#ue4-general

1 messages · Page 1084 of 1

regal mulch
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Did you move your project after creation or anything like that? I would try to restart the launcher

turbid wasp
#

the epic games launcher?

regal mulch
#

Yes

turbid wasp
#

I can try

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maybe opening it as an administrator?

regal mulch
#

Maybe. Usually the issue comes up when you try to add something to a project that doesn't match the supported engine version

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E.g. your project is older/newer than whatever the package supports

turbid wasp
#

i can try some other pack

strong mesa
#

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

untold summit
#

could you point me to some vid please?

regal mulch
#

I don't know any videos, sorry

drowsy snow
untold summit
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😦

strong mesa
stable path
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@untold summit can't you try using Timeline to move the camera?

turbid wasp
#

is it possible that im searching for the wrong thing even though I selected "show all projects"?

plush yew
#

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?

drowsy snow
untold summit
regal mulch
#

Then it's time to test it (:

drowsy snow
plush yew
#

I have a small brain sorry

drowsy snow
plush yew
regal mulch
plush yew
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It gives an error :pain:

regal mulch
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And yeah, the last node will give you one

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Cause the Target is Self

plush yew
stable path
untold summit
regal mulch
#

You need a TextBlock connect to the SetText node @plush yew

plush yew
#

i never see mods in here, you bored today exi? lol

stable path
regal mulch
#

You have enough info to start googling and trying out

turbid wasp
#

what should I do when my project doesn't show up?

plush yew
#

click show all projects

turbid wasp
#

ive tried that. still doesnt show up

regal mulch
regal mulch
#

Before we waste time on figuring this out

untold summit
turbid wasp
#

how to do it

regal mulch
#

Show a screenshot of your ue library, i think it shows it there

drowsy snow
# plush yew will try that

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.

regal mulch
#

Otherwise, open your UPROJECT file in a text editor

plush yew
regal mulch
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That will also show it

strong mesa
#

How do i add a point to a splinecomponent

regal mulch
#

You call AddPoint on it?

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or AddSplinePoint

turbid wasp
#

see

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4.27.1

regal mulch
#

It's not showing your project there either

turbid wasp
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oh isnt it

regal mulch
#

That's your engine version, not project

turbid wasp
#

oh

regal mulch
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Did you open your project recently?

turbid wasp
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my project is there when i start unreal

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yeah its opened rn

regal mulch
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Yeah the launcher is not regsitering it

drowsy snow
plush yew
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just verify.

regal mulch
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That's UE5

plush yew
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restart pc

regal mulch
#

Ah

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Other person

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nvm

turbid wasp
strong mesa
drowsy snow
turbid wasp
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oh

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how do I do that then?

regal mulch
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Top left corner where you add all other components

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Or "runtime" in the ConstructionScript

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Both will give you a reference to the Component

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Where you can call AddSplinePoint on

turbid wasp
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so it knows where I make projects

regal mulch
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It should already know where you made the project. It's strange that it doesn't show it

latent fog
#

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)

regal mulch
latent fog
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oh ok thx

regal mulch
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Still not sure atm

regal mulch
#

You can try verifying the engine itself

drowsy snow
regal mulch
#

Like peeps already told you

turbid wasp
turbid wasp
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should I try that

drowsy snow
turbid wasp
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i know

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it wouldnt be worth it if it costed me a kidney lol

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so I'll just make a new project?

drowsy snow
turbid wasp
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great

regal mulch
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I'm just a bit afraid of having a second project in that same place :D

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I would just verify the engine first

turbid wasp
regal mulch
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Scroll up

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It was already shown to you

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Are you using Windows 11?

