#ue4-general

1 messages · Page 1085 of 1

azure topaz
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i dont want exactly their professions cuz its copyright, but just sort of professions system

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but something stylized

prime willow
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well you can do sort of full on or even far and beyond with the asset ^
also you cannot get legally suited and lose in court for game mechanics

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thats not really possible for so many cases and laws in place

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you could make mario and call him bario and rip all of mario and legally sell your game with no issue besides threats from nintendo xD

azure topaz
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;d

prime willow
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the asset doesnt cover hyper realistic stuff

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its just the base core functions

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like the jump system not necesassily the animations or style or length etc or special effects if that makes sense

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now thats my advice take it with a grain of salt* but i sincerely have no idea what unreal calls player classes xD

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its honestly a setup of a bunch of enums and connecting blueprints establishing what functions go to what setup based on what the enum names are called etc etc and can be as complex or simple as you make it to be via stats special passives skills you cna even adjust animations based on whats called via class names

next badger
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Hello, is there a guide how to bake Static lighting for streamed levels?

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I need to know how lightmaps attached to levels and how they are loaded.

plush yew
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does anyone know why walk is not being pushed when i hold Shift?

devout grove
next badger
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@plush yewhave you set the key for the Walk action?

plush yew
next badger
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@plush yewalso, your close condition is always true

devout grove
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i dont think you meant that message for me

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lol

next badger
devout grove
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how do i learn using ue4? like knowing what every button means cuz im so confused rn

prime willow
plush yew
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lol i did true as a joke and turned its condition to true

prime willow
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its at the top right corner

plush yew
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but still dont work

prime willow
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press that and a tutorial will start teaching you about unreal engines systems and buttons

prime willow
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in simple terms

next badger
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@plush yewstill closed by default

plush yew
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Holding Shift, will not walk the character, well stop the character because i have it hard set to 0

next badger
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@plush yewput a breakpoint on gate

prime willow
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❤️

plush yew
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you know what i should just do the sprinting tutorial

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and make it walk

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instead.

prime willow
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hm

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I would possibly go with that

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try one under matt aspland

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he has good tutorials for animation blueprinting

plush yew
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its not even animation blending, I have strider for that

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lol

prime willow
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xD

plush yew
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i just cant walk when holding shift.

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IF anyone where wants an amazing plugin for animation blending i suggest strider, Its absolutely amazing.

prime willow
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is it better than dragon ik?

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and is it blueprint based or C++

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O>

plush yew
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100% better than anything you can find

prime willow
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;-;

plush yew
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yeah blueprint

prime willow
#

oh

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will

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buy

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wait

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custom skeletons too?

plush yew
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Anything

prime willow
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multiplayer replicated?

plush yew
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Yupp

prime willow
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oh

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son of a father

plush yew
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here ill show you

prime willow
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buying now

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xD

plush yew
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zero blendspaces.

prime willow
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ok

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thats insane

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its animation blueprints and blend smootheness

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without that or the hassle of animation blueprint

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weird question

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does strider cover IKs as well?

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if so fluff ...

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big needs

plush yew
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i just use leg ik

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idk

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but it works with walking up stairs and such

prime willow
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wait so it doesnt necessarily cover iks?

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but you can setup your own?

plush yew
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Yeah

prime willow
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ok

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than you can definitely use both xD

plush yew
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I was going to buy moveit, but this is better

prime willow
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will be picking up both

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i was thinking of moveit lol

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but strider sounds sexer ;-;

plush yew
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moveit is broken.

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strider is the way to go

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lol

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dont click that anyone

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deceptive site, might contain a virus or browser exploit

neon bough
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without nanite, is it cheaper to render a 32k tri plane with vertex colors for puddles or use a plain 2 tri plane and some 4k texture to fill in the puddles?

plush yew
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sorry to ask here not sure its its okay, but I clicked something and I can no longer see the camera in the viewport, google didnt bring a result so I didnt word it correctly.

neon bough
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did you uncheck "visible" in the camera details?

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in the panel on the bottom right

plush yew
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nope, I cant see the player start or skylight like before though

neon bough
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oh

plush yew
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just learning some hotkeys and I must've pressed one I dont know

neon bough
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Show => Advanced => billboard sprites

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on the top left of your screenshot^

plush yew
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nope, I had game view on, but it was in the show tab!

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thanks there was about 100 + buttons in there, a lot to learn here

plush yew
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anyone have ideas for my game? it will be a melee type game, singleplayer to start with then mutliplayer later on

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also I need beta testers

vague lake
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Hi guys! i need to add pedestrian to my game (can be low poly), do you recommend on any pack? i search the marketplace and didn't see something nice, and also can i get a tip about a npc system so they can walk around the city ?

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ThANKS

marble portal
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WTA guys, why i cant get this TV screen reflections on the glasses?

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it shows blank screen on the glasses, but i did have the plane with emissive material

neon bough
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did you check your reflection sphere/cube?

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also is that a texture or a world space widget on the screen?

marble portal
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I do have reflection sphere in front of the glasses

neon bough
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does it cover the glasses and the screen?

marble portal
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yess

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tried this one also not workking lol

neon bough
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yea that would be wrong i guess

marble portal
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is it because of single sided plane?

neon bough
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no, they both seem to face each other so it should work

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there are also some options in actor/mesh or material for visibility in reflection captures, currently cant look into the engine

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but maybe you find something there

marble portal
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This is before i bake the lighting

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the reflections works well

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so that means, something off with my baked stuff

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sorry I'm still noob, and thanks for advice Ben!!

neon bough
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the reflection still looks somewhat weird imho

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maybe because of the refraction of the glass

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also your UV lightmap seems to be distorted

snow acorn
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hi

autumn flame
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🤣

exotic thicket
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@snow acorn if you want to be a recognized company you could start by learning to read the rules when joining discord servers :p

neon bough
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even bad publicity is publicity 😛

exotic thicket
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Probably not unless your marketing is aimed at 13 year olds lul

neon bough
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well, if someone in gamedev mentions their tiktok profile...

autumn flame
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Even 13 year olds have more decency

neon bough
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no one said that he's >13

autumn flame
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Call of Gruty, back to the 80's

Had a look at the profile, I'm done

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Probs a botted account for views and all that

solemn goblet
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Hello I'm wondering if you edit a .cpp file for lets say Apex Plugin in the engine source files what else is needed for it to properly take effect in game?

neon bough
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recompiling the plugin

solemn goblet
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Ok an how do I recompile the plugin exactly if you don't mind

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there's an ApexDestruction.uplugin file

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however it will not let me generate visual studio on it

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Do I need to build the apexdestruction.dll?

neon bough
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i don't know anything windows specific

solemn goblet
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Damn ok thx anyway

plush yew
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why am i getting stuck on stairs, sorry for long video it was for my friend

prime willow
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like running into jump

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or running into attack or dodge?

plush yew
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thats blend pose by int, and changing montages from default to your custom one like upper body

buoyant graniteBOT
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:triangular_flag_on_post: lordmanto#5072 received strike 2. As a result, they were muted for 1 hour.

drifting iron
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looks cool so far

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can anyone help me understand why my mesh strethes in animation?

plush imp
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Hello folks! I have a quick question regarding TWeakObjPtr in UE4... We have two classes say A and B. A has a c++ pointer to a UObject and class B saves a TWeakObjPtr of the pointer owned by A.. Due to some reason the weak object pointer in B is invalidated. I checked that the original pointer in class A isn't changed and is valid but still the TWeakObjectPtr in class B is invalidated. Does anyone know what might cause a weak object pointer to get invalidated even though the original pointer is the same?

drowsy snow
drifting iron
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thank you for responding. can i add weight maps in unreal?

drowsy snow
drifting iron
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thanks!

umbral idol
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Hello everyone! Does anybody know why my dash distance changes between the viewport mode and the build of the prototype I'm making?

inland gyro
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Does anyone have a free project that makes the advanced combat system merge with the advanced combat system?

