#ue4-general

1 messages · Page 1086 of 1

neon bough
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you make smol anime characters, they not gonna walk 20km 😛

prime willow
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but lets say i wanted something like breathe of the wilds map but the dungeons seemlessly like in old zelda games i would use sublevels

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but lets say if i put map in the center

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and spread outwards in a circular pattern for exmaple

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but stop after reaching the actual maps circle edges

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no issues or still issues xD

neon bough
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you are fine, as long as circle max radius is within 20km :>

prime willow
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using this as an example ^

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the dots being dungeons sweeping being map ill be fine right xD

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granted i would make smaller dungeons or i hope

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blah its ok ill look it up and see what i can find

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maybe im dumb and not getting it lol

neon bough
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man, just start. if you hit the limit there are work arounds that don't limit you like world origin shifting

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i think you have nothing to worry about

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specially if the dungeons are underground

drowsy snow
prime willow
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yeah i want it to be underground and overground and even in the sky xD

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ah

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ill look into it

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for now i finish source control!

neon bough
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FiveM has seamless transfer between exterior and interior?

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i only played vanilla so far, and thats all but not seamless

drowsy snow
charred ibex
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thanks

drowsy snow
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Basically kinda like prior GTA trilogies but without loading screen.

neon bough
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ok, maybe it's just laggy with online, because it has to sync the building data with the server

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and that might be as crappy as their loading code of the game itself was

drowsy snow
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Yeah no lmao GTAO is too messy for me to even look at.
GTA 5 SP is where it's at.

real moth
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Hey guys! I am currently working with floating Ui above actors.
I see that setting the widget to world space makes it stationary on the actor, however I want it to always face the player.
It seems I can achieve this by changing it to screen space, however this causes my UI to scale which I dont want.
I can probably keep it in world space and just on tick rotate the widget to the player but I was just wondering if there is an easier way to do this?
Thanks!

drowsy snow
real moth
drowsy snow
real moth
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ite

drowsy snow
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I tested in world widget components in the past - they're prone to get ruined by post process effects and lower screen percentage.

exotic thicket
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widget components are sometimes pretty annoying to deal with

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TAA kills the visual fidelity on them

grim ore
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as annoying as screen space can be to make work, its generally "better" for ui elements in the world compared to world space due to the issues above. to answer the question about always facing, no there is no real way to do it beyond making it face every so often

placid plover
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Is cinecamera meant for use in game as main camera? (Looks good but tanks fps)

drowsy snow
devout mason
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So why is my Quest 2 Apk only displaying on the left eye? 😕

drowsy snow
devout mason
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😄

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I'll try it there 🙂 ty

gray solstice
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Missing Media option?

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How do I get that back?

devout mason
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damn, #virtual-reality is pretty dead, I'd even pay 10 bucks for a quick fix 😄 last step of the project...

placid plover
drowsy snow
placid plover
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gotcha, thanks

steel lava
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Question, is there some kind of problem with tying a bunch of events to a single sequence?

Basically I have a bunch of UI stuff set to a sequence that starts on "BeginPlay". Would having the UI all tied to this cause some kind of issue like possibly lag or something?

grim ore
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maybe? no way of knowing without testing.

drowsy snow
steel lava
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Alrighty, thanks for the heads up!

warm horizon
devout mason
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So how can i make this texture rotatable? :S

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(bottom material)

dusk nebula
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What are some ways to reduce racing errors between the player state, player controller, and player? I know that "on possessed" is best between the player and controller

true comet
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anyone learning unreal engine and wants to learn together? kinda shocked on how much i have to learn. if ur down to help me out if ur someone that has free time ^^

vocal flume
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Anyone know how I can force the finished event to fire in a timeline? I want to stop the timeline and execute whatever is connected to the finish pin when a condition is true. Now I have connected to the stop pin but ot doesn’t trigger the finished pin..

devout mason
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Yea, I think so - but where do I place it?

glossy mica
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Will there be no livestream today?

devout whale
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Hi there, so I've got a project coming up near Christmas time for my college.

It's to make a basic game, from the designs and features to the assets. Ofcourse as said its our first project and the tutor wants somwthing simple like a ball game through a maze or something.

Me being me decided to learn the chaos vehicles and challenge my self to make something unique then the other colleagues and so here I am.

My real question is that could you guys help figure out what I can make, like if I make a car game what can it have that is simple yet eye catching or a feature I can add to the "game" without just being a car game where u ride on flat grounds.

Thanks for reading this much and help would be appreciated. 😀

dusk nebula
devout whale
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Awesome thanks. I tried making the rocket league movement but failed hehe.

However I do like the idea of car soccer even without the main concept of discord, thanks 😊

dusk nebula
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Well, I'm not saying to just go make Rocket League again. I'm saying that you should just find a good core idea to start with. A couple other vehicle games that come to mind are Robocraft and the old Hot Wheels games for like the ps2. Both are centered around combat but have pretty different takes on it

warm horizon
devout whale
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Thanks for the help. I'll definitely do more research into these ideas 💡.

ember quest
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What deos this error mean LogAssetRegistry: Error: ASSET_NAME is too old

modest trench
molten cairn
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Hello, anybody still using MetaHuman?

brazen panther
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Hi

weak urchin
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Does anyone know what the processing exports is when saving a project? I know it isn’t processing any exported assets because I don’t have any

ember quest
plush yew
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Hi guys, after I build my environment the lighting looks great, but after a few seconds the lighting becomes splotchy and pixelated like this (only for the walls). Does anyone have an idea about what's going on?

modest trench
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as for how to fix this I am unsure

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I wonder if it's possible to editor the UASSET version manually?

dry latch
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Hey does anyone have a clue how I can make it so my spawner doesn't spawn the 100 instances at the same time ?

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Like a delay time between each spawn or something?

brazen panther
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I need help rn

tight gazelle
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I've created a custom object collision channel of "Player" and a preset called "OverlapOnlyPlayer" which ignores all channels, except Player. But how do I assign the object type of "Player" to the player's collider?

cerulean geyser
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anyone knows a good way to convert world location into relative? i saw online that inverse transform location should world...but its not really working for me.

paper cobalt
dusk nebula
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So I'm wanting to run something in my character that needs a player state reference. What would be the best way to ensure that it never runs before the player state is initialized?

timid spade
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is there any way to execute something once the timeline reaches 0?

Ive tried finished and it doesnt work to my need

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i assume finished means if the timeline is no longer moving and not when it reaches 0

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nvm figured it out

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in case anyone had the same question

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this is how you do it

dire ravine
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hi how can i minimize the install folder of unreal? i will never make a android or ios/ mac app can i just delete this folders? what else can i delete, i just want to use unreal for windows

drowsy snow
void sierra
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Every time I try to build the lighting in unreal, it seems to be creating a folder called "SwarmCache" on my C drive and storing a bunch of data in it (50+ GB). It's causing the build to fail because I don't have enough space on my C drive. How can I change the directory of the SwarmCache?

modest trench
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perhaps reducing the max size to 0?

brazen panther
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imagine how cool it would be to make a ue4 sdk for the roku tvs

hidden dew
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Um, basic question. How do I get one element of the array?

