#ue4-general
1 messages · Page 1085 of 1
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
thats not really possible for so many cases and laws in place
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
;d
the asset doesnt cover hyper realistic stuff
its just the base core functions
like the jump system not necesassily the animations or style or length etc or special effects if that makes sense
now thats my advice take it with a grain of salt* but i sincerely have no idea what unreal calls player classes xD
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
Hello, is there a guide how to bake Static lighting for streamed levels?
I need to know how lightmaps attached to levels and how they are loaded.
wow
Now on Spotify and Apple Music https://open.spotify.com/track/67MohOSQUjpw5YNMZNcELH?si=Bc2OdSkQTYKajg5KvRBizw
https://twitter.com/Sordiway123
https://www.twitch.tv/sordiway
Audio mixing by Koaster:
https://www.twitch.tv/koaster
https://www.youtube.com/channel/UCW7UqBszIVMA5kqCRtzHDCg
@plush yewhave you set the key for the Walk action?
Yeah i set it up for shift
@plush yewalso, your close condition is always true
I've noticed, my bad
how do i learn using ue4? like knowing what every button means cuz im so confused rn
in engine theres a tiny beeping green button
lol i did true as a joke and turned its condition to true
its at the top right corner
press that and a tutorial will start teaching you about unreal engines systems and buttons
@plush yewstill closed by default
Holding Shift, will not walk the character, well stop the character because i have it hard set to 0
Thank you
@plush yewput a breakpoint on gate
❤️
hm
I would possibly go with that
try one under matt aspland
he has good tutorials for animation blueprinting
xD
i just cant walk when holding shift.
IF anyone where wants an amazing plugin for animation blending i suggest strider, Its absolutely amazing.
100% better than anything you can find
;-;
yeah blueprint
Anything
multiplayer replicated?
Yupp
here ill show you
ok
thats insane
its animation blueprints and blend smootheness
without that or the hassle of animation blueprint
weird question
does strider cover IKs as well?
if so fluff ...
big needs
Yeah
I was going to buy moveit, but this is better
will be picking up both
i was thinking of moveit lol
but strider sounds sexer ;-;
moveit is broken.
strider is the way to go
lol
dont click that anyone
deceptive site, might contain a virus or browser exploit
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?
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.
nope, I cant see the player start or skylight like before though
oh
just learning some hotkeys and I must've pressed one I dont know
nope, I had game view on, but it was in the show tab!
thanks there was about 100 + buttons in there, a lot to learn here
anyone have ideas for my game? it will be a melee type game, singleplayer to start with then mutliplayer later on
also I need beta testers
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 ?
ThANKS
WTA guys, why i cant get this TV screen reflections on the glasses?
it shows blank screen on the glasses, but i did have the plane with emissive material
did you check your reflection sphere/cube?
also is that a texture or a world space widget on the screen?
I do have reflection sphere in front of the glasses
does it cover the glasses and the screen?
yea that would be wrong i guess
is it because of single sided plane?
no, they both seem to face each other so it should work
there are also some options in actor/mesh or material for visibility in reflection captures, currently cant look into the engine
but maybe you find something there
This is before i bake the lighting
the reflections works well
so that means, something off with my baked stuff
sorry I'm still noob, and thanks for advice Ben!!
the reflection still looks somewhat weird imho
maybe because of the refraction of the glass
also your UV lightmap seems to be distorted
hi
🤣
@snow acorn if you want to be a recognized company you could start by learning to read the rules when joining discord servers :p
even bad publicity is publicity 😛
Probably not unless your marketing is aimed at 13 year olds 
well, if someone in gamedev mentions their tiktok profile...
Even 13 year olds have more decency
no one said that he's >13
Call of Gruty, back to the 80's
Had a look at the profile, I'm done
Probs a botted account for views and all that
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?
recompiling the plugin
Ok an how do I recompile the plugin exactly if you don't mind
there's an ApexDestruction.uplugin file
however it will not let me generate visual studio on it
Do I need to build the apexdestruction.dll?
i don't know anything windows specific
Damn ok thx anyway
@last dune
Would strider work for blending completely different animations together
like running into jump
or running into attack or dodge?
thats blend pose by int, and changing montages from default to your custom one like upper body
:triangular_flag_on_post: lordmanto#5072 received strike 2. As a result, they were muted for 1 hour.
looks cool so far
can anyone help me understand why my mesh strethes in animation?