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"ALV v4+DCS"

cloud pagoda
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Hi does anyone know how to do a sliding texture/panning? I'll share details and screenshots in DMs. Any help is appreciated!

tawdry moth
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how rig character using unreal skeleton?

drowsy snow
cloud pagoda
drifting iron
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sounds like a cool concept

drowsy snow
cloud pagoda
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Or I guess I could send it here too but I don't wanna flood chat

drowsy snow
cloud pagoda
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Alright

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So this is the beam, very basic mesh

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And it has an emissive map applied on it

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And I made this mask which idk if that's how you'd do what I'm trying to accomplish

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But what I want is for the beam mesh to be invisible but for these 3 lines to slide on the mesh so it's basically just 3 rays sliding on that beam

cloud pagoda
plush yew
cloud pagoda
plush yew
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wel my unreal isnt open right now ._.

waxen raven
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I dunno if lerp but panned and uv definitely. I thought masks allowed over the top like a decal? Been a whule.

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While*

cloud pagoda
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Idk how to do that

waxen raven
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On your material you'll have to make the nodes.

cloud pagoda
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Sorry I'm really new to this

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Ok, so which nodes do I add

plush yew
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im making an app in unreal engine, how would i stream a video to all users with the app from a computer

waxen raven
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Probably as he said panner plugged into UV coords on a texture node.

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Server doing it and the replicate it down I'd assume. But pretty vague question overall.

zinc shore
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why dose my sound randomly pause when shooting this automatic gun like in the editor it docent do this

waxen raven
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I'd assume you could just tell each to load from a site but there is a chance that could cause all sorts of issues.

cloud pagoda
waxen raven
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Base color presumably.

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You need something to move the US

plush yew
cloud pagoda
waxen raven
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So at the top left there is a uv node plugin.

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Anything altering that will change where the UVs sit, which us roughly how the computer knows what to display where on the texture.

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Iirc panner flips through them but been a while.

plush yew
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if i ask in a more detailed way if you answer?

waxen raven
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You could even play with sliding values to get a feel.

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Just create it and plug it into uv for the texture plugged into base, should show up more then.

plush yew
waxen raven
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Maybe lol, never replicated videos down but done replication and videos separately.

cloud pagoda
waxen raven
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I'd think if it happens on the server and everyone was looking at the same thing it'd auto happen. Not entirely sure.

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He means the uv thing at the top left of the texture box. It's a node.

plush yew
cloud pagoda
cloud pagoda
waxen raven
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My hero XD.

cloud pagoda
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So I'll connect a panner to that, and then where do I put the mask?

waxen raven
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Oh this might be more annoying.

plush yew
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Well that wasnt my suggestion

waxen raven
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I'm at work so I can't help with that much.

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He suggesting lerping (which is a blend in effect) you'd have to mix the base with the beams, with one being driven by the panner.

cloud pagoda
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The panner just makes it slide, right?

waxen raven
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Yeah it should.

cloud pagoda
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Nvm I had an idea but it won't work, I need a way to make the mesh invisible except for the 3 beams that are sliding

waxen raven
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His method is probably easier.

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Set the alpha to 0 for the part you don't want visible.

cloud pagoda
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I want the mesh itself to be invisible

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And then the 3 beams slide along the face

zinc shore
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so i have a automatic weapon that plays a sound everytime i shoot but for some reason it randomly pauses why is that

coarse apex
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would it be smart to do my first person animations & character animations with control rig or should I learn how to animate in blender? (this would be for a cinematic)

cloud pagoda
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Rip..

plush yew
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First off set the defaults from opaque to translucent in the material

cloud pagoda
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Where would that be

plush yew
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click on it

cloud pagoda
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Nvm I found it in blend mode

plush yew
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that should reveal opacity

cloud pagoda
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I set it to translucent

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Yea opacity is on now

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The input I mean

plush yew
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well

cloud pagoda
plush yew
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drag off your rgb node

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type desaturate

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or whatever

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then plug it in opacity

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BUT not into basecolor

cloud pagoda
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How do I delete the connection between color map and base color

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Sorry I'm really bad at this lol

plush yew
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huh

fierce tulip
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alt-click on it

cloud pagoda
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Isn't that what you wanted me to do

cloud pagoda
plush yew
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seperate

cloud pagoda
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Gotcha

plush yew
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oh and the panner needs a few other things i think

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hold on maybe i can find a document

cloud pagoda
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Hmm but where do I plug in the rays mask so that only those lines show and not the entire mesh has the emissive

plush yew
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not sure why you need so many textures but instead of using RGB lots of people just plug what they would there into emissive

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base color

cloud pagoda
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So I just plug the mask into emissive?

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This is the mask idk if I did it properly but I basically want those yellow lines to be the emissive sliding on the mesh

plush yew
cloud pagoda
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And the black part would be invisible

plush yew
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delete all your things except beams

cloud pagoda
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Everything including all the maps and panar and desaturation?

plush yew
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no keep everything i said

cloud pagoda
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Also I haven't imported the beams into Unreal yet

plush yew
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oh thats why

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Lol

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just replace that texture with the beams

cloud pagoda
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So basically the emissive map is yellow

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Replace the emissive map with the beams mask?

plush yew
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That texture with ALL the nodes, panner and desaturate, the TExtrure Sample

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Put your beams in there

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Delete the rest

cloud pagoda
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That texture, you mean the emissive map, right?

plush yew
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Sure

cloud pagoda
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Sorry I know I'm really bad at this

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I added the beams and put it in emissive

plush yew
cloud pagoda
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And removed the rest

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Oh

plush yew
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then delete the base color line

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then plug that RGB into emmisive

cloud pagoda
plush yew
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delete base color line

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too

cloud pagoda
plush yew
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tweak the desaturation

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other wise youll need a new texture

cloud pagoda
plush yew
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A

cloud pagoda
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What needs to be replaced?

plush yew
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turn A up maybe idk