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Like DummyVectors[7]

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Oh

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Get copy

plush yew
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hey guys im new to unreal and game development in general, anyone know where i should start

hidden dew
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Not the most intuitive name for that one

modest trench
plush yew
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omg thanks

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i was looking for a course

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ima copy that link to my noteboard, thank u megafunk

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u are quite a funky individual

normal crest
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Is there somewhere we can submit feature requests?

modest trench
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closes thing for the public is probably just posting on the forums feedback section?

stone edge
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epic launcher is stuck trying to install small file, I keep getting the "trying to connect", I can run UE but now every project wants to open as a copy

sand pawn
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I'd hate to rock up and ask such a noob question but... can anyone please help me figure out why my custom skybox clouds are black? Im not familliar with UE5 or 4 and ive been tryna trouble shoot for hours and cant seem to figure it out

neon bough
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i would try to check the lower part of rimLight

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can't twist my head around of what you are doing there, but considering that you get black clouds the upper part that you use as alpha should be fine

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may be related to the way you are using the sun vector

sand pawn
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its the default sky sphere mat with some changes and my own textures i was following https://www.youtube.com/watch?v=AltJpQsApPY this tut

This week Tom shows how to create a stylised custom sky box in UE4. For a while our studio really wanted to have a unique stylised sky box to compliment our game and we're stoked to show you our process!

If you want to know more about creating a custom sky box, comment below and we'll see if we can feature it in the following weeks ⛅

Intro ...

▶ Play video
neon bough
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ah, so you actually had no idea what you are doing there 😄

sand pawn
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😎

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yessir

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if it helps heres another screenshot

neon bough
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i would go along the chain from the output and replace one connection after another with a pure white vector until i found the reason 😄

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and then investigate why that branch is getting messed up

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but without any knowledge of materials, this may also no solution

sand pawn
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I can do that 😎

neon bough
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good luck

autumn latch
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Hello everyone. When i'm holding "w" and dismount from car, it's moving all time

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what can i do for this problem

neon bough
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set the velocity to 0 in your unmount event

autumn latch
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okey, i am trying this

neon bough
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and/or use a timeline to tear down the velocity

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but it all depends on how your car movement is implemented

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you could show the portion of your BP which accelerates the car

autumn latch
neon bough
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what is happening if the player presses W? does it forward the input to the car, or do you set some value like a bool on the car?

autumn latch
neon bough
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that's why i said you might want to use a timeline to reduce the velocity slowly

autumn latch
neon bough
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ok, instead of setting velocity to 0, try to set throttle input to 0

autumn latch
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i can't understand why it's not worked

neon bough
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i guess the unmount is firing before it releases the control

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so try with a delay of 1 second

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if it's not an event you have to move it to an event to use the delay node

autumn latch
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yes good idea

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i'm trying this now

neon bough
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if so, you may also succeed using the unpossessed event in the car to set the throttle to 0

autumn latch
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this not worked

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this too

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i can do, if player not holding "w"can dismount

neon bough
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yea, but that's not a nice fix

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what if you put delay of 1 second on the first screenshot

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with the unpossessed event

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and put a print string behind it, so that you know it's fired

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if you leave the standing car, and press W an second after, does it move or not?

neon bough
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ok, just wanted to get sure that the controls get unbound correct

autumn latch
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i am trying now with delay

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and checking with print string

neon bough
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ok

autumn latch
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with 1 second delay

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print string return value"0"

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but not fixed

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i have to go breakfast i will try again
thanks for your helping

neon bough
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ok, what i would do is to put a string behind the input axis event, but only check print on screen and use a delay of 1/fps (so 0.0166 if you test with 60fps)

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i have the slight feeling that for whatever reason that event keeps firing and setting the old throttle value

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if it keeps printing the string you got at least some clue of whats going on

dim merlin
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anyone here using Runtime Virtual Texture on terrain?

autumn latch
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@neon bough i'm solved the problem with this node

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thanks for your helping

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I didn't know about this node as I'm new to cars

mental tartan
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Hey guys, I've got some issues with the FBX files that UE exports from the sequencer. What I open up in Blender doesn't match the UE render in the slightest. Any idea what's going wrong here?

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Frame rate mates between both apps.

fierce tulip
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didnt know frame rates could mate :p

mental tartan
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😄

fierce tulip
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... I'll let myself out

mental tartan
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Sorry, they match.

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I recreated the animation like for like in Blender and of course it matches the UE render completely.

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So there's something going on with either the way UE exports the FBX, or how Blender imports it. Though I tried importing the FBX into Houdini as well and things are just as 'off'. So this should be a UE issue.

fierce tulip
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i dont use sequencer much, so cant help you :/

mental tartan
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Too bad 😕

fierce tulip
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#cinematics miiiiight know, but iunno. (friday mornings are usually calm around here)

fickle bronze
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I am having an issue with enabling ray tracing, I do the standard:
RHI "DirectX12"
Skincache "On"
Raytracing "On"

These are saved into the DefaultEngine.ini. When I restart the editor I am getting this error:
LogRendererCore: Ray tracing is disabled. Reason: r.RayTracing=0.

Could anyone point me in the direction of where to fix this or the right channel to ask this question?

bleak zodiac
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i used sequencer mostly for animatting control rig or camera animation or tracking rig

drowsy snow
worthy plaza
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are there other sites besides mixamo where there are character + animations free to use?

hidden dew
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If I make a Canvas Render Target as an asset in the Content Browser, I can double-click it to adjust details like these:

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In particular, that one with a box around it.

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But if I make a CRT at runtime, is there a way I can update that same detail?

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Oh

drowsy snow
hidden dew
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I'm an idiot - Solution: "Set - Texture Group" node when pulling out from aCanvas Render Target pin. 😐
facepalm

hallow cradle
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is there any possible way to make a form for cave? or like carve into the "ground" (your landscape) to make small cliffs?

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like, with the build in Landscape tool in ue4

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or do i need to learn blender

drowsy snow
wild aspen
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I'm digging through ue4's Virtual Camera UI, cause I need to extend its functionalities. Aside the fact that its a mess, i wanted to check the implentation of a c++ function called in a blueprint function, but if i double click on it, that function never opens in VS. I just get a "reading c++ symbols" notification on bottom right, then nothing happens.
The function in question is "set current level sequence current frame", from the blueprint "vcam function library"

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Any idea about why i can't open that function's implementation?

desert pagoda
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Hi

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Someone would recommend some good paid Unreal Engine programming courses (C++/Blueprint)?

paper cobalt
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Hey so in between my crashes I have managed to navigate to this point where my alembic groom binding is not connecting with my character's head. I can manually place it with location, but the hair still is not connected.

any suggestions?

next badger
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@paper cobaltit needs to be at the same place in the bind pose

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i.e. the pose that character has when it imported to ue4

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have not tried the "use 1st frame" pose with it

next badger
paper cobalt
spiral marlin
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Hey friends, I'm sending OSC into Unreal to move some objects. I set it up correctly, once by following a tutorial that only allowed for 1 value or 1 input to change 1 rotational value. Since then, I've tried to rebuild that setup, and I can't get anything to function, nor monitor if it's even receiving correctly. I DO know that I am sending it correctly, as my other softwares are receiving it (when in practice mode). I also made a "debug" idea by sending the address of the OSC to print on the viewport, so it works there. Are there any dynamic tutorials or sample projects that show multiple OSC values being sent into unreal, changing parameters of an object?

zinc shore
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if i destroy a component dose it also remove the children or do i have to remove them manually too

next badger
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@paper cobaltT0 is pose from animation frame 0, yes

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but Bind pose != T0 pose

paper cobalt
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I did infact use that option when importing the character

the character is set to bind/t pose

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as is the skeleton

next badger
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Is the groom aligned to that pose when imported?

