin also can't be copied to the launcher version and has the same problem as the one from nVidia build. If it just was this one plugin I could just open my project to either of the self-compiled versions, but the challenge is that I have three other plugins from marketplace used in the launcher 4.26 and those plugins can't be copied to the self-compiled versions (neither nVidia nor the Epic github original). Is there anyway to fix this? Unreal can't just recompile the plugin on the launch. With the RTXGI plugin in the Epic launcher's UE version I do get the message suggesting that I should recompile it with IDE (not sure what that means) so that's why I went through with these self-compiled UE versions but that is a dead end so far.
Also I can't just go up 4.27 (which would have been simplest solution) because for some reason the project I have that works on 4.26 ran out of memory when opened in 4.27 or 4.27.1. Apparently I'm lacking an astronomical number, like petabytes, of RAM or something on the crash report so there must be some memory leak.
Can confirm, 4.27 requires 8 petabytes of RAM.
Now, I have no idea about NVIDIA's RTX stuff and their plugin quirks, because I believe in hardware inclusivity, but "recompile with IDE" means to compile it in Visual Studio (or Rider for UE if you use that), not just by opening the .uproject file. This is very simple to do, particularly if your project is a C++ project and not a BP only one.
Thanks, I'm trying to currently figure out how to do just that... like do new C++ project and somehow rotate the plugin via that to get it compiled... but basically before I compiled that nVidia UE version I never opened visual studio before and have no C++ experience
Also about 4.27 requiring 8 petabytes of RAM, I'm serious.
Or am I?
Make sure the engine's debug symbols are installed, check on Task Manager while it's loading. This might just be the case where the crash handler doesn't know exactly what to blame, as opposed to the engine actually need a shit ton of RAM real estate.
My project migrated from custom 4.26 to custom 4.27 just fine.
4.27 opens to the default level on my project, but when I open the actual project level it crashes. I think it may have something to do with the project having planetary orbit so the scale of everything is huge, as in some objects have coordinates in millions... also the planet mesh is very detailed. But it works all good on 4.26 but crashes on 4.27
Wakey wakey!
So I tried building a new C++ project with that plugin enabled on visual studio and I get huge list of errors
Doubt that the insane polycount caused it, but I'd say might as well move to UE5 and abuse Nanite.
and that list with same undeclared identifiers goes on for quite many times after... so I wonder if I'm doing something wrong or if the plugin requires some custom data in the engine side too
or is it possible there is some syntax change on code that I may need to fix by hand
I know nothing about RTX stuff, this might be whatever custom struct NVIDIA patch in inside the RTXGI custom builds or whatever that may be.
but i downloaded also the official 4.26 source and then patched the RTXGI in to that.. I don't know if patching changes something on the original source or just adds the plugin
but in the end the launcher 4.26 version with manually compiled epic's 4.26 with RTXGI patched in do not read as same version
Is the RTXGI totally different from whatever 4.27 vanilla has to offer in the realtime raytracing side of things?
I'm just a teeny bit curious.
I just tested RTXGI on small room and I got like 3 times the frame rate with RTXGI vs regular RT
Also it looks so much better
clean, no noise of anykind that the regular RT version is infested with
basically just room with some complicated wall detail, window and directional light shining in, also emissive object inside. The regular RT is so noisy that it can't really be used unless some rendering magic gets rid of the noise for cinematics, but for real time it didn't look nice. Of course I don't have much experience but i did up the samples and bounces. Changed to RTXGI and it is so damn clean and frame rate really went up from 30 to 90-100
so RTXGI feels like magic basically haha
How to write a tree generator script with C++
I'd say caveman would probably feel the same amazement if you gave him a lighter to make a fire
Alright, good to know then.