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Or use that

cloud pagoda
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Is my mask made properly though?

plush yew
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no not yet

cloud pagoda
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I'll replace mine with the one you just sent, and I'll turn A up

plush yew
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well just try first, if not delete it and just plug that into the opacity

cloud pagoda
plush yew
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idk if ul be able to see anything with panner plugged in without the right nodes

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ok ill just open unreal this is getting unreal

cloud pagoda
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I see multiply, textcord and time nodes on the link you sent, maybe I'll need those too

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But the hard part is getting the mask to work

plush yew
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well you just dont know what your doing is the problem

cloud pagoda
plush yew
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gimme a few minutes

cloud pagoda
winter rain
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According to tutorials, for a basic landscape material, you add in all of the materials you want to paint your landscape with. Is this the correct way to do it? So if I want to paint my landscape, say, 15 different materials over my whole map, do I have all 15 of those materials in the material editor for the one landscape material? (let me know if that didn't make sense)

plush yew
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then click panner node and set speed Y

sleek spear
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ok so, twinmotion will become paid software at some point?

cloud pagoda
#

Wait but your yellow map isn't a texture sample

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Do I need to convert mine

plush yew
#

brought some new tutorial which will be perfectly useful for survival games https://www.youtube.com/watch?v=SlINRLac97Y&t=23s

In this tutorial, we are going to create a day and night cycle function which is usually using in survival games.

  • We support English and Korean subtitles

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▶ Play video
plush yew
waxen raven
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Any free Sauron models can't be used in a commercial game etc. But sans that just searching that up will likely pull up fan tribute stuff.

cloud pagoda
plush yew
#

3

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no not a parametere

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constant

cloud pagoda
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And apply the emissive map on it?

plush yew
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do exactly like i did x_x and add speed Y to panner

cloud pagoda
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When I add the vector3 it's just a black square that's why

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Hold on let me send a screenshot

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Everything else I did the same tho

plush yew
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double click it

cloud pagoda
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Oh ok

cerulean geyser
#

dumb question. how to i do begin component overlap with a specific component of my hero character(like its capusle?) right now its overlapping with other components that are too big in the character

crimson fog
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does anyone know why despite having lots of lighting, my ceiling is pitch black? been trying to fix this for a while

waxen raven
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There is a free dissolve and appearance effect right now

cloud pagoda
waxen raven
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That would show you how to do the beams with a mask.

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I'm guessing l lights are pointing down?

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All*

crimson fog
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yep

waxen raven
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Then odds are none of the lights are bouncing directly onto the roof. Does it show right with a light pointed at it?

cloud pagoda
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Enjoy the rest of your night :)

waxen raven
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They use some cheap computations on lighting because it's very expensive to do it right (though ue5 might automatically with nanite)

crimson fog
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i guess if I point a lot of lights at the ceiling it would look normal yeah

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but then it also looks unnatural ofc D:

waxen raven
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Yeah it would, but that's where static and baked lighting etc come in.

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I don't remember the exact settings or I'd help, but look up those or light reflections in ue4.

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You'll probably find this happened to plenty of people, another option is to change the lights so they scope back lightly.

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The lights themselves have directional (cones usually)

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But you can make them spherical or even just wide enough to back shadow a hair.

crimson fog
#

alright, I'll try that. thanks a lot mate 😄

waxen raven
# plush yew

That's cheating, I like it though I'd be curious the cost.

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Also spot light versus point etc will change that some. I think point is default.

plush yew
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I use them only for gradiant

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and not even unreal

waxen raven
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Love his channel for learning anything Unreal.

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It's funny I've used them in Blender and Unreal, but I assume it's just a cover over UVs.

west junco
#

not sure exactly if this is the right place to ask, but can someone here who has a windows PC play and offer feedback on a game i'm making

waxen raven
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Probably a simple lerp itself.

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It's as good of a place as any, but you might want to tell us more and link it.

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I think linking is fine if in a non commercial, been a while since I read the rules.

west junco
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it's a 3D platformer, i'm aiming to make something cartoony and lighthearted in nature, but with the fun of something like crash bandicoot

waxen raven
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Been buried in a multiplayer inventory for a month, almost forgot this place existed lol.

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Sounds good, first prototype running huh?

west junco
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yeah, i've done about 4 other prototypes with just my friends, and they've all said it's really good, i just wanna make sure of that before i crack down and get into the nitty gritty of it

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i've published one other game, and it didn't do super well, but i'm hoping to turn that around with this project

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plus i'm only 14 so... ¯_(ツ)_/¯

waxen raven
#

Don't be surprised, it takes time to build up, and more time to get noticed.

west junco
#

true, i don't expect to become the biggest hit ever, i do it for the fun of making things, and when i put something out, i put it out to allow others to see what i've made and take appreciation in my work

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game dev is a lot like art, except every art form rolled up into one big thing

west junco
real heath
crimson fog
#

it is

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i managed to fix it by copying another scene's (not mine) lighting tho

neon bough
#

increasing indirect lighting intensity may fix it

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or just place a few point lights below to lighten up the area

rough crest
#

How to solve new paper2d sprites not rendering in packaged builds but only in the Editor?

plush yew
#

does pixel streaming allow you to stream a video from one cumputer to many other ones?

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very urgent if someone could help me

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or is there another way to stream video to other devises

crimson fog
#

another lighting issue, anyone knows what the issue is with the weird lighting in the corner of the ceiling and the wall (on both sides in this pic)

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there's no gaps, yet there's still a random stray of light

peak oxide
#

Any tricks to speed up fbx imports with animated objects with bones? I've got long animated sequences which resample the bones on export and take a long time to import, then goes through a 'compressing animation' step.
I believe it is ~~building collision and ~~lod edited: 'Building skeletal mesh LOD' data which I don't think I need if that helps. Thanks.

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I don't mind having a less optimal project, as there is not a whole lot to it anyway.

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FYI - it's a big long train, animating along a terrain for a looong time.

drowsy snow
peak oxide
tacit onyx
#

Err.. Trying to download a fix after an engine verification and I'm just getting this thing.

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Their server status is fine. Clearly my net is fine since I'm both typing here and just downloaded 30+gigs. So.. wut?

grizzled remnant
tacit onyx
#

Err.. Is there some secret society I need to join to get the new version of the launcher? Because auto updates are on. Restarting it five times hasn't prompted an update?

stable path
#

I think there's a Check Update option in settings

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You might wanna check that

lone spear
#

have anyone used The Water plugin in UE4.26? The scene of wave never changes when i adjusting the "Wave Attenuation Water Depth" by using blueprint. However, the buoyancy changes correctly. What happened?

stable path
#

Although, I just wanna say, The Launchers sucks 😔

tacit onyx
#

For the launcher? There's nothing about updating in settings besides the auto update.

grizzled remnant
#

Yeah don't think old launcher versions play nice with new unreal engine versions

tacit onyx
#

Well. Reinstallation did no good. Same version, same icon, same problem.

static crystal
#

@tacit onyx It happened to me while updating my engine version and the launcher crashed. Had to remove the complete engine and reinstall.