paper cobalt
next badger
paper cobalt
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here is my pipeline

generate character in Character Creator 3

import character into Blender

Generate Hair in blender

export alembic

import unreal cc3 fbx into unreal

import alembic into unreal

set binding asset for alembic

attach groom

next badger
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still not answers the question

paper cobalt
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ok. well that summed up says: Yes, the groom should be aligned with the mesh prior to import

next badger
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@paper cobalt i've seen a lot of cases when you import an alembic and it's either rotated or shifted due to pivot point, and you have to align one in the engine but moving one or rotation
so "should be" is not the answer, you get your alembic and your model, and looking if they are aligned

exotic thicket
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Random related Q: Is CC3 useful for someone who has no idea how to model characters? :P

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I'd love to have more character models in my project but that's an impossible ask if I have to model them in Blender or something lul

paper cobalt
next badger
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@exotic thicketit is...there's a CC importer for ue4 somewhere on the web (there was at least)

paper cobalt
next badger
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@exotic thicket but you may need to generate LODS and only use Haircard based hairs

exotic thicket
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Interesting, good to know... I don't mind if it requires a bit of work as long as it removes the need to know how to model a reasonable facsimile of a person :D

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Might check it out at some point then :)

floral moat
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Ho much cost write to RVT? material stats dont calculate that material branch

crystal granite
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Hi all, just curious if anyone knows if there is some kind of block that you can add (similar to a post processing volume) that will prevent things from rendering. So, imagine you have a restaurant and you want one table to be invisible, you move this "invisibility block" over it and it doesn't show up.

I know we can do this with layers, but if we have a solid mesh and want part of it to disappear, is that possible without editing the mesh?

digital anchor
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you could use a box mask in a material and plug on opacity mask to make it disappear

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that would be the easy way, but ofc is just visual and wont update collision

crystal granite
zinc shore
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how do i delete a component and all its children in BP

young sapphire
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If i want to create a level game. Where you complete levels. Do I have all of the levels on the same world or do i create "levels" in UE.

grim ore
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what is a level game?

young sapphire
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So If i complete a level i get sent to another level to complete that one

grim ore
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levels/maps are assets inside of UE4, they contain "stuff" that makes up what you see in your "level". So yes you would create maps/levels inside of UE4. each level is probably going to be separate and you load them as you need them

young sapphire
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So I dont keep my game levels on the same world. I create UE levels for each game level.

grim ore
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generally yes. But we dont now what your project or game is so it might not be

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a game like super mario would have separate levels

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a game like tetris, would not

young sapphire
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ohh right.

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So my game is like "mario"

grim ore
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then chances are you want one unique level per "level" in your game

young sapphire
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Okay thx.

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Do you know which ones lags more?

grim ore
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neither one lags more

young sapphire
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Okay, btw I have one last question. Can you do as much with blueprints as you can with C++

grim ore
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no, you can only do with bluprints what is exposed using C++ and not everything is

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however your game might not need anything that C++ offers, so the question is not valid

drowsy snow
young sapphire
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Im just going to start of with blueprints.

drowsy snow
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Though due to it being high level, it compiles faster than compiling C++ code, which is good to be used as is, or prototyping gameplay codes.
And yeah, beginners are advised to start with BP.

grim ore
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you should start off learning the engine, then learn blueprints, then pick up C++ if you need it

young sapphire
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Thank you Mathew and Thehoodieguy

plush yew
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games do not need to be written in full c++ anymore. the only thing you need really in c++ are super long codes, that you can cast to the blueprint. This is to clean clutter.

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lol

drowsy snow
plush yew
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Someone should write a plugin call it convert to c++

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and it will show you where your code is poorly written for c++ like pluging the same pin like 8 times to 8 different things

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thats another thing about c++

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I dont use ticks 😉 at all so i am good lol

grizzled axle
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converting AnimBP's to native AnimInstances and toggling bUseMultiThreadedAnimationUpdate = true; is huge performance boost for "free", if you know some c++

plush yew
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really?

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i might have to try that out

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becuase clothing simulation will end up KILLING fps.

grizzled axle
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yeah, I don't think the multithread flag works with blueprint's

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but I have no idea if clothing simulation even runs on threads

plush yew
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Ahh shit

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thats for the future of my game anyways.

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lol

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basic stuff first, fix all bugs, then add the beautiful things.

grizzled axle
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you can write Stat anim in console and see if it's using worker threads or gamethread

plush yew
grizzled axle
drowsy snow
grizzled axle
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well, that doesn't look like it requires any more performance, unless it slows down with more skeletal meshes

plush yew
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That's just 2 guns, and 2 characters

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lol i have a whole library of anims to add.

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over like 2 k

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lmfao

grizzled axle
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if you need more performance later, you can try do it in c++, no reason to do it now if it works fine

plush yew
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lol alright

grizzled axle
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there you can see the worker threads in action

plush yew
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Today at work. I said out loud to my coworker after he dropped a box, Get player, Is player dropping object, branch if Yes play sound at location, sound hit floor. lol

grizzled axle
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unreal 5 has better skeletal mesh performance I believe too, so you might not even run to much problems

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tho I don't know if it means animBP's run faster too

plush yew
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I mean i hope it does lol

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im only using animbps for just basic movement

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and casting the anims right in a structure

grizzled axle
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yeah I was using control rig + procedural animations and the bp-> c++ was big gain in performance, but mainly because I did lot of calculations inside the anim graph

plush yew
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so i might be golden then, nice 🙂

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idk it seems to make more sense to me to do something like this

grizzled axle
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you can always optimize later if you need to squeeze some extra fps lol

plush yew
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just update the anim based on what the character is doing according to the character blueprint

grizzled axle
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yeah my animBP pulled data from the player character and then did calculations on those values

plush yew
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I can see why that can cause optimization issues lol

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You good at anims

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i have a questionf or you

grizzled axle
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not that good, just stubborn so in the end I can get stuff work, most of the times

plush yew
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How do i make the skeleton only adjust for this specific animation?

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If i edit the skel, it will edit it for every animation

grizzled axle
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inverse kinematics?

plush yew
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should i just create a new socket, and update the socket based on the animation?

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ohhh

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IK hands

grizzled axle
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you should have socket in your weapon, then pull the hands with ik to right spot, or atleast the left hand

plush yew
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thank you i will be doing this right now 🙂

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no more adding delays per animation

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lol

grizzled axle
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then you can open the mesh preview window, play the game, and adjust the socket at real time to see when it's in right spot

plush yew
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Okay i think i am understanding this a bit better

grizzled axle
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because you need to find right spot and rotation for it to look right

plush yew
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so IK can attach itself to where ever you assign it to attach to

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so if i use l_hand, it will auto adjust thaty

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okayy.

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cool 🙂

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very useful information, thank you

grizzled axle
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you can also make "aim down sights" with ik that works on every weapon, they just need correctly placed "SightSocket"

plush yew
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The thing about this

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I created a function to update the socket for the location of the gun

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can this cause an issue

grizzled axle
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you don't need to update it, you can attach the socket on the weapon mesh, so it moves with the weapon, then with ik, you try to get your left hand on the socket

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or I mean, you first attach your weapon to right hand socket, then your weapon has own socket where the left hand should be, and you update your left hand with ik that looks for the weapon socket location/rotation

plush yew
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okay ill give this a go right now 🙂 ill keep you posted

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thank you 🙂

grizzled axle
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then when you reload etc, you disable the ik or use the float variable to turn it off (1 == on, 0 == off)

plush yew
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I would have to do this per gun

