#ue4-general
1 messages · Page 1086 of 1
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
but lets say if i put map in the center
and spread outwards in a circular pattern for exmaple
but stop after reaching the actual maps circle edges
no issues or still issues xD
you are fine, as long as circle max radius is within 20km :>
using this as an example ^
the dots being dungeons sweeping being map ill be fine right xD
granted i would make smaller dungeons or i hope
blah its ok ill look it up and see what i can find
maybe im dumb and not getting it lol
man, just start. if you hit the limit there are work arounds that don't limit you like world origin shifting
i think you have nothing to worry about
specially if the dungeons are underground
If you have the time, break GTA 5 with mods (preferrably no clipping mods) See how the game switches from interior to exterior seamlessly.
yeah i want it to be underground and overground and even in the sky xD
ah
ill look into it
for now i finish source control!
FiveM has seamless transfer between exterior and interior?
i only played vanilla so far, and thats all but not seamless
At least GTA 5 single player, it's pretty seamless.
thanks
Basically kinda like prior GTA trilogies but without loading screen.
ok, maybe it's just laggy with online, because it has to sync the building data with the server
and that might be as crappy as their loading code of the game itself was
Yeah no lmao GTAO is too messy for me to even look at.
GTA 5 SP is where it's at.
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!
Is there any reason not to display the widget in player screen (not in world), and move it around the screen with projected world location?
Readability can be compromised shall the player set the screen percentage below 100%, not to mention potential replication issues.
surely that would be unnecessarily complicated?
It's going to be necessarily more readable and fool proof, for sure.
ite
I tested in world widget components in the past - they're prone to get ruined by post process effects and lower screen percentage.
widget components are sometimes pretty annoying to deal with
TAA kills the visual fidelity on them
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
Is cinecamera meant for use in game as main camera? (Looks good but tanks fps)
No, it's meant for cinematics.
So why is my Quest 2 Apk only displaying on the left eye? 😕
Your Quest 2 turns into Big Boss Simulator.
Metal Gear reference aside, #virtual-reality might know something about the fault.
damn, #virtual-reality is pretty dead, I'd even pay 10 bucks for a quick fix 😄 last step of the project...
don't cinematics need to run at the same fps of a game?
Yes and no, depending on who you ask.
gotcha, thanks
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?
maybe? no way of knowing without testing.
It could be, depending on your BP's complexities.
Always check the stats to find out for sure.
Alrighty, thanks for the heads up!
😦
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
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 ^^
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..
Yea, I think so - but where do I place it?
Will there be no livestream today?
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. 😀
Well, isn't part of the point for you to show off your creativity? Start with a core idea you like and just work off of that, keeping in mind that you can basically do anything you can visualize in UE. Rocket League is a pretty complex game, but its core concept is "car soccer"
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 😊
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
12 v 12 multiplayer car football. no rockets no jumping just plain football. script some tackle mechanic where say 49% of the time you get it
Thanks for the help. I'll definitely do more research into these ideas 💡.
What deos this error mean LogAssetRegistry: Error: ASSET_NAME is too old
tried to register an asset from an older version of unreal
Hello, anybody still using MetaHuman?
Hi
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
are you sure? This is .uasset from game that uses 4.26.2 and I am using same UE version
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?
// Don't read packages that are too old
if (PackageFileSummary.IsFileVersionTooOld())
{
UE_LOG(LogAssetRegistry, Error, TEXT("Package %s is too old"), *PackageFilename);
SetPackageErrorCode(EOpenPackageResult::VersionTooOld);
return false;
}```
as for how to fix this I am unsure
I wonder if it's possible to editor the UASSET version manually?
Hey does anyone have a clue how I can make it so my spawner doesn't spawn the 100 instances at the same time ?
Like a delay time between each spawn or something?
I need help rn
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?
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.
Hey so i need some help please
I can't tell is it is alembic/RHI dx12 bug
or if it is my gpu's vram
Check an int variable, spawn, delay, increment variable
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?
is there any way to execute something once the timeline reaches 0?
Ive tried finished and it doesnt work to my need
i assume finished means if the timeline is no longer moving and not when it reaches 0
nvm figured it out
in case anyone had the same question
this is how you do it
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
If you're installing from launcher, just remove the platform specific dependencies in the install options
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?
You can move it but I honestly question if there might be a way to disable it? https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Lightmass/UnrealSwarmOverview/
perhaps reducing the max size to 0?
imagine how cool it would be to make a ue4 sdk for the roku tvs
Um, basic question. How do I get one element of the array?
Like DummyVectors[7]
Oh
Get copy
hey guys im new to unreal and game development in general, anyone know where i should start
Not the most intuitive name for that one
omg thanks
i was looking for a course
ima copy that link to my noteboard, thank u megafunk
u are quite a funky individual
Is there somewhere we can submit feature requests?
closes thing for the public is probably just posting on the forums feedback section?