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While I'm here. Is anybody having troubles with the Steamworks API and 4.27.0? Leaderboards completely stopped working overnight.

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Without pushing out an update.

grizzled remnant
tacit onyx
#

It was a fresh engine version. Just downloaded and started crashing when hovering over the scalability selection dropdown. So I tried verifying engine.

static crystal
#

Oh I thought you were talking about reinstalling the launcher.

grizzled remnant
#

I already said

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you might have reinstalled using an older .msi file

tacit onyx
#

Not sure how I'd have managed that unless the one on Epic's download site is old.

grizzled remnant
#

@tacit onyx did you download it and install it?

cyan bronze
#

Is the FPS higher when you pack the game up or is it about the same as in the editor play mode

exotic thicket
#

Standalone game is higher FPS, usually even if you launch it from editor using the standalone game option

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A packaged build using the Shipping configuration also gets more optimizations so it can get some speedup from that as well

honest rover
#

Is there any special way to import assets into a project without copying it to the project folder?

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Needing to store a copy of the same megascan model for each project seems storage inefficient

exotic thicket
#

via the add/import button

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I'm not 100% sure whether the original content just gets copied into the uasset file which gets generated though, but at least it avoids having both the source + uasset

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(although personally I find having the source in the project dir is useful because you can easily find the right file for it and modify and/or reimport)

plush yew
#

does anyone know why this is not replicating? character is moving all crazy on client and on server he moves just fine

cyan bronze
exotic thicket
#

If you press the little down arrow next to Play it should have an option called "standalone game"

cyan bronze
#

Ok im not home atm ill check it later but thank you

honest rover
# exotic thicket via the add/import button

Thanks, this doesn't create a copy, just a uasset file that links to the location of the actual file 👍 .
When importing Megascans assets, it does copy them to the Game/Content/ so I'll ask about that in another channel

plush yew
#

Custom Movement components can be a bitch to deal with, lucky this engine makes it easy to replicate LOL

#

lmfao so ghetto but works

neon magnet
#

guys any idea what's going on here? I keep trying to create a new folder/move things to a new folder, but instead it makes this "hidden" folder and I can do nothing with it. Clicking the eye does nothing, it stays like this. I restarted the editor/engine too.

plush yew
#

Rename it

#

use for somehitng

#

drag those trigger volumes in there rename

#

lol

neon magnet
#

@plush yew yea but I can't drag what I actually want to put into it

#

as in, I can drag something closeby

#

because unreal's editor is stupid and doesn't allow scroll+drag so i can only drag whatever is in physical view

#

and I can't move what I actually want to move into it because it's not appearing in the context menu for Move To

#

like this has never happened before

#

I had to make a folder within the folder for it to appear in the move to list. Like what the ...

lilac barn
#

water Is being missed out while taking a panoramic screen shot any solution to this ?

vestal anchor
#

Is there a way to make variables hide/show if another variable is set to something? For example an enum with "Weapon" selected would show weapon settings and if you changed it to "Attachment" it would show attachment settings. Don't think it's possible in blueprints but is it possible in C++?

sweet jacinth
#

hello friends, I wanted to add plants to all green areas of my map with the lanscape layers type, but it only adds some places on the map that I tilted with a brush, and other areas remain empty.

green canopy
neon magnet
green canopy
#

Hmm

#

That's quite interesting

drowsy snow
devout grove
#

what is real time raytracing?

plush yew
#

What is real time?

#

What is Ray tracing?

devout grove
#

idk

plush yew
#

you dont know what real time means?

devout grove
#

well its probably at the moment things?

plush yew
#

ayyeee

#

instant.

devout grove
#

but i have no idea about raytracing

exotic thicket
#

Raytracing is what the RTX cards are all about

plush yew
#

Its like your reflection on glass, water.

#

etc

exotic thicket
#

High quality but potentially slow light rendering

devout grove
#

ooooh

#

ty

exotic thicket
#

The reason it makes a distinction to real time is that traditionally raytracing has been so expensive to perform that it was only done for pre-rendered video sequences

plush yew
drowsy snow
untold summit
#

I love Tobias, shits too good.

plush yew
#

Help i cant find where i was

#

lol imagine

drowsy snow
# devout grove what is real time raytracing?

Imagine this, but less light rays being traced and still mixed with rasterisation, in (almost) playable framerate that privileged few can enjoy.

https://youtu.be/frLwRLS_ZR0

Path tracing is a method for generating digital images by simulating how light would interact with objects in a virtual world. The path of light is traced by shooting rays (line segments) into the scene and tracking them as they bounce between objects. Path tracing gets its name from calculating the full path of light from a light source to the ...

▶ Play video
plush yew
#

Can anyone help wwith this

#

My character is turning in place with his feet, and the upper body is moving corectly.

drowsy snow
#

Realtime raytracing is still a new paradigm, and would took a decade or so to be accessible.

Let alone realtime path tracing where everything is raytraced, no rasterisation tricks.

lilac barn
drowsy snow
# lilac barn Ok I will,

Don't expect them to immediately fix it though. They got a lot to work on for upcoming 5.0 (and possibly 4.28) already. Also considering that there's not much people used panoramic capture feature.

lilac barn
#

I am tryig to use Nvidia Ansel Plugin Now but the Main folder is Not showing up on my PC

drowsy snow
lilac barn
#

?

#

Unreal Plugin Water

drowsy snow
stable path
lilac barn
icy plaza
#

Hello! I got a question, not sure if someone knows this. I googled my ass off to find it but couldn't find it. Basically I got this HDA, with some instancing in it. I replace the instances for the game models I want inside of UE4. This all works great. I baked it to foliage so I have individual control over each object. This all works great and well, but the problem is that they don't have collision. I do know how to apply collision onto objects, but it doesn't seem to work if the hda it's meshes are baked to a foliage. Does someone know how this works?

last topaz
#

Hey all, i'm running into this weird view based issue where depending on the angle i view the assets it gets this weird bright outline. This doesn't even happen everywhere in the scene which is extra confusing.