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By any chance?

turbid wasp
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no windows 10

regal mulch
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Peeps just means People

turbid wasp
#

oh

drowsy snow
turbid wasp
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hehe

regal mulch
turbid wasp
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I dont think windows supports my cpu, its an i7-7700

humble sparrow
#

HELLO guys, Is there a way to save WidgetReflector AppScale Setting?
Everytime restart it reset to 1.0.

drowsy snow
turbid wasp
regal mulch
#

Verify the Engine first.......................

turbid wasp
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but you

turbid wasp
drowsy snow
regal mulch
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Yeah, it's an image

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Do what the image tells you

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Wait waht

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wtf

plush yew
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LOL

regal mulch
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How I can send a link to a message that isn't created at the point of copying the id

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Discord please

plush yew
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BSOD loop

turbid wasp
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the verify button doesnt work

regal mulch
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Wait a minute

plush yew
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you are bating zero my friend lol

regal mulch
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You have a pending update on that engine

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Or it's running?

drowsy snow
regal mulch
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Do you have it open?

plush yew
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naw its an update

regal mulch
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Ah

turbid wasp
regal mulch
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Can you please close it and make sure you have all updates of it installed

turbid wasp
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yes sirrrr

drowsy snow
regal mulch
turbid wasp
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oh so I should press "resume" to make it update

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its updating now

regal mulch
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Yeah you seem to have a running update/installation

plush yew
regal mulch
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Make sure that finishes first

turbid wasp
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yes

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@plush yew your game looks like a serious game damn

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it looks cool

regal mulch
turbid wasp
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as heck

drowsy snow
plush yew
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Im going to add this to the list of bugs, i got like 30 on there ill fix it later i guess

plush yew
turbid wasp
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hehe

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i just started with this last week

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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

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so thats cool

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i also got to drive his bmw m3

plush yew
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Your trying to do it for the money? thats is the wrong way to think about game dev.

turbid wasp
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i met him last friday

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nono

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im not

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i think its really fun

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so far

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im just testing if I like it

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and so far i really like it

drowsy snow
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Rule number 4: do not expect to get rich in no time with game dev

turbid wasp
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yes i know

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its not what im trying to do lol

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im 16

drowsy snow
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The number might be wrong but I don't care.

strong mesa
turbid wasp
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its saying "verifying" now

plush yew
drowsy snow
# turbid wasp im just testing if I like it

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

turbid wasp
drowsy snow
turbid wasp
turbid wasp
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doesn't it save automatically?

plush yew
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Auto Save is broken.

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turn that off.

drowsy snow
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If your project have source control enabled, than it works like a charm.

turbid wasp
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why doesn't everyone just enable that then?

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are there some drawbacks?

plush yew
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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.

turbid wasp
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what are you gonna do with this game?

plush yew
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Release for free on steam.

turbid wasp
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are people making games for fun or are they releasing what they make

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cool

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i wanna try it

plush yew
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lol

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lots of work to do 🙂

turbid wasp
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do you think people will play it?

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yeah

regal mulch
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Please don't go too much offtopic. Move your conversions to DMs or #lounge

plush yew
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I do not know, but its pretty much a modern day CS with valorant styled abilities. like drones, barbed wire... etc.

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sorry bud 🙂

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Right clicking and removing preview is not working

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any ideas?

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never mind just keep clicking delete

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@plush yew I think people use iks because no bone or jank shanaigans will mess up the animations

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even different meshes or changes to the mesh will still make the animations play proper

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because the body will adjust for the changs using iks for procedural adjustments

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from teen size to adult etc etc

plush yew
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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?

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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

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i have run ue3 (udk) btw

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I would not even attempt to even try to load ue4 with those specs.

regal mulch
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Just a socket name or so

plush yew
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jjust created a enum, and a function to do all the work

regal mulch
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From an OOP perspective this is wrong

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Your weapon defines the socket

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So it should be the one holding it

plush yew
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Ohhhhh

regal mulch
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Or the enum for what it's worth

plush yew
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It worked 🙂 well ill just keep it like this for now

smoky thunder
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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 ?

modest trench
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Try mr. Google

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There's probably a complete UE4 on Linux guide out there

smoky thunder
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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 🙂

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Uhh, but then.
#ue4linux IRC server

charred ibex
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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

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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?

smoky thunder
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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?

warped crypt
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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! 😄

plush yew
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You pretty much just answered that yourself.

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In override, you can use anything you want in a child.

plush yew
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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?

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do is not bools vice versa

vocal flume
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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?

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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.

hollow crescent
#

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?

fallow timber
stable path
#

Although Anim Montages are more convenient to use imo

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State Machines for Walking, Running, etc.