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
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
i would try to check the lower part of rimLight
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
may be related to the way you are using the sun vector
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 ...
ah, so you actually had no idea what you are doing there 😄
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 😄
and then investigate why that branch is getting messed up
but without any knowledge of materials, this may also no solution
I can do that 😎
good luck
Hello everyone. When i'm holding "w" and dismount from car, it's moving all time
what can i do for this problem
set the velocity to 0 in your unmount event
okey, i am trying this
and/or use a timeline to tear down the velocity
but it all depends on how your car movement is implemented
you could show the portion of your BP which accelerates the car
it's stop so fast and again moved :D
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?
and reality is gone
that's why i said you might want to use a timeline to reduce the velocity slowly
ok, instead of setting velocity to 0, try to set throttle input to 0
i'm tried this but not worked
i can't understand why it's not worked
i guess the unmount is firing before it releases the control
so try with a delay of 1 second
if it's not an event you have to move it to an event to use the delay node
is this in the car blueprint?
if so, you may also succeed using the unpossessed event in the car to set the throttle to 0
yes
this not worked
this too
i can do, if player not holding "w"can dismount
yea, but that's not a nice fix
what if you put delay of 1 second on the first screenshot
with the unpossessed event
and put a print string behind it, so that you know it's fired
if you leave the standing car, and press W an second after, does it move or not?
it can't
ok, just wanted to get sure that the controls get unbound correct
yes .d
i am trying now with delay
and checking with print string
ok
with 1 second delay
print string return value"0"
but not fixed
i have to go breakfast i will try again
thanks for your helping
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)
i have the slight feeling that for whatever reason that event keeps firing and setting the old throttle value
if it keeps printing the string you got at least some clue of whats going on
anyone here using Runtime Virtual Texture on terrain?
@neon bough i'm solved the problem with this node
thanks for your helping
I didn't know about this node as I'm new to cars
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?
Frame rate mates between both apps.
didnt know frame rates could mate :p
😄
... I'll let myself out
Sorry, they match.
I recreated the animation like for like in Blender and of course it matches the UE render completely.
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.
i dont use sequencer much, so cant help you :/
Too bad 😕
#cinematics miiiiight know, but iunno. (friday mornings are usually calm around here)
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?
i used sequencer mostly for animatting control rig or camera animation or tracking rig
are there other sites besides mixamo where there are character + animations free to use?
If I make a Canvas Render Target as an asset in the Content Browser, I can double-click it to adjust details like these:
In particular, that one with a box around it.
But if I make a CRT at runtime, is there a way I can update that same detail?
Oh
Well, not much else, really.
UE Marketplace has few of free characters including some animations, but the obvious ones are dumps from Paragon.
I'm an idiot - Solution: "Set - Texture Group" node when pulling out from aCanvas Render Target pin. 😐
facepalm
is there any possible way to make a form for cave? or like carve into the "ground" (your landscape) to make small cliffs?
like, with the build in Landscape tool in ue4
or do i need to learn blender
You have to build caves with static meshes. Think of landscapes as the basis for your world ground, not as one fits all solution.
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"
Any idea about why i can't open that function's implementation?
Hi
Someone would recommend some good paid Unreal Engine programming courses (C++/Blueprint)?
aight, thx
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?
@paper cobaltit needs to be at the same place in the bind pose
i.e. the pose that character has when it imported to ue4
have not tried the "use 1st frame" pose with it
@desert pagodaUdemy has few
https://www.udemy.com/course/unrealcourse/
Thx
@desert pagodai don't think there is a comprehensive course here, but there are some about c++ https://www.udemy.com/course/unrealcourse/
@desert pagodai don't think there is a comprehensive course here, but there are some about c++ https://learn.unrealengine.com/home/library
You mean the Import T0 Pose option?
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?
if i destroy a component dose it also remove the children or do i have to remove them manually too
I did infact use that option when importing the character
the character is set to bind/t pose
as is the skeleton
Is the groom aligned to that pose when imported?
oh. good question. I will search and find out
what do you mean by "search", i'm asking if the groom is aligned to mesh when you importing it
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
still not answers the question
ok. well that summed up says: Yes, the groom should be aligned with the mesh prior to import
@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
Random related Q: Is CC3 useful for someone who has no idea how to model characters? :P
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 
i agree I have seen this before as well.
when importing i need to flip on the X by 90 and the y scale by -1
@exotic thicketit is...there's a CC importer for ue4 somewhere on the web (there was at least)
it is good for people who do not want to create characters from scratch
@exotic thicket but you may need to generate LODS and only use Haircard based hairs
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
Might check it out at some point then :)
Ho much cost write to RVT? material stats dont calculate that material branch
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?