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?
What'd the guy do?
Looks like bad weighting to me.
thank you for responding. can i add weight maps in unreal?
No, you have to fix them in your DCC tool of choice.
thanks!
Hello everyone! Does anybody know why my dash distance changes between the viewport mode and the build of the prototype I'm making?
Does anyone have a free project that makes the advanced combat system merge with the advanced combat system?
"ALV v4+DCS"
Hi does anyone know how to do a sliding texture/panning? I'll share details and screenshots in DMs. Any help is appreciated!
how rig character using unreal skeleton?
No need for DMing, but Panner node connected to your Texture Sampler's UV input is one way to do it.
Idk how to explain it though I'd have to show you, the mesh is a UFO and I want the beam underneath to have emissive rays sliding on the mesh. I got an emissive map on it from substance
sounds like a cool concept
I think you need Light Function material for that sliding ray thing.
Would you mind if I sent you screenshots in DM?
Or I guess I could send it here too but I don't wanna flood chat
Just sent it in this server, no need for DMs.
Alright
So this is the beam, very basic mesh
And it has an emissive map applied on it
And I made this mask which idk if that's how you'd do what I'm trying to accomplish
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
You see what I mean?
your gonna have to lerp the 2 textures and then on the beammy things you want to move use a panner in the UV slot
How do I do that? Sorry I'm not familiar
wel my unreal isnt open right now ._.
I dunno if lerp but panned and uv definitely. I thought masks allowed over the top like a decal? Been a whule.
While*
Idk how to do that
On your material you'll have to make the nodes.
im making an app in unreal engine, how would i stream a video to all users with the app from a computer
Probably as he said panner plugged into UV coords on a texture node.
Server doing it and the replicate it down I'd assume. But pretty vague question overall.
why dose my sound randomly pause when shooting this automatic gun like in the editor it docent do this
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.
i dont want to make it too long or it wont get an answer
So I create a pannar node? And when you say plugged into UV coords what does that mean
So at the top left there is a uv node plugin.
Anything altering that will change where the UVs sit, which us roughly how the computer knows what to display where on the texture.
Iirc panner flips through them but been a while.
Texture sample of the 3 beams , UV slot on the left
if i ask in a more detailed way if you answer?
You could even play with sliding values to get a feel.
Just create it and plug it into uv for the texture plugged into base, should show up more then.
Im sorry you should ask in #cpp
Maybe lol, never replicated videos down but done replication and videos separately.
Is this what you mean by texture sample of the 3 beams
^
I'd think if it happens on the server and everyone was looking at the same thing it'd auto happen. Not entirely sure.
He means the uv thing at the top left of the texture box. It's a node.
I'm in the texture box but idk what uv thing you're referring to
My hero XD.
So I'll connect a panner to that, and then where do I put the mask?
Oh this might be more annoying.
Well that wasnt my suggestion
I'm at work so I can't help with that much.
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.
The panner just makes it slide, right?
Yeah it should.
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
His method is probably easier.
Set the alpha to 0 for the part you don't want visible.
so i have a automatic weapon that plays a sound everytime i shoot but for some reason it randomly pauses why is that
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)
Rip..
You will need to look into using alpha channels and the opacity node
First off set the defaults from opaque to translucent in the material
Where would that be
Nvm I found it in blend mode
that should reveal opacity
well
drag off your rgb node
type desaturate
or whatever
then plug it in opacity
BUT not into basecolor
How do I delete the connection between color map and base color
Sorry I'm really bad at this lol
huh
alt-click on it
Isn't that what you wanted me to do
oh and the panner needs a few other things i think
hold on maybe i can find a document
Hmm but where do I plug in the rays mask so that only those lines show and not the entire mesh has the emissive
not sure why you need so many textures but instead of using RGB lots of people just plug what they would there into emissive
base color
So I just plug the mask into emissive?
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
And the black part would be invisible
delete all your things except beams
Everything including all the maps and panar and desaturation?
no keep everything i said
Also I haven't imported the beams into Unreal yet
So basically the emissive map is yellow
Replace the emissive map with the beams mask?
That texture with ALL the nodes, panner and desaturate, the TExtrure Sample
Put your beams in there
Delete the rest
That texture, you mean the emissive map, right?
Sure
A
What needs to be replaced?