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Now, in your AnimBP Event Graph, get your weapon’s skeletal mesh, NVM i can cast it differently

grizzled axle
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you do the logic once in your players AnimBP, and each one of your weapon meshes have socket named the same way

grim ore
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interfaces if you dont want to cast

real moth
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Just a quick question...
Are Niagara systems deleted from the scene once they have finished (this system loops "once" mean it happens once then nothing else happens) as I cant seem to find them in the scene heirachy when spawned at run time

plush yew
ancient lotus
#

question regarding physical material masks. ive set mine up and this is what the mask looks like. i perform a line trace and hit it and get the physical material, however it keeps returning default physical material instead of getting the physical materials ive assigned to the mask. it does work when i set the physical material to the material itself, but the mask portion doesnt work. im using the installer build 4.27Chaos

plush yew
#

how would i get the mag to IK?

grizzled axle
#

good question, not sure what's the right way to do it

#

😄

plush yew
#

LOL

#

thanks for the help to bud, i was trying to fix this for like 5 straight hours yesterday, and thought my method was the only way to this madness.

grizzled axle
#

what happens if you disable IK when reloading?

plush yew
#

its not the IK

#

its the animation itself

grizzled axle
#

oh the animation

plush yew
#

it did it post IK

#

hold on cody lemme read your MSG

#

Set up your physical materials inside the Project settings itself

#

thats how i did something like this.

grizzled axle
#

@plush yew can you attach the mag to hand?

plush yew
ancient lotus
# plush yew LOL

if you use world location it will be a frame behind so you need to use relative space so you get the left hands location relative to the firearm, use the transform modify bone node to use the transform of the left hand which will make the mag snap and follow the left hand. you will want to get the offset of the time you grab the magazine though and apply that to the transform. this way you start your montage for reloading, at the point of the montage when you grab the magazine you get the offset and apply it to the transform your using, and use the alpha value of the transform modify bone node to attach/detach it from the left hand so here it would go from 0 to 1 (make sure theres no interpolating for this), then when you insert the magazine back in you do the opposite, you just set the alpha from 1 to 0 and the magazine is then detached from the hand

plush yew
#

hmmm

grizzled axle
#

@plush yew i think most games animate the weapon + character reload at the same time, so they stay in sync, but if you don't know how to animate, that will be very hard

plush yew
#

I spent over 5k on assets when i won 20k on a scratch off, my library is like 1.5 tb

#

i got em all

#

lol

ancient lotus
# plush yew thats how i did something like this.

no change with or without surface type. im using my own physical material class to avoid having to set the surface type to make life much easier. its just not returning the physical material its suppose to when it hits an area thats masked, even if i set the entire mask to be red it doesnt pick it up

plush yew
#

Ahhh

#

that is weird!

grizzled axle
#

@plush yew you can try make the mag IK target, so your hand tries to follow the mag when reloading, not sure if that's gonna look good at all tho

plush yew
ancient lotus
plush yew
#

i have it

ancient lotus
#

then might be time to use it lol

plush yew
#

just not an animation guy

ancient lotus
#

same

plush yew
#

truth

#

I can set up a complex code, but not figure this out >_<

#

Im going to set up a IK for the mag to be a target

#

hopfully this will be a ez fix

ancient lotus
#

then do what i did for my plugin, make everything procedural so you only have to animate a simple idle pose thats 1 frame and a reload animation lol
https://www.youtube.com/watch?v=c4SP2U116Sw&ab_channel=SneakyKittyGameDev

plush yew
#

Oh thats you!

ancient lotus
#

si

plush yew
#

I dont like your coding method

#

LOL

ancient lotus
#

i dont like me

plush yew
#

lmfao! naw i learned a lot from yoyur code 😉

ancient lotus
plush yew
#

example one,

#

updating socket depending on gun

ancient lotus
# plush yew

psh make a bone on the hand and snap that sucker to it

#

or use ik to move the right hand to the grip so each firearm has one socket where you grip it without the need to perform a switch

plush yew
ancient lotus
plush yew
#

so many ideas. I might have to relook at your code

ancient lotus
plush yew
#

i just like to build my own system other than what's on the marketplace.

#

i got finish this first, ill post in your discord later 🙂

ancient lotus
#

oh you are in it lol. sounds good

vital mountain
#

Guys newbie question here

#

What it means "chaos" ?

#

I need to go 4.27 and i can't do it

ancient lotus
vital mountain
#

It only shows 4.27.1 or 4.27-Chaos

ancient lotus
obsidian nimbus
#

take 4.27.1

vital mountain
#

Do you know some way i can go with regular 4.27?

obsidian nimbus
#

why?

vital mountain
#

Plugins and Virtual Production requirements

drowsy snow
vital mountain
#

Yes i know but the other machínes have 4.27

#

And switchboard don't work fine with the hotfix

drowsy snow
#

The only difference in 4.27.1 from 4.27.0 is minor hotfixes rectifying lesser crashes.

vital mountain
#

Yes i know that but that minor change is a problem for me

pseudo marten
#

hello, i kept running to this problem where it says Unreal Engine exiting due to D3D device being lost

vital mountain
#

I need some way to get 4.27

pseudo marten
#

what is causing the problem ?

drowsy snow
vital mountain
#

Sorry i'm very newbie in this

drowsy snow
ancient lotus
# vital mountain Sorry i'm very newbie in this

open up UE4Editor.Target.cs and add this to the constructor with the rest of the stuff so it will use chaos

bCompileChaos = true;
bUseChaos = true;

https://www.youtube.com/watch?v=UGJggZKRhWU&ab_channel=SneakyKittyGameDev

Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/W5g6pZXfjh

In this video I walk you through installing the UE4 source build, specifically 4.26 :)

▶ Play video
pseudo marten
#

well i've done nothing to cause the problem, all i did was just launch new blank project and just place some actors in

vital mountain
#

Thanks

#

Guys other thing

pseudo marten
#

then it crashed due to D3D

drowsy snow
vital mountain
#

Someone experice with nDisplay here? I have some questions

drowsy snow
vital mountain
pseudo marten
vital mountain
#

?

drowsy snow
drowsy snow
pseudo marten
#

no

#

i always turn it off

drowsy snow
pseudo marten
#

yea

#

like i tried to move some textures into different folders

#

when i done that it crashed

#

or when i try to duplicate actors that i placed in

tough ore
#

Hi friends. Hope I'm asking this in the right spot. Does anyone know if it is possible to set an automatic "Wrap Text" for a Text Render? (Basically having it so players can type in a message and it appears on a text render that I have on top of a screen). No rush and thanks in advance 🙂

drowsy snow
pseudo marten
#

hmm

#

well i just updated my gpu driver yesterday

#

and after that the crash happens

#

just now i was just messing around with blueprint, didn't even touch anything beside that and Unreal crashed again

drowsy snow
pseudo marten
#

yea

drowsy snow
# pseudo marten yea

Seems like newer NVIDIA GPU drivers are oddballs with UE4, at least according to reports here.
This is not the case with AMD GPUs in recent years, so driver related issues is more likely NVIDIA's.

pseudo marten
#

what should i do ?

drowsy snow
lavish spruce
#

Not the identical issue here but since I've updated my Nvidia gpu Unreal is having a lot of trouble

#

So yeah, it seems like you should downgrade

drowsy snow
#

It doesn't even make sense how NVIDIA didn't rectify this. Their newer tech, as inaccessible as they are now, are the hot shit right now, and needs the new cards to work - which the older drivers won't have much idea how to make use of them.

runic fern
#

Hi Guys what can i use for Desktop Screen share ingame plugin ?