I guess you are asking for something similar to boolean operations?
you could use a box mask in a material and plug on opacity mask to make it disappear
that would be the easy way, but ofc is just visual and wont update collision
This might work! Not worried about collision, as it is for filming, so we just need it on the screen, and occasionally we will hide things. Thank you!
how do i delete a component and all its children in BP
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.
what is a level game?
So If i complete a level i get sent to another level to complete that one
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
So I dont keep my game levels on the same world. I create UE levels for each game level.
generally yes. But we dont now what your project or game is so it might not be
a game like super mario would have separate levels
a game like tetris, would not
then chances are you want one unique level per "level" in your game
neither one lags more
Okay, btw I have one last question. Can you do as much with blueprints as you can with C++
no, you can only do with bluprints what is exposed using C++ and not everything is
however your game might not need anything that C++ offers, so the question is not valid
No, Blueprint is high level scripting and can't do everything C++ has to offer.
Im just going to start of with blueprints.
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.
you should start off learning the engine, then learn blueprints, then pick up C++ if you need it
Thank you Mathew and Thehoodieguy
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.
lol
If you tick many actors and not put performance into consideration, then yes.
BP's VM overhead is fine for situations not crowded by ticking actors, but C++ being lower level has the advantage of lesser overhead taxing performance than BP had.
I'd say the major advantage BP had over C++ is easier asset loading and quick iteration.
Someone should write a plugin call it convert to c++
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
thats another thing about c++
I dont use ticks 😉 at all so i am good lol
converting AnimBP's to native AnimInstances and toggling bUseMultiThreadedAnimationUpdate = true; is huge performance boost for "free", if you know some c++
really?
i might have to try that out
becuase clothing simulation will end up KILLING fps.
yeah, I don't think the multithread flag works with blueprint's
but I have no idea if clothing simulation even runs on threads
Ahh shit
thats for the future of my game anyways.
lol
basic stuff first, fix all bugs, then add the beautiful things.
you can write Stat anim in console and see if it's using worker threads or gamethread
cough
Nativization
well, that doesn't look like it requires any more performance, unless it slows down with more skeletal meshes
That's just 2 guns, and 2 characters
lol i have a whole library of anims to add.
over like 2 k
lmfao
if you need more performance later, you can try do it in c++, no reason to do it now if it works fine
lol alright
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
unreal 5 has better skeletal mesh performance I believe too, so you might not even run to much problems
tho I don't know if it means animBP's run faster too
I mean i hope it does lol
im only using animbps for just basic movement
and casting the anims right in a structure
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
so i might be golden then, nice 🙂
idk it seems to make more sense to me to do something like this
you can always optimize later if you need to squeeze some extra fps lol
just update the anim based on what the character is doing according to the character blueprint
yeah my animBP pulled data from the player character and then did calculations on those values
I can see why that can cause optimization issues lol
You good at anims
i have a questionf or you
not that good, just stubborn so in the end I can get stuff work, most of the times
How do i make the skeleton only adjust for this specific animation?
If i edit the skel, it will edit it for every animation
inverse kinematics?
should i just create a new socket, and update the socket based on the animation?
ohhh
IK hands
you should have socket in your weapon, then pull the hands with ik to right spot, or atleast the left hand
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
Okay i think i am understanding this a bit better
because you need to find right spot and rotation for it to look right
so IK can attach itself to where ever you assign it to attach to
so if i use l_hand, it will auto adjust thaty
okayy.
cool 🙂
very useful information, thank you
you can also make "aim down sights" with ik that works on every weapon, they just need correctly placed "SightSocket"
The thing about this
I created a function to update the socket for the location of the gun
can this cause an issue
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
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
then when you reload etc, you disable the ik or use the float variable to turn it off (1 == on, 0 == off)
I would have to do this per gun
Now, in your AnimBP Event Graph, get your weapon’s skeletal mesh, NVM i can cast it differently
you do the logic once in your players AnimBP, and each one of your weapon meshes have socket named the same way
interfaces if you dont want to cast
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
left arm is a little bit twisted but it should be an easy fix, thank you 🙂 I just got to fix the transform
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
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.
what happens if you disable IK when reloading?
oh the animation
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.
@plush yew can you attach the mag to hand?
going to try right now 🙂
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
hmmm
@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
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
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 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
Yeah I have so many guns with no animations. The anims are coming from another asset pack Trying to plug and play lol
if you dont have experience skinning and rigging, buy auto rig pro (well worth it), setup your mesh in blender with it, use it to skin and generate a rig and go that route to make your firearm and character animations
i have it
then might be time to use it lol
just not an animation guy
same
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
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
Ultimate FPS Template Plugin: https://www.unrealengine.com/marketplace/en-US/product/ultimate-multiplayer-first-person-shooter-template?sessionInvalidated=true
Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/W5g6pZXfjh
In this video I'm just showing off the work in progress shoot house for the demo project. It now...