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Anim Montages for one time actions such as Attack, Inspect Weapon, etc.

zinc shore
#

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

wary wave
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convert it into a 16 bit wav

plush yew
#

Blendpose works, but When moving the character is not using the Moving animation . any ideas?

stable path
#

It's not progressing beyond that

tawdry moth
#

how to rig character using unreal manikin? with twist bone

plush yew
stable path
plush yew
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how about removing the isvalid lol

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and finding the issue xD

stable path
#

Yeah, that's one way to do it

plush yew
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so its the tryget pawn owner.

stable path
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Yeah seems like it

languid trail
#

why does skeletal mesh get smoothened ? and how do I disable it

plush yew
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You ticked smoothing on import, from where ever?

languid trail
#

ah thanks my bad

plush yew
#

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

lucid grove
#

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?

stable path
# plush yew

How about checking velocity instead of Acceleration?

charred siren
#

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)

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"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

main raptor
#

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 🙂

charred siren
fierce tulip
#

@main raptor basically the musical events in fortnite and what some other producers have done so far. (Deadmau5, Childish Gambino, etc)

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so its possible, but generally high production costs and values.

main raptor
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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

wary wave
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it's trivial

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input number makes thing go brrr

main raptor
#

Are there any good tutorials or means by which to get my feet wet in designing such things?

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Or perhaps even niche communities who do things of that nature? I'd imagine VJs and the like do things like this

wary wave
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start with the absolute basics of working in the engine, e.g. do some super basic game tutorials

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then once you're comfortable there, start looking at how to handle the more specialised stuff

light bone
#

Does UE4 and UE5 have the same license?

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Thanks

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You are thanked twice

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:)

fierce tulip
#

@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.

turbid wasp
grim ore
#

this is a general channel for helping, if no one is on that can help.... they cant help

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if you want a persistent message and hope for help, go to the forums

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if you need a fix now, pay for UDN support

light bone
grim ore
#

then its a rare enough issue that it's not an issue for people to want to fix/need support

light bone
#

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:

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I wasn't saying you are spamming I just mean ask and wait :)

devout whale
#

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.

plain tinsel
#

I think I broke unreal

exotic thicket
#

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

plush yew
#

I dont know what the issue is, why is he not idling?

turbid wasp
#

any ideas on how I can make this look better?

misty wharf
#

Does anyone know what is going on with my lighting here? I don't really know much about lighting or how to diagnose this.

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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

raw stream
#

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?

wary wave
#

right click, replace with

raw stream
#

i was probably trying to do it backwards, thanks.

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I knew there had to be a way. Was even able to replace them all at once

wary wave
#

yup!

misty wharf
plush yew
#

sure do it all you want! Just enjoy the lawsuits once you publicly release it

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You can import anything your heart desires into UE4.

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or 5

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Im not going to tell you how to steal assets from other games inside a public discord. lol google it.

plush yew
#

Well first of all anyone willing to help you cant and wont cause your set on private

warm horizon
#

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.

plush yew
warm horizon
#

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....

grim ore
#

not copy paste, right clicking the assets in the content browser can lead you to the migrate option. that is the correct way

plush yew
#

Im not really sure how that works but I can seem to reuse it after a year so idk

grim ore
#

monthly free is permanently added to your account, its just the cost to buy it is nothing for that month

warm horizon
#

ahhhhh makes sense. so im doing right by clicking all the free

grim ore
#

you should be doing that yep

warm horizon
#

wtf

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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

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fair enough. im not 100% versed in animations. can you not make a map of them?

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@ebon linden i wouldnt be using that corny steam link XD

gilded igloo
#

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?

runic fern
#

Hello Guys How can make one Camera shared for all players ?

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like stationary camera in specific location and all players can see through this

grim ore
#

all players as in networked?

runic fern
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Yes Mr Mathew

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Isometric Scene

grim ore
#

they could all just use the same camera as their view target

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same way you set it for one player, set it for all of them

runic fern
#

so all players can see through this camera

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but its following the player when he moving can i make it stationary ?