Is my mask made properly though?
no not yet
I'll replace mine with the one you just sent, and I'll turn A up
well just try first, if not delete it and just plug that into the opacity
then look over this https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/HowTo/AnimatingUVCoords/
idk if ul be able to see anything with panner plugged in without the right nodes
ok ill just open unreal this is getting unreal
I see multiply, textcord and time nodes on the link you sent, maybe I'll need those too
But the hard part is getting the mask to work
well you just dont know what your doing is the problem
Tysm for helping btw sorry for taking up your time
gimme a few minutes
I really don't lol
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)
ok so, twinmotion will become paid software at some point?
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
MARKETPLACE:
Our Projects: https://www.unrealengine.com/marketplace/en-US/profile/Coreb+Games?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
FOLLOW US EVERYWHERE:
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That Yellow is a Vector3 node
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.
VectorParameter?
And apply the emissive map on it?
do exactly like i did x_x and add speed Y to panner
When I add the vector3 it's just a black square that's why
Hold on let me send a screenshot
Everything else I did the same tho
double click it
Oh ok
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
does anyone know why despite having lots of lighting, my ceiling is pitch black? been trying to fix this for a while
There is a free dissolve and appearance effect right now
You legend, tysm and I'm so sorry for taking up your time
That would show you how to do the beams with a mask.
I'm guessing l lights are pointing down?
All*
yep
Then odds are none of the lights are bouncing directly onto the roof. Does it show right with a light pointed at it?
Enjoy the rest of your night :)
They use some cheap computations on lighting because it's very expensive to do it right (though ue5 might automatically with nanite)
i guess if I point a lot of lights at the ceiling it would look normal yeah
but then it also looks unnatural ofc D:
Yeah it would, but that's where static and baked lighting etc come in.
I don't remember the exact settings or I'd help, but look up those or light reflections in ue4.
You'll probably find this happened to plenty of people, another option is to change the lights so they scope back lightly.
The lights themselves have directional (cones usually)
But you can make them spherical or even just wide enough to back shadow a hair.
alright, I'll try that. thanks a lot mate 😄
That's cheating, I like it though I'd be curious the cost.
Also spot light versus point etc will change that some. I think point is default.
Im not sure what a Mask is even for really.. lol
I use them only for gradiant
and not even unreal
Not entirely sure myself but I'm guessing this will fill it in. https://youtu.be/xRxkcFOhNrc
What is the Material: Sphere Mask Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Love his channel for learning anything Unreal.
It's funny I've used them in Blender and Unreal, but I assume it's just a cover over UVs.
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
Probably a simple lerp itself.
It's as good of a place as any, but you might want to tell us more and link it.
I think linking is fine if in a non commercial, been a while since I read the rules.
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
Been buried in a multiplayer inventory for a month, almost forgot this place existed lol.
Sounds good, first prototype running huh?
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
i've published one other game, and it didn't do super well, but i'm hoping to turn that around with this project
plus i'm only 14 so... ¯_(ツ)_/¯
Don't be surprised, it takes time to build up, and more time to get noticed.
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
game dev is a lot like art, except every art form rolled up into one big thing
anyways if anyone is interested, please shoot me a dm to let me know, all feedback is INCREDIBLY appreciated
check your skylight, uncheck the option of "bottom is solid color"
increasing indirect lighting intensity may fix it
or just place a few point lights below to lighten up the area
How to solve new paper2d sprites not rendering in packaged builds but only in the Editor?
does pixel streaming allow you to stream a video from one cumputer to many other ones?
very urgent if someone could help me
or is there another way to stream video to other devises
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)
there's no gaps, yet there's still a random stray of light
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.
I don't mind having a less optimal project, as there is not a whole lot to it anyway.
FYI - it's a big long train, animating along a terrain for a looong time.
I thought not. Anims generally don't get processed LODs upon import, and "building collision" is plain BS, as collisions depend on physics assets.
If it's compressing anims, it is, so if you don't want to wait, it's better to just either split the animation, or program the train chugging along the spline path.
I'm running a test import now to get the right terminology:
Importing FBX mesh, Building skeletal mesh LOD, Loading Package.
It's the 'Building skeletal mesh LOD' step that I'll look into skipping or having prepared primitives already created for it... If possible!
Err.. Trying to download a fix after an engine verification and I'm just getting this thing.
Their server status is fine. Clearly my net is fine since I'm both typing here and just downloaded 30+gigs. So.. wut?