#

I'm trying NDI but i should use 2 programs one for screen capture and one for monitor to get the input in ue4

azure ridge
#

I'm wanting to have my UI overlay the game screen, but blur everything except the character. Does anyone have an idea how I can do that?

drowsy snow
azure ridge
#

would that allow everything to show in realtime still?

merry pendant
#

Hello, i have problem with my UV calculation for a procedual CubeSphere. There is a part where the UV are strange. and this is the c++ part for the UV calculation:``FVector2D AProcedualSphere::PointOnSphereToUV(FVector p)
{
p.Normalize();

float longitude = FMath::Atan2(p.X, -p.Y); 
float latitude = FMath::Asin(-p.Z);

const float pi = 3.14159f;
float u = (longitude / pi + 1) / 2;
float v = latitude / pi + 0.5f;


return FVector2D(u,v);

}`` i hope someone can help me

drowsy snow
#

Just that the latter has serious performance cost - Scene capture is extremely heavy.

devout whale
#

is there a way to disable bps, instead of temp deleting them, then adding them back

plush yew
#

how do you get additive layers to play in a montage?

rotund scroll
#

do you mean at runtime?

#

like deactivate?

#

or hide?

#

or whatever equivalent?

devout whale
#

no i mean is there a such thing where instead of deleating part of blueprint, i can just deactive it for a while.

ancient lotus
#

alrighty im having a problem creating a project using 4.27.1 with chaos. i set everything up and load it i my ide and set UE4Editor.Target.cs to have these properties

Type = TargetType.Editor;
BuildEnvironment = TargetBuildEnvironment.Shared;
bBuildAllModules = true;
ExtraModuleNames.Add("UE4Game");
bCompileChaos = true;
bUseChaos = true;

and it compiles just fine. i create a project called TestChaos from this engine version and im met with this

  TestChaosEditor modifies the value of bCompileChaos. This is not allowed, as TestChaosEditor has build products in common with UE4Editor.

so i add these to my TestChaosEditor.Target.cs

BuildEnvironment = TargetBuildEnvironment.Unique;
bCompileChaos = true;

which then leads to a bunch of include errors when trying to compile the project

azure ridge
#

i'm wanting to have a second camera on my character facing them that I can switch to, ideally blending the transition. I've found things like SetViewTargetWithBlend, but that only seems to work when it's to another actor's camera.

ancient lotus
azure ridge
#

I did think of that, but i was hoping to keep them separate so that I could have a Cine camera in addition to my follow camera

devout whale
#

can someone help me figure how to fix this issue. The model is fine outside the ue4, however when i imported the car two tires where flipped inside out, the rigging and bones are fine. just haven't gotten this problem before and i cant figure it out. Please help, thanks.

ancient lotus
devout whale
#

the blender file looks fine to me, thanks for the input though. ill double check now.

devout whale
#

in blender?

ancient lotus
#

yes, here i flipped the top face with backface culling checked

devout whale
#

thanks, found it online actually, using it for testing purposes, hahaaa

#

thanks 🙂

azure ridge
#

i'm really really confused right now. I'm using AddLocalRotation on my character's mesh to flip them 180 degrees on the Z axis. the problem is, it only ever works every other time. I verified the function is actually executed each time, but every other time it has no effect

#

using SetRelativeLocation worked, just not adding it

rotund yew
#

Ayo you guys

#

for naming convention, say for Example T-DojoWall-01-D

#

Should i put 01 even thought there is only 1 version of the wall?

grim ore
#

yes and no, 01 won't hurt (unless your near the file length limit) and you might make a variation later?

fluid lance
#

I have an algo problem I can't solve. Not sure I can even explain it properly. Trying to do a small 3-deep tree structure and I have the following problem:
First array adds the items on the first row. 1 to n. For each of these, checks to see how many children, then loops through them and adds them on row 2. The problem is columns:
For columns, I add the index of the parent array to that of the child, so:
PA (parent array) i0 + 0 (row 0, column 0) =ok; i0+1 (row 0 column 1) = ok. But now the problem starts, since PA i1+0=1 again... So I have a problem when adding to the index 0 since it always overwrites one entry from the previous....
I'm probably not making any sense like this 😔

rotund scroll
#

this looks like a thing that should be in cpp

fluid lance
#

i know no CPP 😭 I just can't freakin learn that stuff... no script whatsoever. Blueprints are visual but I just can't "visualize" code. Tried, idk, not smart enough

grim ore
#

you can always look at using one array, and just offseting based on the row length to determine rows. IF trying to figure out columns you can use mod to determine which column it might be in

fluid lance
#

@grim ore:O right! mod! Forgot about it! I'll try it right away, thanks! 😄

#

tho, i'll probably be back with another problem with it soon 😛

#

can't find proper information on treeview - that looks like it could solve my problem no matter the depth/# of elements, but not even you @grim ore did a tut on that, which is weird since you did on the whole engine lol

grim ore
#

tree view was a more recent widget is why

#

theres a couple new widgets I never touched

fluid lance
#

yea. Wish you still did those vids, they are just pure gold for people like me

grim ore
#

Ive been trying just busy with work, chances are with 5 coming out I will try and catch up

fluid lance
#

That would be amazing!

#

Yea, can't figure out how to run this through one loop...

#

since each of the structs have their own array of upgrades...

rotund scroll
#

store them in a variable?

#

I mean I hesitate to even give an answer given the excessive complexity of whatever it is you are doing

dim dragon
#

I'm having trouble cooking a project. Is there a specific channel for questions around this or can you guys recommend somewhere I can ask my questions?

fluid lance
compact patio
#

hi all,how u doing?
Got this problem i hoped any of yuo could help me with...
Im having this error "Swarm failed to kick off" when trying to build my lightning.
I have followed several videos on yt and a fair amount of forums.
it seems like i need to build the "UnrealLightMass" within visual studio.
Only problem ,it does not show up in the Solution Explorer from visual studio
Any tips?

grim ore
#

is this a source version of the engine you are using, or the launcher download?

#

and if its the source version, it should show up in the solution explorer under programs. Do you see the other programs in the solution?

compact patio
#

yes there are other programs in the program folder

grim ore
#

if you downloaded it from the epic store, from the launcher, then you dont need the source to install light mass it was installed already

#

so this is another issue

compact patio
#

ok thanks !!

grim ore
#

there should be logs when you try and run it, in the editor and on disk that tell you what went wrong

compact patio
#

know any other things that might cause this error?

#

it just said swarm failed to kick off..

grim ore
#

so the output log says nothing before that or after? and the saved log file is the same?

compact patio
#

it only says map needs lighning build

#

but cant cause of this error

#

so feel like im stuck in some kind of loop

grim ore
#

its weird the log says nothing. you might want to try and repair the install then from the launcher

compact patio
#

so reinstall unreal?

grim ore
#

when I remove the lightmass file and build I get a few messages in my log

#

and my swarm agent has more info

compact patio
#

ok thnks gonna try rn

prime willow
#

sort of silly question

#

if i made a surface

#

and tagged a place like water with that surface

#

couldnt i use that setup for transitioning between swimming and standing instead of a box collision

grim ore
#

sure, just have to get that surface info somehow

prime willow
#

ah

#

and i could do the same to the nearby land area right

grim ore
#

yep. there are physics materials that are normally used for stuff like that

prime willow
#

tagging the land area for land and use that for transitioning out of water via climb

#

oh

#

this means you could probably use surfaces for stuff like steel walls cant be penetrated but wooden walls have bullets pass through them!

grim ore
#

yeppers

prime willow
#

same for flesh and steel for gundam like characters

#

this is super cool

#

you can do so much with this xD

#

hilll/snow surface for sledding when sprinting downhill

#

sand for quicksand xD

#

nice nice

#

❤️

dawn gull
#

What could I use to keep angles consistent at a different rotation? Probably not a good description so I'll do my best and try to draw it, but I have a specific limit that I want my random rotations to be at but I also want to do those limits on a slanted surface