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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

grim ore
#

@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

runic fern
#

I will try thanks

hot anchor
#

Dont spam (:

twin stump
#

Anyone know why I can't see the sockets of this material node? Feel like I'm missing something rather obvious aPES_Eyes

grim ore
#

you unchecked "Connectors" at the top

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you are hiding all unused connections, which are all of them @twin stump

twin stump
plush yew
#

i doubt you can run ue4, let alone ue5 with my specs
i'll just use ue3

plush yew
#

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

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Unity is way worse

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which is why i'm using ue3
or in this case udk

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If your not using the same PC they used to build the game GL ever

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this might sound stupid but i'll try cryengine
my computer can (kinda) run crysis on low settings

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You sound desprete, try Roblox

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😛

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roblox is too limiting and simple

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oh

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there's alway source engine

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That too

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Did you figureit out then lol

robust marten
#

Sorry yeah, just looking it over I realized I kept the parents materials and didnt replace the childs

plush yew
#

Uh

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Sever that link

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new problem:
how do i get unreal engine 3 (NOT UDK)

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for free

neat shale
#

guys i just accidentally deleted my entire d drive and I have lost all my unreal versions and games and save data

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🥲

plush yew
#

gj

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I know the feeling

wary wave
fierce tulip
#

^

dry birch
#

How can i get ue3 for free

fierce tulip
#

get udk. ue3 is not free.

dry birch
#

why?

fierce tulip
#

because they decided it so

dry birch
#

thats dumb.

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why not get ue4 for free instead

plush yew
#

Dont say that 😮 i dont need another subscription

dry birch
#

yes. ue3 scam. it takes money

fierce tulip
#

this kinda talk is #lounge -ey, go talk about it there.

dry birch
#

how so? it is unreal egine disscusion

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as the channels title says

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but u know better so 🤷‍♂️

harsh ginkgo
#

Hi. I have two questions about the collision.

  1. Does the size of the collision greatly affect performance? For example, a collision of 10x10x10 vs 50x50x50.
  2. Should I set "Ignore" collision channels that I know I won't be using on a given actor? Does it matter?
neon bough
#

the size shouldn't matter

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it's more the amount of vertices on the collision mesh that matter for collision calculation

stone stump
#

Hello fellas i just downloaded UE5 how can i get a test level so i can mess around and check

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tag me

plush yew
#

Marketplace usually

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Free content at the top , also check monthly free

stone stump
#

is it possible to get the tech demo @plush yew

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or simmilar demo with Gi and all those good stuff

plush yew
#

The only other things you could do that I know would have unreal engine things already prepared are

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Ops

stone stump
#

dont we have access to the tech demo?

plush yew
#

And the learn tab idk

stone stump
#

i found it nvm thx for the reply

plush yew
#

Where was it

naive oriole
#

How do I create an "Input Data" node in a material? Nothing comes up in the search.

plush yew
#

Type the one your looking for

mellow snow
#

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.

naive oriole
#

I type "Camera Vector" and it doesn't come up.

plush yew
#

Uhh i think your looking for

drowsy snow
naive oriole
#

Figured out, It's "CameraVectorWS"

plush yew
#

Thats the one lol

mellow snow
#

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 ?

drowsy snow
#

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.

neon bough
#

drones that could do that are probably not affordable to private or small-medium businesses

plush yew
drowsy snow
neon bough
#

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

mellow snow
#

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

plush yew
#

Maybe a scaled model idk

drowsy snow
mellow snow
#

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

drowsy snow
#

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.

mellow snow
#

Thank you !

#

Any tuto you would recommend ?

drowsy snow
#

(also Reality Capture got acquired by Epic months after the tut released, so it may be cheaper than $40/mo)

mellow snow
#

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.

drowsy snow
mellow snow
#

I don’t need the interiors

#

Just about the outside of the building

#

But thanks for the tips for the rooms.

drowsy snow
# mellow snow I don’t need the interiors

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.

mellow snow
#

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

drowsy snow
#

Take picture of your object even if you already did from a certain angle, for good measure.

mellow snow
#

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

drowsy snow
mellow snow
#

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

spare kernel
#

@latent sonnet please be patient.

drowsy snow
mellow snow
#

Rafale mode is on 🙂

#

Thank you TheHoddieGuy, you have saved me quite some time 🙂

drowsy snow
mellow snow
#

Till the end
Golden advices
I feel honored that you helped me

tawdry moth
#

how to properly rig character twist bone, using ue4 skeleton?

plush yew
#

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...