Lol looks like a older version of epics launcher
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?
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?
Although, I just wanna say, The Launchers sucks 😔
For the launcher? There's nothing about updating in settings besides the auto update.
Huh auto update broke gonna guess because it's using a different appid or different app label
Well not really broke just because request to launcher-public-service API is asking for an older manifest due to above
Yeah don't think old launcher versions play nice with new unreal engine versions
Well. Reinstallation did no good. Same version, same icon, same problem.
@tacit onyx It happened to me while updating my engine version and the launcher crashed. Had to remove the complete engine and reinstall.
While I'm here. Is anybody having troubles with the Steamworks API and 4.27.0? Leaderboards completely stopped working overnight.
Without pushing out an update.
Did you reinstall the thing that triggered this error ig plugin or unreal engine or like the launcher?
It was a fresh engine version. Just downloaded and started crashing when hovering over the scalability selection dropdown. So I tried verifying engine.
Oh I thought you were talking about reinstalling the launcher.
It's the launcher that's got problems
I already said
you might have reinstalled using an older .msi file
Not sure how I'd have managed that unless the one on Epic's download site is old.
Nope wrong just get latest from link above this reply
@tacit onyx did you download it and install it?
Is the FPS higher when you pack the game up or is it about the same as in the editor play mode
Standalone game is higher FPS, usually even if you launch it from editor using the standalone game option
A packaged build using the Shipping configuration also gets more optimizations so it can get some speedup from that as well
Is there any special way to import assets into a project without copying it to the project folder?
Needing to store a copy of the same megascan model for each project seems storage inefficient
via the add/import button
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
(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)
does anyone know why this is not replicating? character is moving all crazy on client and on server he moves just fine
By the "Standalone game" do you mean the icon next to the play button. I have pressed it but it just freezes the UE. Once i waited 10 minutes and it didnt do anything. How long am i supposed to wait there? Or should it be instant?
If you press the little down arrow next to Play it should have an option called "standalone game"
Ok im not home atm ill check it later but thank you
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
Custom Movement components can be a bitch to deal with, lucky this engine makes it easy to replicate LOL
lmfao so ghetto but works
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.
Its because its rendering nothing in the folder. drag something in there.
Rename it
use for somehitng
drag those trigger volumes in there rename
lol
@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 ...
water Is being missed out while taking a panoramic screen shot any solution to this ?
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++?
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.
Isn't it because you have a space between words? (just an idea)
I thought that might be it, but the rest of the folders have spaces too and they were fine. Also if I make a new folder but not name it, unreal by default puts the space in too
File a bug report to Epic about it.
idk
you dont know what real time means?
well its probably at the moment things?
but i have no idea about raytracing
Raytracing is what the RTX cards are all about
High quality but potentially slow light rendering
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
Thats what my Radeon 6900 xt is for 😉
Basically tracing lights to camera, but in real time.
I love Tobias, shits too good.
Imagine this, but less light rays being traced and still mixed with rasterisation, in (almost) playable framerate that privileged few can enjoy.
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 ...
Can anyone help wwith this
My character is turning in place with his feet, and the upper body is moving corectly.
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.
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.
I am trying to find a way around but I have tried 2 possible ways to capture panoramic screen shots, In both of them water is not comming up
I am tryig to use Nvidia Ansel Plugin Now but the Main folder is Not showing up on my PC
Consider this:
The built in water plugin is still experimental, far from production ready.
Is there a way I can Make ocean Without using Unreal Plugin
?
Unreal Plugin Water
Quite a few of them, google it and you may found one.
That's Art 🎨
Ok let me check and thanks for taking a look on the issue and guiding me
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?
😏
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
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.
seems like my bug magically fixed itself..
If used improperly, delay nodes will ruin your game. I show an alternative.
Is anyone proficient in blueprint actor arrays here? I'm having a rather complicated issue that's best explained in a VC.
for character how would i randomise the material of a skeletal mesh in the character bp
for multiplayer alone do you guys think c++ is easier than BP?
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.
Nativization is being removed in UE5, and last time I checked nativization was not working for anyone with large projects
Really, guy goes from delay spaghetti into timer spaghetti? Is this really the method that people think you should be using?
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
I really think he should have prefaced that this is basically only an issue with multiplayer. In my opinion you really shouldn't be using many delays, if any, in multiplayer scenarios anyways
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
Yeah and your solution should be faster, since you're not waiting for the delay to finish. Things then just happen when they happen
:triangular_flag_on_post: dragonsonix#0112 received strike 1. As a result, they were muted for 10 minutes.