#

Heres a video showing it

dusty solar
#

Hello everyone, I’m getting a message in my message log when I try building light, the build stays at 0%.
The message is “Instanced meshes don’t yet support unique static lighting for each LOD. Lighting on LOD 1+ maybe incorrect unless lightmap UVs are the same for all LODs” can somebody please tell me how to resolve this issue.

last topaz
#

seems like my bug magically fixed itself..

twin stump
#

Is anyone proficient in blueprint actor arrays here? I'm having a rather complicated issue that's best explained in a VC.

bitter iris
#

for character how would i randomise the material of a skeletal mesh in the character bp

devout edge
#

for multiplayer alone do you guys think c++ is easier than BP?

thick herald
#

Depends. If you know cpp then probably. If not, then no 😄 cpp is definitely much more performant and you can only do certain things in cpp which makes the game run significantly better.

bitter iris
#

just use bp an nativize

#

😄

vestal anchor
exotic thicket
#

The real solution would be to actually understand the order these things get initialized, and create appropriate event dispatchers so you can be notified when the stuff you want becomes available... or use an interface or something that gets called

#

I guess a timer is slightly less likely to break than the delay is but it's still pretty meh imo :P

vestal anchor
exotic thicket
#

Yeah I mean he's right in that delays are problematic, and his proposed solution is better

#

But ideally you'd want to use what I described instead, since it bypasses the timing issues altogether, and in general is more robust

#

The downside is that it's more complicated to explain I guess so I suppose timers are easier for beginners :D

vestal anchor
#

Yeah and your solution should be faster, since you're not waiting for the delay to finish. Things then just happen when they happen

buoyant graniteBOT
#

:triangular_flag_on_post: dragonsonix#0112 received strike 1. As a result, they were muted for 10 minutes.

silk sleet
#

I'm trying to build a legacy project on my mac and deploy it to my iPhone

#

what certs do I need for this?

#

Apple Developer? iOS Developer? Developer?

silk sleet
#

will xpost ty

drowsy snow
# bitter iris just use bp an nativize

No. Building with nativization is a nightmare to setup - some BP assets refuse to build with inclusive listing. I'd rather manually translate BP to C++ than nativizing them.

young sapphire
#

Hey, so when i rescale a objet it rescales to much at a time. How do i do it more precise?

raw crag
#

Anyone here good with version control?
I pulled changes from git hub b4 pushing my changes and its giving me an error about not being able to restore my stashed changes because they are on the same branch.
Do I just have to move them to another branch and then merge them?
I did alot of refactoring and I'll be mad if I gotta re do it for no reason.
None of the new changes should have anything to do with mine

tough perch
#

Hello, what could be best way to spawn minerals(rocks, trees) and enemies to openworld map? Im using random nav point but I dont want trees to spawn village but I dont want block navigation from village.

young sapphire
#

@tame dust Thx

exotic thicket
tough perch
#

Thank you I will check that

autumn latch
stable path
#

What's a strike?

#

Does it have any impacts other than getting muted? 🤔

opaque eagle
#

Hello everybody. I will be grateful for your help. Does anyone know if it is possible to add turbulence in the wind settings in the hair?

opaque eagle
drowsy snow
# opaque eagle Yes

It's possible, but if the settings aren't there in vanilla builds, you'd need to either tinker more with existing params, or even try add one by modifying the engine source code.

opaque eagle
drowsy snow
# opaque eagle Ok, thanks for the answer. But where can I find information about how exactly to...

The latter? I'm going to assume you know C++ programming - you'd have to take your time digging through thousands of engine code files, but you could narrow down to the engine's Groom plugin code, modify the wind force struct, and make the hairs respond to the new struct params.
Using GitHub search on the main UE repo sometimes help finding the stuff you need to look at.

If you're having problems getting your modification to work, you can ask around in #engine-source.

runic fern
#
LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module

Guys Im getting an error like this when building a plugin

#
#pragma once

#include "CoreMinimal.h"

#include "ConnectedPlayer.generated.h"

USTRUCT(BlueprintType)
struct FConnectedPlayer
{
    GENERATED_BODY()
public:
    UPROPERTY(BlueprintReadOnly)
    FString PlayerId;
};
#

ah really xD ok i will write it thanks

robust marten
#

Could anyone tell me why this event would spawn TWO of these actors instead of 1? I'm a bit lost. I assume it's running twice, once on the server and once for the muticast? Not sure though, still researching multiplayer

drowsy snow
robust marten
autumn flame
#

Pretty sure if it's spawned on Server everyone knows about it, so you don't need to Multicast

#

Just Run On Server -> Spawn

robust marten
# autumn flame Just Run On Server -> Spawn

Tried that as well and it does spawn in the item, but anything else I attach after that doesn't run, for example, adding impulse to the bag in the same line of nodes does nothing unless set to multicast

#

Example

autumn flame
#

Does the server know of your actual Root Component Forward Vector?

robust marten
autumn flame
#

Just searched a lil bit, seems that Add Impulse needs to be Multicast indeed

#

You can Spawn it on Server then run a Multicast for Impulse I guess?

robust marten
autumn flame
#

You're passing the Return Value directly from Run On Server to the Impulse node that is in a Multicast, you can create Input pins to pass stuff

plush yew
#

character is getting stuck in air after completing the jump cycle, any ideas?

robust marten
plush yew
#

you want the server to execute first.

#

example

#

and that code is actually making no sense

#

lol

robust marten
orchid gull
#

Help, my graphic quality downgrades itself to low and I get super wacky shadow artifacts on 2 player split screen 😬

#

Is there something I have to set in my cameras or map or something?

amber shuttle
#

what

orchid gull
#

it was lumen

#

disabled lumen and it looks ok now 😄

devout edge
#

i been trying for like 30 minutes

#

and the .exe page just doesnt load

#

idk if its my end or microsoft's

#

2022

#

the download website doesnt load for me

#

but every other one does

#

any ideas?

#

what do u mean?

#

community

#

just saw this

#

sorry i was sending the video

drowsy snow
# devout edge

You use Brave, right?
Aggresive Brave shield settings tend to fuck up many sites, like preventing legitimate downloads.

devout edge
#

tried on chrome / edge also didnt work @drowsy snow

#

i got it by using a vpn but now the download is stuck at 0 bytes

#

why does my pc has beef with microsoft??

#

lol

drowsy snow
devout edge
#

well brave but u get the point it was one of these extensions

drowsy snow
#

Brave's security measurement breaks more than helps nowadays, now switched to Firefox.

plush yew
#

well i created low gravity on accident

#

here this is for anyone

#

lol

clever fjord
#

mmh, yes

zinc shore
#

so i have this multicast function that only runs if its set to reliable if its not set then it only runs on the server why is that

plush yew
#

is doing this pointless? I was having an issue with a custom movement character code not replicating

viscid star
plush yew
#

Oh i run it on the event begin play

#

lol

#

that was just an example of it

drowsy snow
plush yew
#

Hey guys I have a question. Is there such a thing in blueprint as branch only with a larger number of options? I do not know if I explained it well hahah

grim ore
#

or... or... branch into a branch into a branch into a branch into a branch wrapped in a macro!. no don't do this, ^^ is the right answer(s)

young sapphire
#

I have made this door, but there is no collision. Anyone knows why?

grim ore
#

if its the door from the starter content, it doesnt have collision

#

open the mesh and add simple box collision to fix it

young sapphire
#

@grim ore Still wont work

umbral idol
#

Does anyone know why how is possible that my dash ability distance changes from the simulation to the package?