I personally still rely on full raster and every reasonable tricks I could, like SSGI and LPV. If it means my low spec friends who don't have RTX privileges can get to play it with same quality across the board, then I'm happier than heavily relying on RTX stuff.
but i don't know if there are changes on 4.27. I'm comparing 4.26 vanilla vs 4.26 with nvidia build
I haven't used 427 at all cause the damn thing crashes with my project
Maybe it's just me, but I found having more hardware inclusivity more satisfying than just pretty looks on exclusive users.
for me this doesn't matter since the thing i'm doing will only be used on specific computers
Well, you write it in C++
You may check on some Procedural Mesh generation calls, might come in handy for that.
so it doesn't need to work on every comp. the comps that will run this thing will be built just to run it
i guess I'll try if i can rebuild the marketplace plugins to work on the nvidia build... that's the last thing i can think of
Hello guys!! I'm interested in creating a vr app that will detect the user's foot movement. Let's say he does exercises for physiotherapy. Someone knows any gesture device for legs that can be connent with unreal? Something like the myo armband lets say but for legs. Thanks for your time
A hacky way would be just to tell the player to strap the controller to the leg, similar to how the fitness game worked on Nintendo Switch.
I guess you could just use those vive trackers with straps... but for physiotherapy the movement directions and rotations are pretty essential so I guess you need quite many to analyze all that accurately enough
Lol, so I tried to build C++ project manually in that nVidia build to get those stock 4.26 plugins to work on it and as a result the whole nVidia build corrupted itself
Does anyone have built RTXGI plugin that works on the stock Epic launcher downloaded 4.26.2 that you could just share to me? I don't think I can get this to work on my own
Can I have "Right mouse Button" in several event graphs. Currently have it in one and it works, but wanted to add it to another and it doesnt work there.
Dear friends!
Please tell me if someone knows how to compile a project on a 32 Bit system. I have engine version 4.26.2
Thank you very much in advance and shake your hand.
Well, for more special purpose physiotherapy, special equipment is also definitely necessary. I'm assuming his programme is more of less accurate, self help kind of programme as opposed to being deployed in an actual medication stuff.
As for the former, it's up to the C++ coding on interfacing Unreal with the equipment.
Under project settings, under Platform -> Windows section, there should be an option to use 32 bit version. This is no longer the case in 4.27.
i have a problem which i think is about lighting. can anyone help?
also is it ok if i ask it here or is there specific text channel for that
I do not see in the platform section even a hint of the bitness of the system
Let me check with 4.20 for a moment
How do I get a"fresh" version of a game on Unreal without saved data from a previous play?
by not saving it or loading a new slot i guess
I'm very new to Unreal. I hoped there would've just been some menu option to get the fresh game after a save instead of having to go back to edit blueprints.
@upbeat sentinel hello
Not sure what you're referring to "fresh game" here, that you're not considering to skip the load from save slot.
@bleak zodiac Hi :)
I mean that when you enter play mode, it remembers the saved game. I thought maybe there would be some setting to change that when I enter play mode, it just starts a new game. But if I have to go edit blueprints, I guess I will try to just create a key binding to delete the save slot.
I'm guessing your own code did, since Unreal doesn't load save data automatically on its own.
Yes, I was following the Saving & Loading game tutorial for the challenge. But I just wanted to start a fresh game so I could test it again and I thought there would be some simple option to do that.
Like just some switch in the engine itself. But I guess not.
Nah, you just have to skip the save slot loading process.
Ah :( Okay, thank you
Okay, I didn't know how to skip the slot loading, but I kind of made it work by deleting the saved game with a key binding
I guess this way I at least don't need to change it every time when I want it to save and when I don't
I can't recall the BP setup in the course, can you show me your own setup for that?
For the key binding thing? The course created multiple save slots and I forgot where they are, so that's why skipping the loading is a bit difficult.
Well, the thing is, Unreal won't load the save file unless you told it to do so.
I'm afraid you're kind of blindly following the setup without self experimenting with it in the process.
Yes, like I said, I'm very much a beginner. So this is the solution I came up with to load a fresh game now
What about your setup for saving and loading?
deleteing it wont help after its already loaded unles you reload it on the same key
id imagine
It worked after I restarted it again
Here's part of the saving and loading
Here is another part
I think there was a third one but I can't find it...
Where do you execute/call this event?
Sorry, there was this too
This isn't strictly related to your "always loading" problem.
hehe I realized the same thing
should I make it wider?
also
this road material doesnt look that good
or does it?
@drowsy snow Okay, sorry, I don't really understand blueprints properly yet. I'll try to learn more in the coming weeks and I'll look into your suggestion of "just skip loading". But for now, my "delete save slot" thing works good enough. Thank you for the help.
I've seen worse but that's not good.