▶ Play video
inland blade
#

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

grim ore
#

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

hidden dew
#

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>

radiant fable
#

any idea how to have cesium generate navigation data (P)

fading hound
#

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

plush yew
inland blade
celest trout
#

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.

thorn lichen
#

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.

hidden dew
# inland blade Ok so learn unreal engine then plan your maps,charters,animations,ui etc then de...

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:

  1. 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.

  2. 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.

  3. 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.

  1. 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.

inland blade
#

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.

plush yew
inland blade
hidden dew
radiant fable
#

anyone know how to prevent a pending kill of an actor

inland blade
#

Yea for sure man thank you so much for your help.

spare kernel
#

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

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

frozen stratus
#

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.

drowsy snow
drowsy snow
frozen stratus
#

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

drowsy snow
#

My project migrated from custom 4.26 to custom 4.27 just fine.

frozen stratus
#

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

drowsy snow
prime willow
#

hi hi o/

#

Time to suffer on my movement system so more instead of paying $50 >:3

frozen stratus
#

So I tried building a new C++ project with that plugin enabled on visual studio and I get huge list of errors

drowsy snow
frozen stratus
#

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

drowsy snow
# frozen stratus

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.

frozen stratus
#

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

drowsy snow
#

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.

frozen stratus
#

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

pure sorrel
#

How to write a tree generator script with C++

frozen stratus
#

I'd say caveman would probably feel the same amazement if you gave him a lighter to make a fire

drowsy snow
frozen stratus
#

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

drowsy snow
#

Maybe it's just me, but I found having more hardware inclusivity more satisfying than just pretty looks on exclusive users.

frozen stratus
#

for me this doesn't matter since the thing i'm doing will only be used on specific computers

drowsy snow
frozen stratus
#

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

wet obsidian
#

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

drowsy snow
frozen stratus
#

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

winter oak
#

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.

opaque lance
#

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.

drowsy snow
#

As for the former, it's up to the C++ coding on interfacing Unreal with the equipment.

drowsy snow
quasi sentinel
#

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

opaque lance
drowsy snow
upbeat sentinel
#

How do I get a"fresh" version of a game on Unreal without saved data from a previous play?

plush yew
#

by not saving it or loading a new slot i guess

upbeat sentinel
#

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.

bleak zodiac
#

@upbeat sentinel hello

drowsy snow
upbeat sentinel
#

@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.

drowsy snow
upbeat sentinel
#

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.

drowsy snow
upbeat sentinel
#

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

drowsy snow
upbeat sentinel
#

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.

drowsy snow
upbeat sentinel
#

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

drowsy snow
plush yew
#

id imagine

upbeat sentinel
#

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...

turbid wasp
#

hey guys. what could I do to make this look better?

drowsy snow
upbeat sentinel
#

Sorry, there was this too

drowsy snow
turbid wasp
#

hehe I realized the same thing

#

should I make it wider?

#

also

#

this road material doesnt look that good

#

or does it?

upbeat sentinel
#

@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.

drowsy snow
turbid wasp
#

what should I do then

#

lol

plush yew
#

use decaos

#

decal

drowsy snow
# plush yew decal

Not really, this is just a matter of UV scaling and adding macro details.

plush yew
#

right

turbid wasp
turbid wasp
#

is this better

#

or

#

less bad

#

lol

plush yew
turbid wasp
#

no a forest road

plush yew
#

maybe add some falloff to the brush for the edges

fluid viper
#

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.

cloud glacier
#

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?

shadow ravine
#

What's the best method to combat an animation that steps forward when attacking then once it's finished the character slides back?

shadow ravine
cloud glacier
stiff bane
turbid wasp
#

i dont see a difference

plush yew
#

strength then

#

Blend

#

edges

shadow ravine
cloud glacier
turbid wasp
shadow ravine
grizzled axle
#

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.

cloud glacier
shadow ravine
violet yoke
#

How can I make my car accelerate faster and stop sooner after the accelerate button stops being pushed?

shadow ravine
# violet yoke How can I make my car accelerate faster and stop sooner after the accelerate but...