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?
will xpost ty
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.
Hey, so when i rescale a objet it rescales to much at a time. How do i do it more precise?
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
turn off scale snapping
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.
@tame dust Thx
one way would be to use a nav query filter... you can mark areas where you don't want anything to spawn with specific nav areas, and then use a nav query filter which excludes this area when selecting locations to spawn at
Thank you I will check that
how can i fix this problem
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?
Are these from Groom asset?
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.
Ok, thanks for the answer. But where can I find information about how exactly to do this?
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.
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
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
Try doing the multicast directly.
I did try that and it doesn't end up replicating to the other clients :/ It does only throw 1 bag then but wont show on other clients
Pretty sure if it's spawned on Server everyone knows about it, so you don't need to Multicast
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
Does the server know of your actual Root Component Forward Vector?
That's the players root component, which they are set to replicated, so it should know it, yes?
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?
So I tried this and got a few Access None errors about the Impulse node, did I not set this up correctly?
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
character is getting stuck in air after completing the jump cycle, any ideas?
Still a bit new to multiplayer, but do you mean like this?
you want the server to execute first.
example
and that code is actually making no sense
lol
I'm confused because I do have the server part running first lol and wdym the code makes no sense? haha
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?
what
hey can anyone check for me if you can download visual studio right now? https://visualstudio.microsoft.com/pt-br/downloads/
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
You use Brave, right?
Aggresive Brave shield settings tend to fuck up many sites, like preventing legitimate downloads.
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
Disable the VPN, the downloader might confused with the scrambled data.
it was a chrome-only vpn
well brave but u get the point it was one of these extensions
Brave's security measurement breaks more than helps nowadays, now switched to Firefox.
mmh, yes
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
is doing this pointless? I was having an issue with a custom movement character code not replicating
hi all, can anybody help me identify this node is? I'm trying to follow along a guide but I can't seem to figure it out 😦
Here's a link to the expanded img I took the screenshot from if it helps https://cdna.artstation.com/p/assets/images/images/016/821/566/large/james-emory-6.jpg?1553608248
It's just an input node for Material Functions.
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
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)
I have made this door, but there is no collision. Anyone knows why?
if its the door from the starter content, it doesnt have collision
open the mesh and add simple box collision to fix it
@grim ore Still wont work
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
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
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?
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.
I'm kinda having a similar issue (see message before) but I can't find any solution
That isnt similar at all
by building do you mean packaging? because if so then it would be similar
Yeah, I meant that. I'll change "build" into "package"
have you tried making it 1000 to see if the dash goes up 10 fold?
Mmmh, I could try it. Meaning that when I package the system does some kind of conversion?
No, just try to increase the dash value crazy high and see if it transfers, although weaker
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.
Thanks for the tip, I found a workaround! I tried different values and it seems that if I set the distance x10 is the same distance that there's in the simulation
cool
I've narrowed down the issue to my code that detects the commit method as Enter, it says false in the packaged project but true in the standalone debug, any better way to detect the commit method?
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
Oh I’m sorry I didn’t see that!
All good
you could place it into a specific folder within your content directory and use a soft link to create a link to another project
but be aware that you shouldn't move the asset after that, as that could break references in the other projects
Wow, that is stupid. In editor the Commit Method text has a space, in the packaged version it does not have a space
Symlink sounds to be more locked down than source control propagation trick if you put it that way.
both solutions are ugly hacks 😄
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
why do you query instigator? or rather are you aware of what this is doing?
How can I detect if my project is packaged at runtime? Did a quick search and didn't see anything
how can i have my gun in first person always point to the center of the screen
open camera, look for setting use pawn rotation
This is a tutorial series where i will show you guys how to setup a true FPS character with the following features:
- Camera system.
- Locomotion setup.
- Turn in place mechanic.
- Hand IK system.
- Weapon ADS (Aim down sights) system.
- Weapon sway mechanic.
Join my discord server to get help from me or other members
https://discord.gg/uy...
good example
that just sets the gun to the same rotation as the camera but to make the gun point to the center of the screen it has to be rotated a bit
watch the video
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
You could cast out like 1 unit forward from the camera then theres a node to get a rot that points towards a coordinates, plug those coords into the rot function and then plug that rot into the gun. That may work, too tired to get the exact name of the node just do some googling
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
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
player behind wall shows weapon.
fix for hide weapon without increasing wall thickness? UT4 editor. Thx all
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
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.