Not really, this is just a matter of UV scaling and adding macro details.
right
whats that
how do i fix it?
is this better
or
less bad
lol
Its a sticker i thought you meant paved roads for driving for some reason
no a forest road
maybe add some falloff to the brush for the edges
is there anyway to skip this step when importing FBX skelmeshes? I'm only doing cinematics and not really that concerned with LOD stuff and this step is take ages to complete during import. I'd tried to toggle some of the relevant import settings but not much changes.
Hello there, does someone know how to apply a permanent component to an object? Instead of link it to an object in the 3D view port the component will be already attached on the obj in the content browser and each time your drag and drop it in the view port, he is ready to be use? I already try with blueprint but it's an overkill solution especially for the performances, any ideas?
What's the best method to combat an animation that steps forward when attacking then once it's finished the character slides back?
What are you trying to attach and to what?
Hi, the mesh is just a plane and the component convert it to a climbing surface for the player to climb on it
whats that
i dont see a difference
So you're trying to make a ladder attached to your player, which can then be used to climb with?
I have this simple mesh and the player is able to climb on it. But for doing so, I had a simple component who allow the surface so be climbable. I just don't want to apply the same component on every mesh in the world who are suppose to be climbable. I want my mesh to be already climbable when i put it in the world
didnt work :(
Ohhhh okay, create an actor for your climbable objects and add your mesh to the actor then add your climb function to it's BPs then you can drag and drop your actor as many times as you need it
does anyone know how to use Bink after enabling the plugin? Also this setting doesn't seem to have any effect in 4.27, it worked fine in 4.26.
Yes, I indeed think about the possibility to use a a BP but unfortunately is will be overkill for the performance, my team and I rather not using this solution, Do you have any other ideas?
Wait why is this overkill on performance? This shouldn't be a heavy task to perform
How can I make my car accelerate faster and stop sooner after the accelerate button stops being pushed?
In this video, we look at tuning the handing of the car. We look at friction and steering values, as well as some differential types.
A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Vehicles_Tutorial:_Handling_and_Friction
Car mesh available here -
https://de45xmedrsdbp.cloudfront.net/SKCar/SK_Car.FBX-1543...
I watched that
What's the problem then 😂
Just increase your RPM settings and adjust the friction accordingly for a harder break
The problem is the car accelerates slowly and doesnt stop after releasing the accel key
I want the car to stop faster when I release the accel key
Thats the problem
Take a couple of screenshots of your vehicle BP settings and your wheel settings and post them
You could make a BP that changes the RPM settings on Press and Release
Does anyone here use https://github.com/ProjectBorealis/PBCharacterMovement
I have having an issue trying to calculate the acceleration
Need your engine settings too
isnt there a setting to turn up engine breaking or something @violet yoke ?
Also are you using rear/front wheel drive or 4x4
I want to add 4x4 but idk how
I dont know
To explain easier, I want a car that is controlled similar to rocket league
@violet yoketune up the drag, drag is the amount of resistance the car has that might help to slow down the car
The drag coefficient?
yeah think so
did you compile save?
yes
The car feels like a train
Starts heavy and stops late
thats how you learn, they give you these demo projects to learn from your mistakes
Command powerful tools like erosion and advanced colormaps to create terrain heightmaps, meshes, and textures for your game or 3D scene. Download for Free!
To learn? no
okay cool
lots of youtube videos
you can probably find the pro version somewhere online too 😉 BUT i recommend buying it
do I have to pay to use it?
the free verson only allows like a 24 x 24 map
Lots of terrain editors out there, do not do it manually in UE4.
You will be sculpting for days
youtube it
its preety simple tbh
Everything in that editor can make you a AAA map.
In this tutorial, we introduce you to World Creator 2. We will explain what the software is, how it is used, how it will benefit you in the terrain designing process, and the showcase process for how you can acquire this software to begin designing your terrain, today.This is the first video in the series of videos where Tyler Puryear will break...
use that instead
World creator 🙂
easier for noobs lol
ok great thx
ahh
do I have to pay already
i cant do that
ahhhh
:(
See posts, photos and more on Facebook.
i need to make this
and idk how to make it sharp on the ground
Is anyone good with Animation? I am having an issue here. I want to calculate the characters acceleration, but the character keeps getting stuck in run pose.
same thing when adding to interface.
Yo, I talk with my team and we gonna make a custom BP, thx for you help Hutchatron!