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...

▶ Play video
violet yoke
#

I watched that

shadow ravine
#

What's the problem then 😂

#

Just increase your RPM settings and adjust the friction accordingly for a harder break

violet yoke
#

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

shadow ravine
#

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

plush yew
#

I have having an issue trying to calculate the acceleration

violet yoke
#

the last two pics show the same bp

shadow ravine
#

Need your engine settings too

stiff bane
#

isnt there a setting to turn up engine breaking or something @violet yoke ?

shadow ravine
#

Also are you using rear/front wheel drive or 4x4

stiff bane
#

front right drive 😎

#

heh

violet yoke
violet yoke
#

To explain easier, I want a car that is controlled similar to rocket league

stiff bane
#

@violet yoketune up the drag, drag is the amount of resistance the car has that might help to slow down the car

violet yoke
#

The drag coefficient?

stiff bane
#

yeah think so

violet yoke
#

Doesnt help

#

I changed it from 0.3 to 5 and no change

plush yew
#

did you compile save?

violet yoke
#

yes

stiff bane
#

Hmm wierd

#

Can't help you further now gotta go home

violet yoke
#

The car feels like a train

plush yew
#

take a look at vehicle game in learn

violet yoke
#

Starts heavy and stops late

violet yoke
plush yew
#

Take a look at how they did it in there blueprint.

#

thats what its for 🙂

violet yoke
#

alright

#

thanks

plush yew
#

thats how you learn, they give you these demo projects to learn from your mistakes

turbid wasp
#

how do i turn this

#

into something like this

plush yew
turbid wasp
#

is it hard? @plush yew

#

im a beginner lol

plush yew
#

To learn? no

turbid wasp
#

okay cool

plush yew
#

lots of youtube videos

#

you can probably find the pro version somewhere online too 😉 BUT i recommend buying it

turbid wasp
#

do I have to pay to use it?

plush yew
#

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

turbid wasp
#

how

#

i dont understand this lol

plush yew
#

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...

▶ Play video
#

use that instead

#

World creator 🙂

#

easier for noobs lol

turbid wasp
#

ok great thx

#

ahh

#

do I have to pay already

#

i cant do that

#

ahhhh

#

:(

#

i need to make this

#

and idk how to make it sharp on the ground

plush yew
#

same thing when adding to interface.

cloud glacier
charred siren
# charred siren I have the weirdest issue with Control Rig in my project (UE 4.27.1). In new pro...

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/

SteveStreeting.com

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 ...

turbid wasp
ivory stag
manic hazel
#

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

plush yew
#

you never set the collision

manic hazel
# plush yew

no it's the spectator pawn that is falling , character is fine, when i press play everything works fine

plush yew
#

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.

manic hazel
#

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

plush yew
#

oh, i have no idea then

manic hazel
#

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

plush yew
#

well someone here will be able to help you sooner or later 🙂

shadow ravine
#

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?

turbid wasp
#

how can I do this with the sun

plush yew
#

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?

shadow ravine
plush yew
#

Split pins on location then?

shadow ravine
plush yew
#

I do not know. spitballing

#

trying to calculate accel lol and readibng discord

ember quest
#

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

devout grove
#

Im new to unreal engine, how do i open my project with the plugin i installed?

scarlet stump
plush yew
#

You need to find the unpacking key

#

lol

ember quest
#

what is it?

plush yew
#

you really think most games dont lock there games?

#

try to find it online

ember quest
#

I just extracted files from .exe file

wary wave
#

reverse engineering games is not a topic that is supported in this Discord server

ember quest
#

I am just trying to create a mod

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I am not the only person trying to do that lmao

wary wave
#

perhaps not, but it's still not supported

ember quest
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I am asking strictly about Unrealpak features

wary wave
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look, I don't make the rules

scarlet stump
# ember quest I am asking strictly about Unrealpak features

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

ember quest
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and I can see the .uasset files in the file manager

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that's the weird thing for me

scarlet stump
plush yew
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Garbage assets for the month >_<

exotic thicket
#

most of the monthly assets are pretty meh

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EasyMultiSave is the best one so far imo in terms of usefulness :P

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Asset cleaner seems it could be handy though

plush yew
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Yeah, i got it for 2 bucks at one point

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could of saved 2 dollars.