#

It's like in the simulation the dash distance is 100 and when I package the game it goes to 1

#

The distance is set through a float

humble sandal
#

is there a way to make motion controllers work in the character blueprint setup? they seem to only be working in the pawn setup but I cannot for the life of me figure out how to move as a pawn

plush yew
#

is there a way to share an asset between multiple projects, so that if it is updated in one place the asset is updated in all projects?

dawn gull
#

Hey, I have quite an odd issue. When I package my project and I go into my UI when I press enter in a text box to finalize the text it does not do anything, but when I press play as standalone game the enter key works fine.

umbral idol
dawn gull
#

by building do you mean packaging? because if so then it would be similar

umbral idol
#

Yeah, I meant that. I'll change "build" into "package"

dawn gull
#

have you tried making it 1000 to see if the dash goes up 10 fold?

umbral idol
#

Mmmh, I could try it. Meaning that when I package the system does some kind of conversion?

dawn gull
drowsy snow
# plush yew is there a way to share an asset between multiple projects, so that if it is upd...

Yes, you could make it into a project plugin, and using source control, you can propagate the changes across any other clone of the repo that used by other projects.

If, for some reason, you want to avoid using source control trick, you can turn it into engine plugin - however, iterations can be super tricky, particularly if you have C++ code in it.

Also note that turning it into engine plugin means that sharing one or more project(s) that used it will be missing the plugin.

umbral idol
dawn gull
#

Always nice to hear someone making a project, but perhaps a more appropriate way to find members would be asking in the #volunteer-projects channel? Instructions at #instructions

plush yew
#

Oh I’m sorry I didn’t see that!

dawn gull
neon bough
#

but be aware that you shouldn't move the asset after that, as that could break references in the other projects

dawn gull
#

Wow, that is stupid. In editor the Commit Method text has a space, in the packaged version it does not have a space

drowsy snow
neon bough
#

both solutions are ugly hacks 😄

zinc shore
#

so i have a component getting the aim rotation of its parent/the player actor but if i destroy the player and spawn a new one all the sudden i get none trying to read instigator

neon bough
#

why do you query instigator? or rather are you aware of what this is doing?

dawn gull
#

How can I detect if my project is packaged at runtime? Did a quick search and didn't see anything

plush yew
#

whats happening?

zinc shore
#

how can i have my gun in first person always point to the center of the screen

plush yew
#

open camera, look for setting use pawn rotation

#

good example

zinc shore
plush yew
#

watch the video

zinc shore
#

what if im not using a animation rig to control the gun cuz in first person you just see the gun it has no arms or skeleton attached

plush yew
#

Oh

#

no idea then lol

#

thats not on my how to list

dawn gull
plush yew
#

trying to understand how the anim graph works with montages from fp weapons to what a another person sees, is just freaking hard to understand lol

zinc shore
#

most of my weapons animation in first person is by interpolating

#

i use a spring arm to add a bit of rotation and location lag to make it feel like it sways

plush yew
#

am i doing this right anyone?

wise mist
#

player behind wall shows weapon.
fix for hide weapon without increasing wall thickness? UT4 editor. Thx all

plush yew
#

best thing you can do is have the gun auto point in another direction when you get to close to the wall.

#

there is some trickery you can do with materials to get the gun not to render when looking at a wall like that but its very complex.

#

your best option tho

reef mist
#

Hey ya'll. All new projects I create have the 'Add/Import' button greyed out and I can't import any content:

#

Has anyone seen that or know how to fix it? I can't find any posts about that message.

wintry solstice
reef mist
#

Ah that did it, thank you very much. I've never seen that happen before.

barren oracle
#

hi! im trying to do a grid for a turn based game, did you know some tutorial or documentation that can help me?

vocal flume
#

I want to add a lightning effect to my UI when user touches the button. I have a plug-in that renders Niagara particles as an UI element. I can also do this by creating a flip book.. which one of these two is cheaper?

slate heart
#

im trying to generate foliage procedurally but when i want to place it wont spawn...i know maybe im placing it over a wrong material but i really want to place the trees over the material im currently using....can anybody help?

dapper oak
#

is there any way to reorder action mappings and axis mappings in project settings or does it have to be done manually

tender pecan
scarlet stump
#

Does anyone know why all my materials and textures are missing from my pak file “chunk” when using PrimaryAssetLabels? The static meshes and levels come through just fine but materials and textures don't seem to get packaged correctly

dapper oak
unkempt sedge
#

Hi

broken shadow
#

Anyone here played with mounts in Guild Wars 2 or ARK? Or otherwise played a game where mounts/creature characters have vehicle-ish turning circles?

I've been trying to recreate that in UE4 to very little success and it partly feels like it's down to not knowing what terms to search for and implement.

round axle
#

Does anyone knows how localize a text paragraph? like for example theirs 2 different ability descriptions first one is "On cast , each hit will deal 500 damage and apply cooldown" and the second one is "ability will deal 400 damage to enemy in radius and apply cooldown reduction" so you see that "cooldown" and "damage" is repeated in those description. is their a way to parse out those stuff into string table or data table for localization?

plush yew
#

for some reason this works fine (it puts a cooldown inbetween shots for semi auto weapons) however as soon as i make the time a variable it just breaks and acts as if it wasnt there, any ideas on wtf to do?

vital fox
#

How's it going guys! New to the discord. I have a c++ question but before I post to the c++ channel I'm just curious do people prefer posting code blocks here or linking to paste bin or something?

plush yew
#

Guys i may need some help

#

im tearing my hair out since yesterday

#

the issue is building lighting, i cant build lighting, ... i keep getting the message:
Lighting build failed. Swarm failed to kick off, Compile build.

#

The large scene i currently have was duplicated from a previous project. The duplicated project had all its assets removed and replaced with new assets.

#

some of the lighting was baked, but then i wanted to rebuild the lighting for the entire scene

#

so i turned off precomputed lighting to clear all previous lightmass bakes

#

why?

#

because the lightmass baked when i was building the scene had splotches in it

#

so i wanted to redo it

#

... but then after trying to rebuild it, i ran into the error.

#

all baked light was removed, my scene is now dark, and i cant build lighting

#

in my persuit of trying to fix the issue, i found this :

#

I deleted stuff in the cache and stuff in the appdata

#

then i discovered that this guy was using ue4 from the source code and hence, was using visual studio to "build" ue4 lightmass

#

something which i DONT have ?

#

so i dont know how to fix my issue

#

i am currently stuck, i dont know what to do to fix the damned swarm agent.
i cleared the cache
**i validated **

#

please help

#

in editor map check does not display any errors except " Maps need lighting rebuilt"

shadow ravine
plush yew
#

i make it a variable and set it to 5

#

so the same number as what i put in delay

#

and it just made it instant

#

as if its not even there

#

maybe verifying ue4 will fix my issue

#

v26.2

plush yew
#

test

plush yew
stone stump
#

Hey guys can someone guide me to a tutorial or documentation where i can create a stylized skybox?

plush yew
#

then you can customize it per weapon, in each blueprint by using an INT inside your weapon base blueprint, by adding the structure inside of the int.

prime willow
#

Im woke!