#

I have the rotation of the plane that it's "projecting" onto

drowsy snow
dawn gull
devout whale
#

is there a way to add this "Automotive Materials" asset to the 4.27.1 chaos project? says not available but thought ill just ask to make sure.

drowsy snow
devout whale
#

it works with the 4.27, just not the chaos version

pure briar
#

man the news here is unreal thonk

grim ore
#

add them to a normal project then migrate them over

#

or force add them

devout whale
#

yup thanks, already did. works perfectly

fluid lance
#

Jesus I hate UMG... "debugged" a widget that wouldn't behave as intended only to get a crash on undo and realize it was bugged and was actually working fine 😐

drowsy snow
fluid lance
#

@drowsy snowYea, I'm fine with bugs "i know"... It was me being dumb, trying to undo the adding of a widget - so it's almost obvious it crashed. But still, I feel like there's nothing as bugged as UMG as a whole system in the entire engine. Why UMG is getting no love (not even in ue5) is beyond me. UI is such an important part of any game/application imo

drowsy snow
fluid lance
#

@drowsy snowI know, I've read that programmers and others that know cpp don't even bother with UMG - oh well, suits me for not knowing cpp. Beggars don't get to choose 😛

grim ore
#

umg is getting love, its just not like super big love that it needs. few more widgets, some better utility stuff, debugging, stuff like that

fluid lance
#

Is there actually no way of using scalebox to scale down a widget holding scrollboxes?

#

tried everything... I'm out of ideas 😐

drowsy snow
#

Not sure about scale box, but I know size box works.

fluid lance
#

I've learned my lesson and always wrap everything in scale boxes, since I had a published game and someone reported they can't play in a weird aspect ratio resolution because some widgets were off-screen/overlapping...

grim ore
#

if your scale box is not set to a fixed size, that might happen

fluid lance
#

how do i set it to a fixed size?

#

oh...specified scale?

#

The setup is simple i'd say:

#

any other workaround to make sure widgets don't flow out/mishmash into each-other on weird resolutions?

fluid lance
#

@drowsy snowHow? I'm trying to get the exact behavior scalebox offers. How do I do that with a sizebox? I can't scale the sizebox down depending on how the user pulls on the window - or can I?!

compact patio
drowsy snow
fluid lance
#

@drowsy snowhttps://streamable.com/tjlw5n

#

that is what I mean...

lucid grove
#

Hey fellas, whenever im zoom-out in widget - button image lines become broken and pixelated. I never seen this bug pattern on photoshop or other graphic programs, it just becomes less visible. Is there some setting i need to set or its normal behaviour and i need some graphic pipeline for small icons?

dapper shale
#

Alright so I've never come across this problem before. How do I remove these floating spheres/icons?

modest trench
#

...I think that's what it stands for

dapper shale
#

Ah yes, G worked. Thank you

fluid lance
#

@dapper shaleJust make sure you press G again when you want to actually do some work in the viewport otherwise you won't see any widgets/gizmos

drowsy snow
dapper shale
drowsy snow
dapper shale
#

Ahhh I see 👍

#

Soz very new to UE4

upbeat dirge
#

not an engine issue but egl won't resume an engine download

#

any one got this issue before?

hidden dew
#

What's the simplest way to print debug output from a material?

#

.. if there is one

plush yew
#

So is spatial os even good

hidden dew
#

Oh damn I've been trying to figure out what's wrong with my material since last night, and all I had done was left dummy constants in some inputs facepalm

neon bough
#

for next time, there are debug nodes in material, just search for them

#

they can print values on your material

hidden dew
#

ty

charred ibex
#

style tips for naming interfaces?

exotic thicket
#

@charred ibex if it's BP, BPI_MyInterface, if it's C++, IMyInterface

faint bone
#

im trying to install this plugin and its struck.

runic fern
#

Goodday guys..
Im working on Virtual classroom
Im using NDISDK to share screen into scene but on Android the screen is showing white

#

The rendertarget or the material using Emissive channnel

dapper shale
#

Sorry to interrupt. Any way to remove the shadows between the two green blocks?

exotic thicket
#

you could make the materials unlit maybe?

#

if that's acceptable otherwise :P

dapper shale
#

Yeah, that could work. How do I do that? Very new to UE4

exotic thicket
#

open the material, in the details panel it has shading model and change that to unlit

plush yew
#

Is there any way to set up Hand IK with an anim montage?

plush yew
#

I hard coded montages into my game lol

#

and i am having issues with gun popping

#

_<

#

ik is the only way to fix that

#

What would a search for? nothing comes up for ik

#

I have the whole node set up for hand IK

#

left hand and right hand

#

I followed this guide

#

but i cant cast it to montages.

#

unless i turn it into a function

#

You know what, I think im going to just take another path with this and set it up correctly.

dapper shale
plush yew
#

instead of this ill just put in anim graph.

plush yew
#

Ohh i have them set up to default slot

dapper shale
#

still cant find it

plush yew
#

your a genius. Ill just create a custom slot, and call it hand IK montages

#

and just call that for the hand ik

#

That is so much easier to understand thank you 🙂

tender crown
#

Does someone know why there is no hair on my MetaHuman?

plush yew
#

does this look right?

#

from there i use hand IK in motages.

plush yew
#

Weird question

#

Is it better longterm to use traces or collisions actors for stuff like tracing mantle climb jump wall run etc

#

for parkour movement?

#

Yes

#

I noticed tutorials use trace channels

#

But amplify uses player dections

#

Which looks smoother in your opinion, what looks easier in your mind?

#

both work, make a decision

#

try them both out

#

Line tracing for it is a LOT easier.

#

Im thinking long term In a situation where my combat looks like this if using trace channels would of been smarter than using custom shapes and such for player detections than implement function

#

So far both seem to work fashionably but I feel even if im wrong that line tracing long term might have more possibility than shape based detection but idk Zzz

#

lol

#

Shape based makes me feel like im making a Nintendo 64 game xD

#

Its a hard system to accomplish tbh

#

i bought this a while back

#

I know ;-;

#

Well I already have wall run sprint crouch jump slide and was working on a dinamyic climb system

#

Granted the zmiplfy has do much other stuff and stupid amounts of polish like omg

drowsy snow
plush yew
#

Ohh thats genius.

#

Wait you can steal unreal 5 code backwards

#

why couldnt you?

#

i do it from 4 to 5 all the time

#

lol

drowsy snow
plush yew
#

Because its forward compatible allegedly

#

I found a good climb setup

#
#

thats the tutorial i followed

#

So I have sprint slide, crouch, jump, wall run and soon after reworking climbing like prince of persia

#

You know his tutorial is busted

#

LOL

#

prob he is a no namer

#

Yeh i followed his tutorial five times broken everytime

#

Realized he fixed it

#

Than added it to discriptoon

drowsy snow
#

I'd say that some UE5 stuff have parallels in 4.27 already

Also theoretically you could translate parts of the UE5 plugin code that uses UE5 exclusive framework modules, but that's a huge undertaking (even for myself)

plush yew
#

For download

#

let me open VOA

#

Im just trying to make something in between dragon ball xenoverse but with no flying lmao with movement like mirrors edge and the depth of customizations you have in yugioh decks combat wise

#

oops deleted it

#

100 gigs xD

#

And im slowly getting there tbh

#

forgot

#

Rip

#

Just not fast enough yk

drowsy snow
#

I've been considering to port World Partition down to UE4.27, but I have yet to figure out how UE5's engine framework parallels to UE4's.

plush yew
#

I haven't even touched unreal engine but I want to

#

However I keep being told its not production ready

#

I feel you tho, it takes time to make a game your way, so many things people do in tutorials that feel wrong and you get sidtraced when you want to chage something else then you notice something else

#

lol

#

I mean unreal five lol

#

I love my UE5 custom build 🙂

#

Sorry lack of sleep

#

But yeah the tutorials online don't give me what im trying to learn to do

#

LOL i work at 2 am, did not wake up till 4 said, fuck it ill just game dev

#

But thats not even my issue

#

Yup game dev means no sleep for days randomly

#

My main issue is I have no idea whats optimal or at least triple A level coding practies

#

Or what systems are best suited for my probable design

drowsy snow
#

If bringing down World Partition is not feasible, at least figuring out how to selectively unload layers in World Composition is one of the main goal. I have to unload the landscape levels when player is in enclosed dungeon.

plush yew
#

I just keep getting any angle will work no problem

#

Than run into issues for trying a method that should of allegedly worked no problem

#

Out of curiosity snow, are you using ALS?