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lol

warm hornet
#

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.

tame marsh
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If your colleagues start yelling at you, then you know you're doing ti wrong

prime willow
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@grim ore if you dont mind i have an idea to throw by you for your almighty wisdom if you dont mind ;-;

grim ore
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you can try

prime willow
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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

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its essetionally how would i go about detection of a certain angle of attack

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for visual refernece:

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If i wanted the charaacter to detect a diagonal attack from an upward angle like the above ^

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than appply the proper dodge animation to the proper attack used via animation notify

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would i use a 360 based trace?

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or like box collisions than itll call the animation used and the dodge animation to be used

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im not all that sure honestly and i was overcomplicating something that might not be as convoluted as im going about it

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not really asking on a how to do it lol

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but what tools/nodes by name id have to research to figure out how to do it

grim ore
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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?

prime willow
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yes

grim ore
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seems like simple vector math

prime willow
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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

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calling the dodge instead of dash

grim ore
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seems easy enough again, if the range to enemy is within X value then you dodge instead of dash

prime willow
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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

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o.o

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yes yes the turn dodge into attack seems super easy xD

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but are you saying vector math would solve the diretional angle bit?

grim ore
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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?

prime willow
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i know itll take rigging a crudton of stuff but if i can figure out that part exactly

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i can start making my fights looks as smoothe and blissful as this

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since its figure out angle or action to reaction apply proper reaction :33333

grim ore
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if you look at examples for batman arkham games, that combat system is probably something similar. I know people have recreated it in UE4

prime willow
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o-o

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ah

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i see

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also another weird question

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but

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is it possible to do something like attacks from over the head are tagged as overheads

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so all attacks that land in his angle

grim ore
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i mean its programming you can do anything you want 😛

plush yew
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got to be CLEAN

prime willow
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so i could tag all animations that come from this angle as overheads

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so the reaction animation for overheads will be called on blocking parry etc

grim ore
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yes, or check in real time the angle between the player and the target to see if they are above it

prime willow
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could you use both?

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oh lmao

grim ore
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sure, if your animation is always going to be used for overheads then you could use like a notify to trigger or set something

prime willow
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ah

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so you can tag on notifies for overheads and pull overhead animations

plush yew
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You can merge the upper and lower anims

prime willow
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which means you can probably

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do the same for any angle you want

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and just make sure the animations in that angle

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call those angle reactions

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than use vectors to check range

plush yew
prime willow
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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?

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@grim ore does that sound just about right?

plush yew
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Is it weird that i had to calculate acceleration with velocity?

grim ore
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@prime willowsounds doable yep

slender veldt
# plush yew

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

plush yew
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I opened this in c++ to see what was going on,

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and EVERYTHING was velocity based.

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so instead of using acceration, i chaged it to velocity, and it worked like a charm

slender veldt
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I guess I was commenting on the name of the variable. If velocity vector length > 0 it doesn't necessarily mean it's accelerating.

plush yew
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0.001 lol

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I was having an issue where the character would not stop moving with input

grizzled axle
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you don't need to call GetPlayerCharacter(0), can just use self.

prime willow
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thank you so much

azure topaz
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does someone know ,how does this system called, the system for proession stuff

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like, Picking up ores or herbs or whatever it is, and crafting them

prime willow
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progression?

azure topaz
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ah ok ,thanks

prime willow
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no no

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i was asking if you meant progression

azure topaz
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ah

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no

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you know, in some games ,they have professions

prime willow
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oh

azure topaz
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like, picking herbs or ores

prime willow
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professions

azure topaz
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and stuff

prime willow
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so like

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warrior

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mage

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necromacner

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but for life skills

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like chef

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gardener

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etc

shadow ravine
prime willow
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hold on hutch ill assist you in just a moment if im capable of doing such no need for that xD

azure topaz
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but when i tipe professions in UE4 market place

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its pop up on cook

prime willow
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i try darling ❤️

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oh ok so tohka

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will these life skill professions have skills

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or specific actions they can do?