#

Time to game design~

plush yew
#

@plush yewthank you 🙂

plush yew
plush yew
#

then use interface function to bring them into weapon bp?

#

i am new to this lol

#

just add the structure into the gun bp

#

no int

#

thought i did it differently lol

#

When adding something to a structure

#

Save everything BEFORE YOU ADD TO IT!

#

close project

#

open project

#

open structure, add to your structure.

#

click save

#

and exit your project, and click dont save.

#

IF you do not do it this way, you will break your games code.

#

ok

oak sedge
#

Does anyone here know why some Unreal Engine 4 games have two EXE files? I bought a game from gog.com called "Vampyr". It includes the regular EXE file called "AVGame-Win64-Shipping.exe", and another one with a much smaller file-size called "Vampyr.exe".

If I double-click either one, the game will start normally. If I delete the one called "AVGame-Win64-Shipping.exe" and double-click "Vampyr.exe", the game won't start, but if I delete the file called "Vampyr.exe" and double-click the "AVGame-Win64-Shipping.exe" file, the game will still work normally, so what is the purpose of the "Vampyr.exe" file? Its size is 238 KB, while the other file's size is 63.7 MB.

I've noticed other UE4 games that have a tiny second EXE, while other UE4 games don't have it. What is its purpose? I'm just curious.

sterile lichen
manic urchin
#

guys, i wonder if this course is worth to buy or not?

https://www.youtube.com/watch?v=4LzYhP_JvPI

Hi! If you want to make a multiplayer RPG game, I’ve got just what you need: my Multiplayer Souls-Like Action RPG Course!

Get the course here: https://devaddict.teachable.com/p/souls-like-action-rpg-game-with-multiplayer

►Subscribe if you enjoy! https://www.youtube.com/channel/UCGxt9c_CREmnquHjPEknHYw?sub_confirmation=1
►Business Email: devadd...

▶ Play video
#

i need your oppinion

exotic thicket
#

there is a 30 day refund policy on that platform

#

so look at the materials and reviews, and if it looks like it would be what you want to learn, get it - you can always refund it if it turns out to be poor quality

prime willow
#

is the new nvdia update compatible with current 4.26 unreal engine

manic urchin
plush yew
#

if i delete this socket preview, why does this show up?

#

it should only remove preview.

rotund scroll
#

I would not personally pay for anything like that. less so for a school project. you're supposed to make your own reflections, not copy the work of others

plush yew
#

I took dev addicts course. he does not promote logical practice, its all beginner.

#

casting to character like 30 times in one bp LOL

#

why not create a function

#

this is not a c++ project, why si this coming up and how to remove it?

#

Hello. Can someone recommend me a good terrain builder for ue4 environments, that would help me build levels pretty fast (mostly woods, hills, etc)

prime willow
#

right click and pick a very particular one that removes the previews should be one of the last options

#

when right clicking a socket equipped item

swift pagoda
#

hey I'm wondering if anyone knows how to take a screen position and trigger UI under that location? Regular mouse clicks won't work with my project set up

plush yew
#

lol

prime willow
#

good job microsoft U:<

plush yew
#

thats OKAY THO! i got a super high poly AK47 i have been dying to add anyways

prime willow
#

does newest nvdia update work with unreal

#

or massive damage?

#

oh pls do and share screenshots ❤️

plush yew
#

this is why i love amd 😉

#

love my bby

prime willow
#

im guessing massive damage

#

i have ryzen 9 3900x

#

and rtx 2080

#

but a bit concerned about taking new update..

plush yew
#

i needed the 16 gigs vram, it fixed all the crashing issues with ue5.

#

just update

#

and reroll the update

#

if it breaks anything

prime willow
#

ah okie

#

will do ❤️

#

also big proud of you excel

#

for sticking with game design in the last 6+ months

plush yew
#

lol

#

i have been doing it for like 15 straight months

#

Game dev is a LOT more fun than playing a game made by a coperation that gives zero shits about there community.

untold summit
unkempt sedge
#

Hi

plush yew
untold summit
plush yew
untold summit
plush yew
#

not adding stuff into ints, not creating funtions, sloppy coding.

#

Oh i know and i thank him for his videos, for when i was a beginner 🙂

manic urchin
#

so, its good for beginner or not?

manic urchin
plush yew
#

you can learn a lot.

#

he explains in details what almost everyhting does

#
#

found this the other day, really helpful.

manic urchin
prime willow
prime willow
#

❤️

plush yew
#

lol finally compiled shaders, this is what happened when deleting preview mesh 😦

prime willow
#

you might want to use the cleaner asset for that

#

it promptly and properly removes and fixes and lets you move things

#

dont take my word for it but its apprently one of the most amazing gems found in the marketplace sprinkled around

#

granted someone needs to compile a list of gems since searching by rating is nonexistent atm :/

plush yew
#

i tried converting the plugin to ue4

#

ue5*

#

and nopeeee.

#

lol

exotic thicket
#

Gotta wonder how the cleaner plugin differs from UE's own ability to move assets :P

#

like how many different ways can you do that in lol

plush yew
#

thats like asking why they used to have the basic blueprint of the TP character with no stop jumping function

#

I cant find this informaiton online, does anyone know the poly count AAA games use on weapons?

#

looks so good, so idc.

thick herald
cinder lance
#

I'm having an issue in 4.26 of the engine, where my landscape material isn't compiling shaders if i paint more than 3 layers. The output log says to many srvs, 65 with a max of 64. This was never an issue in 4.25, anyone know how I can fix this

plush yew
#

Call of duty be like 20 dollars please!

drowsy snow
#

Maybe you could make use of Take Recorder.

plush yew
#

Says he did it in his post.

prime willow
plush yew
#

how do i hide socket preview LOL

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this is driving me nuts

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OH

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remove all attached assets

sharp crest
#

sojmeone needs to make a ue4 plugin that makes steam count the hours you are in the editor like you are playing the game

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so it adds to your played hours

terse zealot
sharp crest
#

exactly what I want

plush yew
#

Ohhh your trying to impuse as well

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why dont you hit them with a object that is invisible and make them die to simulate ragdoll?

ancient lotus
#

dumb question, is there any logs that get stored anywhere for a packaged game? mine wont load and im trying to see the logs, ive set
bUseLoggingInShipping = true;
bOverrideBuildEnvironment = true;
in my target.cs but dont see anything

exotic thicket
#

@ancient lotus afaik if you packaged a "testing" build it's basically shipping+logs

charred ibex
#

is there a functional difference between unchecking "start with tick enable" and "PrimaryActorTick.bCanEverTick = true;" why would i do one or the other? anyone know?