Try to choose a path first by clicking the folder icon next All Assets
Ah that did it, thank you very much. I've never seen that happen before.
hi! im trying to do a grid for a turn based game, did you know some tutorial or documentation that can help me?
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?
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?
is there any way to reorder action mappings and axis mappings in project settings or does it have to be done manually
you can edit the ini file I imagine and reopen the editor? although does the order matter? or just for organization?
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
Mainly just for organisation sense. Since I’m making a car game I wanna have left motion controls and right motion controls buttons and stuff seperate for each other. Thanks for the info!
Hi
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.
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?
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?
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?
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"
So right clicking on the duration and promoting it to a variable doesn't work at all?
nope
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
test
add to your weapon data structure, this is bad practice.
Hey guys can someone guide me to a tutorial or documentation where i can create a stylized skybox?
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.
@plush yewthank you 🙂
yupp i have been down that road in like 30 scraped projects. this is the best method. Any other way can cause issues with replication.
so just to clarify you are saying i should make variables in a structure
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
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.
one is launcher, second is actual game
guys, i wonder if this course is worth to buy or not?
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...
i need your oppinion
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
is the new nvdia update compatible with current 4.26 unreal engine
i mean yeah thats all i need, making a rpg game for my final project in school but is the price is worth? or maybe u guys have a better video like that but free or cheaper?
if i delete this socket preview, why does this show up?
it should only remove preview.
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
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)
dont delete a socket preview
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
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
good job microsoft U:<
thats OKAY THO! i got a super high poly AK47 i have been dying to add anyways
does newest nvdia update work with unreal
or massive damage?
oh pls do and share screenshots ❤️
im guessing massive damage
i have ryzen 9 3900x
and rtx 2080
but a bit concerned about taking new update..
i needed the 16 gigs vram, it fixed all the crashing issues with ue5.
just update
and reroll the update
if it breaks anything
ah okie
will do ❤️
also big proud of you excel
for sticking with game design in the last 6+ months
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.
Yea it is, the guy explains stuff in detail, unlike most tuts, he actually knows pacing and has understanding of the level that people are at when they watch this.
Hi
I mean he explains it in a non professional way tho. Everything he does is not proper.
okay, i missed where he does that?
After working with the engine for months, watching his videos, there like basic blueprinting.
thats what his videos are for, basic stuff.
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 🙂
so, its good for beginner or not?
well, i try to searching a good tutorial because my teacher is succ and now i have to make an actual rpg game that ready to export and played, i try to understand something, if i want to copy someone i just straight up to "how to" tutorial .-.)
Yes!
you can learn a lot.
he explains in details what almost everyhting does
“A” POSE OR “T” POSE - THE UE4 RETARGET MANAGER Some of our older current packs come with a default original Epic “T” pose for the humanoid “Retarget Manager”. This is different from the newer “A” pose from Epic. Since when they were created many users asked if we could provide a “T” that they were already using, we
found this the other day, really helpful.
hmmm okay, maybe ill buy it tmr
thats what made me get into game design with nothing
but rage and spite to outclass them in their own industry
with none of their resources and hopefully run them out of their own business lmao
❤️
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 :/
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
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.
use https://orbital-market.com/ instead
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
Maybe you could make use of Take Recorder.
You're a national treasure ❤️
how do i hide socket preview LOL
this is driving me nuts
OH
remove all attached assets
sojmeone needs to make a ue4 plugin that makes steam count the hours you are in the editor like you are playing the game
so it adds to your played hours
most devs would top the leaderboard 😉
exactly what I want
Ohhh your trying to impuse as well
why dont you hit them with a object that is invisible and make them die to simulate ragdoll?
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
@ancient lotus afaik if you packaged a "testing" build it's basically shipping+logs
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?
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...
Anyone familiar with Controller buttons UI setup? (in the project config)
ummmmm....
Flammenwerfer 35
LOL
Yes, bCanEverTick states if it can ever tick, lol, basically if set to false it will never tick no matter what
Start with tick enabled makes it still able to tick but you gotta enable it with Set Actor Tick Enabled when you want it to tick
First one doesn't register the tick
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
Delete all of your meshes. Then render data no more.