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like cut gras sfaster

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or maybe get double the ore when mining

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or you can access special traits or potions that are craftable via this profession

azure topaz
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not specific

prime willow
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or actions like chopping trees

azure topaz
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its just profession

prime willow
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as lumber guy

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fishing as fisher?

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cooking as chef

azure topaz
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like , herbalism , or miner ,or blacksmithing

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such stuff

prime willow
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but would do stuff that differ from each other

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or for example have a level system etc?

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i only ask to figure out what exactly youre trying to make so i can point you in the right direction

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if profession doesnt matter just the functions they do than thats not hard

azure topaz
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i will give you a better tip

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take a look at World of Warcraft professions

prime willow
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just google how to make fishing or cooking etc

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oh

azure topaz
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thats what i mean

prime willow
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so world of warcraft sort of professions

azure topaz
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yea

prime willow
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than yeah absolutel its just setting up classes

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like mage warrior etc

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but you change the attack and do hadouken to mine and whatnot

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what you want isnt really covered all that well because reasonssss

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but you setup classes like you would in any rpg game

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than setup actions replacing attack and do hadouken skill with craft based functions which are taught in pieces all over youtube

azure topaz
#

i

prime willow
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so youd be merging tutorials lol

azure topaz
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i dont classed

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i want professions

prime willow
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its the same thing

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you just make sure you type professions

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on the gardener or chef or miner

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unreal is a little stupid

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i might want duratbility for weapons

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or HP

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or mana

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but really its just the damage system or a meter counter

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that i code functions onto to feel like mana weapon durability or HP

shadow ravine
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Anyway 👀

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😂

prime willow
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yes yes sorry

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lemme take a look at your stuff

azure topaz
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alright, thanks

prime willow
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i want to make sure we're on the same page lol xD

prime willow
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About your meshes bones...

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Are they setup like unreal mannequins

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or are these custom rigged

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can you show me if you dont mind the bone setup and or names for your mesh?

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not the ALS the other one that got twisted violently

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just a screenshot will do

shadow ravine
prime willow
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Did you rig the skeleton yourself

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or use an auto rigger like auto rig pro or mister mannequin?

shadow ravine
prime willow
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oh sweet mercy xD

shadow ravine
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I've got the source files however

prime willow
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in all honesty

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it seems like a bone rotation issue

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i may be terribly off as im not the best at rigging

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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

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My Daz models do the same esstionally when you replace the bones for the als setup

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rotation and or/spacing*

prime willow
# shadow ravine No they were pre-rigged from the store

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...

▶ Play video
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as it & most unreal mesh assets use exact setup between als and mannequin for the most part

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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

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thats my take but im still learning unreal so take my advise with a grain of salt

shadow ravine
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Don't know if this might be affecting anything as I just got this pop up when attempting a fresh version

prime willow
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well im not the best at ALS i dont use it due to its violent divorice with daz models lol

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but adding als bones shouldnt be an issue

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its the base bones that transfer that should be an issue

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my daz face rig transfered just fine

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tho animations were distorted due to new bones effecting animations xD

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oh that reminds me!

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after you transfer

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try applying a new animation

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if it doesnt distort than you might have to retarget lol

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could be that simple

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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

fringe pivot
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I'm getting a black screen when maximizing an asset properties window

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Fucking annoying

prime willow
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probably a bug or engine glitch

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does it happen to any other asset?

fringe pivot
#

yeah, it seems to happen with every asset

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It seems it gone after I restarted the editor

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Probably something to do with MH, I just imported a char

prime willow
#

So may be a asset bug

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Try backstepping

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until you find the one asset causing the issue consistantly and go from there

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one asset or blueprint setup at a time

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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

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if not i have no idea what to tell you lol

plush yew
#

Hello,

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Should I ignore these errors ?

prime willow
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probably not

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ignoring errors arent usually good practice

plush yew
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My animation working but getting this error when I import them

azure topaz
#

sry for disturbing again but..

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does someone know how the class system is called aswell?

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?

prime willow
#

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

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i have no idea what the heck the class system is called in a tutorial means someone else may know

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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

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honestly one of the best assets ive ever touched and this is not a paid promotion

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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

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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

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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