#

Nope

#

I dont like it either

#

Too messy and confusing and I just want its animation layering and over the shoulder camera

#

was just asking it comes defualt with all that crap

#

YUPP

#

thats why the owner gave up

#

lol

#

I wanna make you walk normally than adjust for carry weapon or feminisnt body etc

#

Feminine*

drowsy snow
plush yew
#

That way I don't need 8000 animations Just for movement alone ffs...

drowsy snow
#

At least not as complicated as ALS V3 did.

plush yew
#

snow you try this one?

#

No but might

#

Something I can't find a good tutorial for is this

#

That converts to

#

I do not know anything about root motion

#

lol

#

ill stick to FP shooters xD

#

I see it in assets but no clue where its being tesched

drowsy snow
#

I kinda dislike root motions, but UE5 has motion warping that can shift root motions.

plush yew
#

Hoodie any idea which one would be better suited for my goal

#

Shape detections or line rraces?

#

I wish i never wasted my $$ on this

#

pointless imo for my games.

drowsy snow
plush yew
#

Dang

#

I knew it

#

line traces are easier to understand in your own mind than anything else

#

I get line tracing and how to set it up

#

The vector break vector confuses me tho

#

How hard would it be to convert a shape trace setup into line trace

drowsy snow
#

At least based on rough look on Valley of the Ancient project (I don't use UE5), you would use line trace to detect for vaultable surface, and get the character into position with it.

plush yew
#

The code is there but its using a trace channels are replaced with trace shapes

#

Wouldn't I just create line traces for the trace shaping and be able to salvage all of the code setup?

#

If possible I'd like to keep amplifies systems some of them their really nice lol

#

Okay so i am having an issue but my hand ik is working 100%

#

got it.

#

nvm

#

lol

#

o.o sorry was making burger

#

your good man

#

i figured it out 🙂

#

all i had to do is create a new slot for the animation montage to NOT play the hand IK

drowsy snow
plush yew
#

I can not believe how advanced this shit is LOL.

#

as a high school drop out i love it

#

Come over and you can have mega burgeh

plush yew
plush yew
#

Holy crap i just wrote a universal code for updating the hand to hold the clip no matter the gun i am using... this is going to come in REAL HANDY! pun intended

ebon stirrup
#

can make in about 10 mins

#

BTW i get pun lol

plush yew
#

Not good with anims, this is ground breaking for me

#

lol

#

Its all based on montage updating hards.. i have been trying to do this for like 10 hours.

#

you said 10 minutes >_<

plush yew
plush yew
#

LOL

ebon stirrup
plush yew
#

Yeah

#

I was having issues updating IK

#

per montage

ebon stirrup
#

oh then it takes about 30 mins i guess

#

idk ik

#

waiting for motion warping

plush yew
#

thats why i use strider

#

🙂

plush yew
ebon stirrup
#

ima wait for free stuff

plush yew
#

Best way to take 4 directional anims and blend it to 8 way movement with out the use of blend spaces.

worthy bronze
#

If I find outdated images in tutorials, is there a way to get them updated? (P.S. I really wish the docs were a wiki 😦 ) EDIT: okay turns out I'm dumb and that picture in particular is NOT outdated, but the question still stands

broken spire
#

Is it possible to use LandscapeCoords as well as BumpOffset on the UVs node in Texture Sample?

drowsy snow
ebon stirrup
broken spire
#

that worked, but now I keep getting these errors

plush yew
#

Okay new issue i am having when doing is valid its returning to none, this is because i am trying to get the skel mesh of a child derived from the FP Gun Blueprint? How would i go about doing this correctly?

broken spire
#

abs node? Sorry I'm totally new to unreal

#

also it says "sampler register index (16) exceeded" I see that I have a total of 16 maps... I'll try deleting one

#

thank you!

#

Ohh change the source?

#

Yeah when I remove a texture it definitely compiles, but if theres a way to add more, that's all I need is one extra map

drowsy snow
broken spire
#

Ah okay, np, I was just trying to add height maps to my terrain

drowsy snow
#

There is Shared Samplers, said to be go up to 128, though I'm not sure how to use it properly.

broken spire
#

Also, sorry one more question, is there a way to get rid of these seams? Or do they disappear when it builds?

stiff bane
#

that fixes it

broken spire
#

Ahh okay thanks so much

stiff bane
#

make sure to build your lighting sometimes

#

for some more info, when you do that ue bakes lighting information in the texture so it doest have to calculate all of that at run time

drowsy snow
#

Also don't build the lighting until your scene is near final completion.

#

Sounds counterintuitive, but building the lightmap is slow as hell (unless you're privileged to own RTX GPU, then GPU Lightmass can reduce some time), and the time wasted better spend on actually assembling the level.

stiff bane
#

true

#

takes long indeed

broken spire
#

Okay awesome, would it be possible to include a reference to a material? So I could just make the material I need, and put that into the terrain material?

stiff bane
#

you can speed it a tiny bit up by building lighting only

#

aint much bit worth it

drowsy snow
#

But for all intents and purposes, building the lighting is essentially baking ray traced lights and shadows information to static meshes.

broken spire
#

yeah my computer builds lighting pretty quick, and until I'm ready I avoid production quality, preview has most I need to "see"

drowsy snow
#

(and maybe volumetric lightmap as well)

broken spire
#

Volumetric? 😮

stiff bane
#

that why everyone loves lumen lol

drowsy snow
#

Shocker, I know.

plush yew
#

WHAAAA

stiff bane
#

O_O

broken spire
#

But yeah, is there no way to consolidate all the textures, the base color, heightmap, normal, roughness, and reference that into the terrain material?

plush yew
#

Yeah

#

You can do anything man.

#

You SHOULD buy brushify.

#

learn from his code.

drowsy snow
#

I don't like Nanite either.

Reason being, I care more about low spec gamers, and I'm not convinced Lumen and Nanite will support lower end GPUs in its current state.

ebon stirrup
plush yew
broken spire
#

Yeah I'm there checking it out

plush yew
#

Brushify is well worth it.

drowsy snow
plush yew
#

for 10 dollars it givves you such a great idea how everything works

#

and he has a lot of tutorials.

broken spire
#

Wow that's so good

plush yew
#

Yeah

drowsy snow
#

Real time ray tracing, Nanite geometries, stuff that are not accessible by potato PCs, are bottom of the barrel for me. A last afterthought.

broken spire
#

But yeah I'm totally down for buying tools to make things easier, but I'm not there yet, I need to learn the basics

plush yew
#

i did everything backwards.

#

i bought all the tools to learn them while learning the basics.