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trying to disable tick when i make new classes, not sure if the code in the c++ is necassary if i click the blueprint tick box...

next badger
#

Anyone familiar with Controller buttons UI setup? (in the project config)

plush yew
next badger
plush yew
#

LOL

autumn flame
#

First one doesn't register the tick

spare pilot
#

how to disable building static mesh render data in project or models, i when pull version models ue4 always buildin static mesh render data and i need this disable

drowsy snow
#

Don't let any stray mesh asset escape, or there will be another render data.

prime willow
#

@drowsy snow How can i figure out how much the engine can handle mesh and morph target wise

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or a mass of npc wise ;-;

drowsy snow
prime willow
#

unreal insights?

prime willow
#

thank you ❤️

drowsy snow
vagrant hornet
#

How can UE render out 60 frames in a second but something like blender takes minutes per render

#

Why is rendering a frame of a video game so much easier than an art scene

tawny burrow
#

Hi I have a question about UE4 versions. my friend is using 4.27.0 but when I try to install 4.27.0 - it shows up as PREVIEW build and "Chaos" version, is it the same thing, or there is a "pure" 4.27.0 version? I have never tried it personally

plush yew
#

The reload anim

devout mason
#

Hey guys, quick question. So I'm baking light with GPU lightmass for Quest 2 Android. Suddenly I'm getting this error, just when it completes building the lights..

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000000

UE4Editor_ImageCore
UE4Editor_ImageCore
UE4Editor_ImageCore
UE4Editor_ImageCore
UE4Editor_TextureCompressor
UE4Editor_TextureCompressor
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

autumn flame
#

Do you have Editor symbols?

devout mason
#

@autumn flame You're asking me right? Because I read that when googling.. But what is it actually?

fierce tulip
#

its a massive file you can install along your engine to give good details on why things are crashing

devout mason
#

Oh, how can I install that? I'm pretty sure I didn't select that anywere (also I'm not running a custom UE, just downloaded 4.26.2 from store)

autumn flame
fierce tulip
#

^

autumn flame
fierce tulip
#

i wasnt joking when I said massive file, hehe

autumn flame
#

Poor SSD feels it all

prime willow
#

@drowsy snow if i setup source control now

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than do a bunch of blueprint stuff and whatnot

#

i can just roll back right without hard copying backups?

drowsy snow
prime willow
#

unstaged?

drowsy snow
prime willow
#

like press save sort of commited

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or close my project commited?

plush yew
#

when i package my app for windows, ... packaging is compiling around 7000 shaders which i think is not included in the level

drowsy snow
plush yew
#

are these shaders actually compiling with the app?

prime willow
#

check what folders youre including in packaging

drowsy snow
drowsy snow
prime willow
#

ah i see

#

makes sense

devout mason
#

Oooh okay, that IS a massive file 😄

plush yew
prime willow
tawny burrow
drowsy snow
prime willow
#

lol okie xD

neon bough
#

BGE was a mess 😄

drowsy snow
drowsy snow
prime willow
#

take your time im still working on base functions

#

whats bge? o-o

drowsy snow
neon bough
#

it felt more like something that makes interactive animations

prime willow
#

;-;

neon bough
#

which pretty much every game is, except for minecraft 😄

prime willow
#

im so confused :3

drowsy snow
#

And no one used it.

drowsy snow
prime willow
#

oh i see o.o

neon bough
#

i made exactly one game with it

#

it was a clone of an game that i played on amiga, can't recall the name 😭

drowsy snow
neon bough
#

i found it

#

skyroads

crimson fog
#

does anyone know how to put a precise position for this red line in the sequencer? like just put a value for it

neon bough
#

if you select the keyframe you can set the time on the top

#

otherwise, i think ctrl or shift enables snapping

prime willow
#

@drowsy snow Weird question

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lets say i wanted to have entire dungeons like old school zelda games

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where you enter a cave or revene

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and the dungeon instantly loads

devout mason
#

So while I download Editor symbols, another question: Is it possible to display decals on native Quest 2 while having mobile HDR disabled?

prime willow
#

and than seemlessly exits

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would i build the dungoen on the same map for example?

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and have a checkpoint

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where once past will cause the dungeon assets or systems to loadup like during the entry way

neon bough
#

sounds like something i would put in a sublevel

prime willow
#

and than upon finding the exit resume regular level stuff

#

wait what

#

sublevel?

neon bough
#

yes, just a separate level which sits in the persistent level

#

you can stream them in and out, or keep them loaded, whatever you like

prime willow
#

o.o is there a limit to how many you can setup?

neon bough
#

i hadn't hit it with ~30 yet 😄

prime willow
#

like can i have about for example

drowsy snow
prime willow
#

25 dungeons >O>

#

world comosition?

#

but wait

#

would those sublevels be instead of the actual level?

drowsy snow
#

For all I care, I treat dungeons just like building interiors as sublevels.

neon bough
#

they are loaded in the main level

prime willow
#

oh

neon bough
#

so both actors/stuff exist

prime willow
#

ah so like a bridge between worlds

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and world composition is the limit to them

#

and would this composition limit my dungeons and cut my maps grand designs in half or so because too many dungeons or is the limit seperate for both?

drowsy snow
#

In World Composition, you can have different layers with individual streaming distance. Give large numbers for exteriors, but smaller numbers for exteriors.

prime willow
#

o.o

drowsy snow
neon bough
#

what hoodie is trying to say, is that if you world is too large, stuff gets weird

spiral marlin
#

Q: I'm building an "OSC" receiver as blueprint. Is there any method of monitoring if I'm sending to it correctly, or that it's receiving anything at all? Perhaps a tutorial exists?

neon bough
#

but thats not related to sublevels, its rather how far you get away from 0,0,0

prime willow
#

so for noting
Load dungeons into sublevels
this is limited to world composition
based on length from 0,0,0
for seemless streaming and loading of exteriors and interiors

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what if the entire dugneon was contained into small section like areas within the worlds entire map

prime willow
#

like an underground dungeon, in the main city based on the sewer systems and contained in that area and now outside the worlds actual world bounds or planes

crimson fog
#

I made an animation and looped it with blueprints, but it goes into tpose for a millisecond inbetween loops. does anyone know why/how?

prime willow
#

would stuff still get weird?

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ike this red circle for example

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on the map being the dungoen bounds

drowsy snow
prime willow
#

so from center of the actual map not really mattering if its within the maps whole area?

neon bough
#

you wont hit the edge anyways if you don't start 😄

prime willow
#

o-o

drowsy snow
prime willow
#

what if i have like 20 maps for example

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does it calculate it

drowsy snow
#

There is World Origin Rebasing, where the world moves with the player, but this is nightmare for multiplayer replication.

prime willow
#

by stacking them straight in a line

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dungeon by dungeon adding to the km limit?

neon bough
#

why would you do that?

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you place the dungeon where it should be in the world, its just that it's data is within another level file

prime willow
#

im trying to understand how the compisition calculates length limtis lol

neon bough
#

which allows you to unload/load it when necessary

prime willow
#

not necessarily how ill stack the maps lol

drowsy snow
prime willow
#

yes

spiral marlin
#

Sorry to interrupt the convo