Don't let any stray mesh asset escape, or there will be another render data.
@drowsy snow How can i figure out how much the engine can handle mesh and morph target wise
or a mass of npc wise ;-;
Well, the typical stat commands usually do the job well, but for even more detailed debug info, try injecting Unreal Insight to your game process.
unreal insights?
thank you ❤️
No probsies ❤️
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
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
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
Do you have Editor symbols?
@autumn flame You're asking me right? Because I read that when googling.. But what is it actually?
its a massive file you can install along your engine to give good details on why things are crashing
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)
^
i wasnt joking when I said massive file, hehe
Poor SSD feels it all
@drowsy snow if i setup source control now
than do a bunch of blueprint stuff and whatnot
i can just roll back right without hard copying backups?
Yeah, you can rollback any unstaged changes before you make the commit.
unstaged?
Basically changes yet to be committed.
when i package my app for windows, ... packaging is compiling around 7000 shaders which i think is not included in the level
Because Blender has no concern to render things in playable framerate (anymore - they killed BGE for good because no one used it)
are these shaders actually compiling with the app?
check what folders youre including in packaging
Exclude any editor content in the Project Settings.
As in preparing them to be pushed to the repository.
Oooh okay, that IS a massive file 😄
that is ticked?
isn't your fork better than standard unreal engine >.>
anyone got an idea? (he cannot verify the 4.27.0, it's grayed out)
Well, tbh it's practically just UE4.27 w/ anime shading model, and minor changes to post processing code to get the cinematic lens flares.
lol okie xD
BGE was a mess 😄
I may get around into improving the World Composition loading thing, but no promises :'3
A stinking pile of mess.
Blender Game Engine.
it felt more like something that makes interactive animations
;-;
which pretty much every game is, except for minecraft 😄
im so confused :3
And no one used it.
tbf you don't miss out much. Blender themselves wanted everyone to forget about it lol
oh i see o.o
i made exactly one game with it
it was a clone of an game that i played on amiga, can't recall the name 😭
Platformer? Zool immediately comes into mind here.
does anyone know how to put a precise position for this red line in the sequencer? like just put a value for it
if you select the keyframe you can set the time on the top
otherwise, i think ctrl or shift enables snapping
@drowsy snow Weird question
lets say i wanted to have entire dungeons like old school zelda games
where you enter a cave or revene
and the dungeon instantly loads
So while I download Editor symbols, another question: Is it possible to display decals on native Quest 2 while having mobile HDR disabled?
and than seemlessly exits
would i build the dungoen on the same map for example?
and have a checkpoint
where once past will cause the dungeon assets or systems to loadup like during the entry way
sounds like something i would put in a sublevel
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
o.o is there a limit to how many you can setup?
i hadn't hit it with ~30 yet 😄
like can i have about for example
Practically limited by world composition.
25 dungeons >O>
world comosition?
but wait
would those sublevels be instead of the actual level?
For all I care, I treat dungeons just like building interiors as sublevels.
they are loaded in the main level
oh
so both actors/stuff exist
ah so like a bridge between worlds
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?
In World Composition, you can have different layers with individual streaming distance. Give large numbers for exteriors, but smaller numbers for exteriors.
o.o
Safe to say the limit would be before floating point correction fails.
what hoodie is trying to say, is that if you world is too large, stuff gets weird
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?
but thats not related to sublevels, its rather how far you get away from 0,0,0
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
what if the entire dugneon was contained into small section like areas within the worlds entire map
tyty
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
I made an animation and looped it with blueprints, but it goes into tpose for a millisecond inbetween loops. does anyone know why/how?
would stuff still get weird?
ike this red circle for example
on the map being the dungoen bounds
Again, world distance from dead centre matters more than how much you have your dungeons in your map.
so from center of the actual map not really mattering if its within the maps whole area?
you wont hit the edge anyways if you don't start 😄
o-o
Yeah. That's why there's a "soft" limit on how large your world can be. 20 km x 20 km, to be exact.
There is World Origin Rebasing, where the world moves with the player, but this is nightmare for multiplayer replication.
why would you do that?
you place the dungeon where it should be in the world, its just that it's data is within another level file
im trying to understand how the compisition calculates length limtis lol
which allows you to unload/load it when necessary
not necessarily how ill stack the maps lol
Example case would be FF14 and WoW - the world is so huge, it split into several standalone maps.
yes