In case anyone else ever encounters this, the "missing Rig Graph" problem in Control Rig is caused simply by unchecking the "Spawn Default Blueprint Nodes" editor option 😣 I've written up the problem here, and it seems like an engine bug rather than a Control Rig bug https://www.stevestreeting.com/2021/11/02/ue4-control-rig-how-to-fix-missing-rig-graph/
Intro I’ve been experimenting with UE4’s Control Rig recently, in my case in order to be able to do custom skeletal animation in level sequences - this is really handy when you want to animate something in the context of the actual level, instead of just in isolation.
I’ve generally found it very useful, if a little under-documented, but that’s ...
http://www.demenzunmedia.com/home/terresculptor/
That is free
Is it hard for me? I’m a noob
I dont think but i am sure there are yt tutorials
hello people. so really strange issues, my spectator pawn is falling down, somehow he has gravity enabled and i don't know why, i did not touched the spectator pawn in any way... any idea what might be causing this or how can i change the spectator pawn settings? this happens even when ejecting from character
like this
no it's the spectator pawn that is falling , character is fine, when i press play everything works fine
Yeah, the spectator has no collision lol
To make something work in a world, you need to make it stop from going thru static and world objects.
yeah it's the spectator that is falling, the default spectator pawn has no collision, you pass trough walls with it when you build yoour world in your editor, and it usually flies, mine falls down and it is the default one
oh, i have no idea then
you are pointing me toward the character, but it's not the character that is falling but the spectator pawn, even when not running the game, i know about collisions i am not that noob, i came here to ask because i never faced this issue and no one seems to have faced till now because i can't find anything online
well someone here will be able to help you sooner or later 🙂
Anyone know where I'm going wrong here? I'm trying to move my character forward slightly after my jab animation plays as there is a slight step forward in it. Otherwise my character slides back slightly after the animation finishes. I can't for the life of me work out what I need to do in order to get the transform location to be in the correct direction?
Just a heads up if your doing it this way. create a Structure for the Animations like that and break it and choose the anim 😉 much easier to organize.
and i do not know why your transformg after the montage
Create a custom event, play animation? connect mesh to it? call to the event that you have the montage on, then set the custom event to it?
I'm transforming because at the end of the animation the character slides backwards so I'm trying to combat that
Split pins on location then?
But how can I calculate the location to move depending on the facing location of the mesh
Hey, I unpacked a game using UnrealPak because I am trying to mod it, when I try to open project I get this message
F:/.../Content/Levels/MainMenu.umap appears to be an asset file.```
and none of the assets that are in content directory are actually shown in editor
I saw that other people had similar issue with same error message but the reason for this was problem with github/LFS
Im new to unreal engine, how do i open my project with the plugin i installed?
were you unpacking a standalone/packaged game?
yes
what is it?
I just extracted files from .exe file
reverse engineering games is not a topic that is supported in this Discord server
perhaps not, but it's still not supported
I am asking strictly about Unrealpak features
look, I don't make the rules
I imagine its along the lines of either the content being encrypted and you not having the encryption keys. Or that the content from the build is cooked content meaning it has been processed/optimised from the editor ready for packaging, and then when attempting to re-open that unpacked content through the editor it is missing content
if the .pak folder was encrypted why was it unpacked successfully?
and I can see the .uasset files in the file manager
that's the weird thing for me
true
yeah but thats what I was talking about with cooked vs non-cooked content.. The assets are optimised and passed through a cooking process when being packaged. If they weren't packaged with that in mind then there could be some issues. https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/CookedContent/
Garbage assets for the month >_<
most of the monthly assets are pretty meh
EasyMultiSave is the best one so far imo in terms of usefulness :P
Asset cleaner seems it could be handy though
Would be most curious what folder structure and naming conventions everyone is adopting for their projects, in particular the World Outliner and project specific assets in Content Browser?
Coming from a Unity background where I had to collaborate with many freelancers I think this is an often overlooked topic which can either help or hinder productivity.