#

lol

ebon stirrup
broken spire
#

So how do I reference another material...? lol

drowsy snow
ebon stirrup
broken spire
#

so that's my spaghetti monster, but I want to know if instead of having two separate layer blends, can't I just reference an instanced material, this way I can include AO, height, roughness, normal, etc...??

plush yew
#

in search details look for material attributes

#

check it

#

now you can blend

#

then you need to make material attributes

broken spire
#

ohhh "getmaterial attributes"?

plush yew
#

and then branch them

drowsy snow
#

I guess being a third world countrymen myself lead me to such self imposed limitations. I just relate to potato users more than high end users did, I know how hard it is to get access to the high end fruit in less developed countries.
Hopefully with my development rely less on exclusively high end stuff, I can prioritise more consistent experience with potato users, while also having the ability to put in the high end stuff for those who want to make use of it. That should include more optimised code, out of low end CPU necessity.

plush yew
#

lol

#

Use material Attributes

broken spire
#

Plus the more optimized it is the faster it will run for those high end gamers, if you can solve both, those are the best most easily accessible games

plush yew
dapper shale
#

Is there a way to change FOV?

#

I'm in the editing view or whatever you call it

plush yew
#

I want to figure out how to enable AMD fidelityFX for Unreal engine

#

i really wish they would update the plugin

drowsy snow
dapper shale
drowsy snow
#

(it's in degrees btw, not in mm)

broken spire
#

I still don't get this use material attribute thing it just disconnects from the main material

#

basically just want to do this

#

and get rid of the nonsense at the bottom so I can have more than 16 maps for my terrain

plush yew
#

If you had brushify, i could show you how to do this in 10 seconds

#

lol

broken spire
#

I shouldn't have to buy anything though it's built in the program

plush yew
#

let me open my old project

#

and see if i can ss it for you

broken spire
#

sure 😄

plush yew
#

compiling shaders from a old HD

#

gimme 5

drowsy snow
# broken spire and get rid of the nonsense at the bottom so I can have more than 16 maps for my...
broken spire
#

I'm just trying to combine materials for the terrain

#

In unity I just use my materials, it's so simple

plush yew
#

You need to make material functions.

#

Easier to implent

broken spire
#

I need this to be there lmfao

plush yew
#

Ohh shit your trying to layer based on height

#

you could of said that

broken spire
#

Yeah I wish my brain could keep up with what I'm trying to say xD

plush yew
#
goldensyrupgames

For the island used in Tropical Manipulation, I wanted a simple material applied that I could quickly tweak to get a great looking island. I investigated using landscape layers, but found that for what I was using it for (an unchanging backdrop to the game) they wouldn't be necessary. Here's what I wanted from the material: Different areas based...

#

Download that project

#

take a look at what he did

#

and try to understand from that

broken spire
#

like I'm not trying to access the mainframe to the international space station and write all these functions, I just need a material to show up on my terrain

#

that's already way too much

plush yew
#

Thats how it is bud when it comes to materials

#

lol

#

a BIG mess.

#

There is no simple plug and play for what you are trying to do.

#

UE offers no such things.

broken spire
#

The texture is almost there, I just need one thing to cooperate

plush yew
#

is that from world machine?

#

the erosion details look nice.

broken spire
#

No no, just painted and erosion from houdini

#

thanks so much

plush yew
#

very detailed 😉

broken spire
#

a lot of work went into it a few years ago, just repurposing it cause I never got a chance to use it it was meant for Arma lol

plush yew
#

i thought that was mars

broken spire
#

It is supposed to be mars, I would love to have a mars map in arma but it's too clunky and I've got bigger goals lol

broken spire
#

That's freaking awesome

#

material attributes!

plush yew
broken spire
plush yew
#

i told ya

#

lol

#

You can do all this in Material functions too

#

to make it not so messy.

broken spire
#

Ah nvm, that's still increasing the texture sampler

loud panther
#

hei guys i have a question. Basically a game called dungeon defenders 1 was built upon the UDK. It is already very old. The devs of this game release the source code in order for people to freely mod what ever they want. A while back i started rebuilding the game using the source in UE4. The devs only stated that they dont care how and where the source gets distributed as long as theire .exe does not get distributed with it. I would really like to release my project for the community of the game, so is it somehow possible to have the project run with the .exe of the devs? (i think the .exe only has some code for executing the game, its only 80kb after all)

#

And i really dont want to get on anyones bad side

drowsy snow
exotic thicket
#

also whenever you use some source/content like this, if you want to make sure you're doing everything by the book, you'd want to contact the original authors

#

and/or rights holders

loud panther
#

Yea, but the original authors are not really available for this, i know what i can do with the source, the problem is how to accomplish that

plush yew
#

Yeah this happened with this

loud panther
#

i need a way so people cant play the game without them having the base game

plush yew
#

They where doing the method you just said.

broken spire
#

I have 5 main materials, but they can just use diffuse and normal. But one of them needs AO and height. So 12. But when I add those I still get the sampler register index (16) exceeded

loud panther
#

Yea true, but the devs even stated: Spread your modifications: We allow your own creations to be distributed the way YOU want - as long as you do not include our executable file (exe).

broken spire
#

they just don't want people getting the game for free

loud panther
#

exactly, thats why i need to find a way somehow to run the game only if people have the base game

#

and i also want to do it, cause i hate pirates

drowsy snow
#

The main problem here is trust.
Are you sure you don't miss a fine print or unclear wordings that could legally hamper your effort?
How do you even verify the executable file to stop piracy? For all I care, I can just make an impostor .exe file and run away with it.

broken spire
#

Can you not just explain to the user who's bought the game, to install the game, then download your mod, extract, etc... then drag and drop the exe into your game?

drowsy snow
broken spire
#

Ah fair enough

loud panther
#

Well, the game is massively pirated anyway, but people cant play online as it has a steam check in place

#

i just want to make it as hard as possible for people to get their hands on a free copy

drowsy snow
plush yew
#

Im not good with 3ds max, but i have it. IF i took a 3d model that is around 25k poly, can i up the poly to 50k and it will look better with no effort?

loud panther
#

So basically my only chance in somewhat getting the result is building an external launcher maybe, that checks for the game in steam or the signature of the base .exe and only then allows the start of the game maybe

drowsy snow
plush yew
drowsy snow
broken spire
#

Depends on what the model is, you can use turbosmooth on lets say a rounded object

plush yew
#

this is good info 🙂

loud panther
broken spire
#

So, I'm trying to figure out where in the official documentation where to call a material inside another material? Can anyone direct me on it, or a video explaining exactly that?

loud panther
#

the base game already released all its source, including the .exe source

#

the base game source is already in 100s of shady forums, so in theory you could just DL, build it and you got your free game

drowsy snow
plush yew
#

Oh yeah i forgot about that

drowsy snow
#

And before you said about "hash comparison", FWIW, pirated games can still have most of the files having same hash codes.

plush yew
#

this is why cod has its own engine because of this

broken spire
#

this >_>

loud panther
#

I know i know, but the devs allow any of their assets distributed as needed, except the .exe. I got a hold of one of the devs 1 year ago and he just stated "do whatever you want with the assets, as long as you dont release our executable". I tried to get more info but never got a reply. E.g what happens if i release my own .exe and what not.

drowsy snow
exotic thicket
#

Don't release their exe. Isn't that pretty simple to understand

#

If you build your own exe from your own code, it's not their exe

loud panther
exotic thicket
#

Well then it's pretty much "proceed at your own risk"

drowsy snow
#

If you want to do it, do it at your own risk.

exotic thicket
#

for a hobby project it might be fine, for a serious project where you hope to maybe make a buck or two? I don't know

dawn gull
#

Is there any way to change how debug lines are rendered so that the source of the line doesnt need to be in the viewport for the entire line to render?

loud panther