If your colleagues start yelling at you, then you know you're doing ti wrong
TLDR: consistent structure, just like in unity. https://www.tomlooman.com/ue4-naming-convention/ , https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/CodingStandard/ ,https://github.com/Allar/ue5-style-guide
@grim ore if you dont mind i have an idea to throw by you for your almighty wisdom if you dont mind ;-;
you can try
the extra bits arent all that important lol as we've discussed before how you can use animation notifies etc etc however!
theres one aspect in general i have no idea how to pproach and just wonder what would be the best method of approaching this
its essetionally how would i go about detection of a certain angle of attack
for visual refernece:
If i wanted the charaacter to detect a diagonal attack from an upward angle like the above ^
than appply the proper dodge animation to the proper attack used via animation notify
would i use a 360 based trace?
or like box collisions than itll call the animation used and the dodge animation to be used
im not all that sure honestly and i was overcomplicating something that might not be as convoluted as im going about it
not really asking on a how to do it lol
but what tools/nodes by name id have to research to figure out how to do it
well it seems like you can get the thingies near you, enemies?, and then get the angle they are coming in and react based on that?
yes
seems like simple vector math
another example would be turning my dash or burst stepping movement for increase speed into a dodge function when used in range of a dodge
calling the dodge instead of dash
for another visual example https://gyazo.com/87857b2391dabe5a5d94a14b6452e7f0
seems easy enough again, if the range to enemy is within X value then you dodge instead of dash
and i know this is all possible if i can figure out how to connect attack angle and than apply proper animation based on angle lol
o.o
yes yes the turn dodge into attack seems super easy xD
but are you saying vector math would solve the diretional angle bit?
yeah maths is not my strong suit, but there are nodes to just get the angle between two points, which means if you technically get the angle between the enemy and the player then you know the retreat direction away from the enemy as it would basically be that direction?
i know itll take rigging a crudton of stuff but if i can figure out that part exactly
i can start making my fights looks as smoothe and blissful as this
since its figure out angle or action to reaction apply proper reaction :33333
if you look at examples for batman arkham games, that combat system is probably something similar. I know people have recreated it in UE4
o-o
ah
i see
also another weird question
but
is it possible to do something like attacks from over the head are tagged as overheads
so all attacks that land in his angle
i mean its programming you can do anything you want 😛
lol
got to be CLEAN
so i could tag all animations that come from this angle as overheads
so the reaction animation for overheads will be called on blocking parry etc
yes, or check in real time the angle between the player and the target to see if they are above it
sure, if your animation is always going to be used for overheads then you could use like a notify to trigger or set something
You can merge the upper and lower anims
which means you can probably
do the same for any angle you want
and just make sure the animations in that angle
call those angle reactions
than use vectors to check range
and maybe even traces to ensure the target was tagged by the attack or in dodge range to switch between dash to dodge than apply the said above?
@grim ore does that sound just about right?
@prime willowsounds doable yep
That's not acceleration though, no? That should be isMoving or something. If the player was moving at constant speed or decelerating it would still be true if I understand correctly
I opened this in c++ to see what was going on,
and EVERYTHING was velocity based.
so instead of using acceration, i chaged it to velocity, and it worked like a charm
I guess I was commenting on the name of the variable. If velocity vector length > 0 it doesn't necessarily mean it's accelerating.
you don't need to call GetPlayerCharacter(0), can just use self.
youre the best ❤️
thank you so much
does someone know ,how does this system called, the system for proession stuff
like, Picking up ores or herbs or whatever it is, and crafting them
progression?
ah ok ,thanks
oh
like, picking herbs or ores
professions
and stuff
so like
warrior
mage
necromacner
but for life skills
like chef
gardener
etc
Does anyone know what the issue is I'm having here with the this reassign of my character mesh's skeletons to the ALS? https://youtu.be/zv5Ge90drEg
hold on hutch ill assist you in just a moment if im capable of doing such no need for that xD
Hero 😂
i try darling ❤️
oh ok so tohka
will these life skill professions have skills
or specific actions they can do?
like cut gras sfaster
or maybe get double the ore when mining
or you can access special traits or potions that are craftable via this profession
not specific
or actions like chopping trees
its just profession
but would do stuff that differ from each other
or for example have a level system etc?
i only ask to figure out what exactly youre trying to make so i can point you in the right direction
if profession doesnt matter just the functions they do than thats not hard
thats what i mean
so world of warcraft sort of professions
yea
than yeah absolutel its just setting up classes
like mage warrior etc
but you change the attack and do hadouken to mine and whatnot
what you want isnt really covered all that well because reasonssss
but you setup classes like you would in any rpg game
than setup actions replacing attack and do hadouken skill with craft based functions which are taught in pieces all over youtube
i
so youd be merging tutorials lol
its the same thing
you just make sure you type professions
on the gardener or chef or miner
unreal is a little stupid
i might want duratbility for weapons
or HP
or mana
but really its just the damage system or a meter counter
that i code functions onto to feel like mana weapon durability or HP
alright, thanks
but does that make any sense to you tohka?
i want to make sure we're on the same page lol xD
So
About your meshes bones...
Are they setup like unreal mannequins
or are these custom rigged
can you show me if you dont mind the bone setup and or names for your mesh?
not the ALS the other one that got twisted violently
just a screenshot will do
Did you rig the skeleton yourself
or use an auto rigger like auto rig pro or mister mannequin?
No they were pre-rigged from the store
oh sweet mercy xD
I've got the source files however
in all honesty
it seems like a bone rotation issue
i may be terribly off as im not the best at rigging
but from your video and the setup i see the bones may be proper but the rotations etc may be fluffed hence why their twisting into a bind
My Daz models do the same esstionally when you replace the bones for the als setup
rotation and or/spacing*
https://www.youtube.com/watch?v=PB5qTHUeSE4 this setup should 100% work for ALS if the mesh is properly rigged like an unreal mannequin would be
In this video I go over how to replace the ALS character in unreal engine. Make sure your character is rigged to ue4 mannequin in order for this to work.
Check Out My Website For a FREE 3D Model and more of my content: https://www.uisco.dev/
Join the discord : https://discord.gg/WybzV92BKJ
Intro 0:00
Characters Rigged To UE4 mannequin 0:16
A...
as it & most unreal mesh assets use exact setup between als and mannequin for the most part
if you try this tutorials and it still doesnt work than your meshes bones are fluffed up even if they look proper name and placement wise on the hierachy of the skeleton tab
(which yours do not and this is excluding extra bones by the way which have no impact on ALS mesh transfering; unfortunately from the screenshot so their probably fluffed regardless)
nontheless try this tutorial if it doesnt work either Re rig with a blender tool or maya etc or ask for a refund on the product and find meshes that are properly rigged
thats my take but im still learning unreal so take my advise with a grain of salt
Don't know if this might be affecting anything as I just got this pop up when attempting a fresh version
well im not the best at ALS i dont use it due to its violent divorice with daz models lol
but adding als bones shouldnt be an issue
its the base bones that transfer that should be an issue
my daz face rig transfered just fine
tho animations were distorted due to new bones effecting animations xD
oh that reminds me!
after you transfer
try applying a new animation
if it doesnt distort than you might have to retarget lol
could be that simple
if that doesnt work using base unreal default ones for retarget test after swamping bones for als im pretty sure its a bone alignment or rotation issue xD
I'm getting a black screen when maximizing an asset properties window
Fucking annoying
yeah, it seems to happen with every asset
It seems it gone after I restarted the editor
Probably something to do with MH, I just imported a char
So may be a asset bug
Try backstepping
until you find the one asset causing the issue consistantly and go from there
one asset or blueprint setup at a time
if that doesnt work or it still occurs on a fresh project it may be an engine error due to some issue or conflict earlier on you may of not noticed and a clean install should fix the issue proper
if not i have no idea what to tell you lol
My animation working but getting this error when I import them
sry for disturbing again but..
does someone know how the class system is called aswell?
?
please do not ever apologizing for needing assistance we're all learning unreal together in this server
however not everyone may be able to or be willing to assist you due to their own reasons or lack of know how, considering such
i have no idea what the heck the class system is called in a tutorial means someone else may know
but this asset covers just about everything rpg or mmorpg related with a class setup that is as easy to make and manage as i kid you know pressing 3 buttons on the keyboard
honestly one of the best assets ive ever touched and this is not a paid promotion
they even have their own discord server to help with making changes or fixing issues for the asset and it covers any type of rpg or even action game
if you want wow professions this asset more than likely should be able to cover all of that with a few clicks and typing out names or copy pasting skill you create to your professions
however ask the dude in the discord if exactly to a T what youre trying to make is possible before purchase i have no idea what your intensions are with your game and its ideas so vet them with the creator if you choose to go down that route