Oh thats you!
si
i dont like me
lmfao! naw i learned a lot from yoyur code 😉
ah so youve picked up on all the bad habits XD
I learned to not use them and create a different chaotic method!
example one,
updating socket depending on gun
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
I broke my casting system, My TP gun and FP gun are just.. like hard to understand now sometimes i dont knopw which is which.
make a getter function. for example what i did for getting my first person and third person mesh is made a simple function so if your controlling the pawn (IsLocallyControlled()) then it returns the first person mesh, if your not (your remote) then it returns the third person mesh. makes it easier
so many ideas. I might have to relook at your code
from which series
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 🙂
oh you are in it lol. sounds good
Guys newbie question here
What it means "chaos" ?
I need to go 4.27 and i can't do it
its unreal engines new physics system to replace physx
It only shows 4.27.1 or 4.27-Chaos
use 4.27 Chaos if you want to use Chaos in the installer build, otherwise you must build from source afaik
take 4.27.1
Do you know some way i can go with regular 4.27?
why?
Plugins and Virtual Production requirements
Again, take 4.27.1.
Chaos is not merged into main builds.
Yes i know but the other machínes have 4.27
And switchboard don't work fine with the hotfix
The only difference in 4.27.1 from 4.27.0 is minor hotfixes rectifying lesser crashes.
Yes i know that but that minor change is a problem for me
hello, i kept running to this problem where it says Unreal Engine exiting due to D3D device being lost
I need some way to get 4.27
what is causing the problem ?
Build from source code. Problem solved.
From where?
Sorry i'm very newbie in this
Many things. D3D Device crashes is one of the more abstract errors, hard to pinpoint exactly the cause.
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 :)
well i've done nothing to cause the problem, all i did was just launch new blank project and just place some actors in
then it crashed due to D3D
I would offer you my fork of UE source code, which is 4.27.0, but you're governing virtual production stuff, and I removed any VP plugins from it.
Someone experice with nDisplay here? I have some questions
Are you running the editor in DX12?
#virtual-production might.
Yes i placed my question there but no answer yet
how do i check it ?
?
#rules no.2
Okay, are you enabling ray tracing in your project?
DX12 specific issues can be ruled out then.
You mentioned placing actors, does it happen with other meshes?
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
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 🙂
Yeah, sorry, no idea about it. Might be specific to your GPU, because the error is resulted from hardware response.
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
...are you using NVIDIA GPU?
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.
what should i do ?
Sounds counterintuitive, but try downgrading the driver.
Pinned messages section have some notes on it.
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
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.
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
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?
If you use custom stencils to isolate the character: Add a simple HLSL blurring shader in a custom node to blur out things outside the custom stencil.
If you use scene capture + render target to display the character in widget: Add a Background Blur widget.
would that allow everything to show in realtime still?
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
Either way are realtime.
Just that the latter has serious performance cost - Scene capture is extremely heavy.
is there a way to disable bps, instead of temp deleting them, then adding them back
how do you get additive layers to play in a montage?
???
do you mean at runtime?
like deactivate?
or hide?
or whatever equivalent?
no i mean is there a such thing where instead of deleating part of blueprint, i can just deactive it for a while.
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
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.
setup a scene component with the transform you wish the camera to have and interpolate your camera to it and then back?
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
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.
just looks like your normals are flipped. check in your modeling software
the blender file looks fine to me, thanks for the input though. ill double check now.
enable backface culling
in blender?
yes, here i flipped the top face with backface culling checked
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
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?
yes and no, 01 won't hurt (unless your near the file length limit) and you might make a variation later?
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 😔
this looks like a thing that should be in cpp
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
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
@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
yea. Wish you still did those vids, they are just pure gold for people like me
Ive been trying just busy with work, chances are with 5 coming out I will try and catch up
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...
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
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?
Yep, did that, and bruteforced it. If i wanted to go deeper, it would probably break, but for a depth of 3 i just fixed it. Thanks alot! :)@rotund scroll@grim ore
@dim dragon#packaging is what you are looking for
Thanks.
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?
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?
Ive downloaded unreal from epic store if thats what u mean?sorry kind a new
yes there are other programs in the program folder
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
ok thanks !!
there should be logs when you try and run it, in the editor and on disk that tell you what went wrong
know any other things that might cause this error?
it just said swarm failed to kick off..
so the output log says nothing before that or after? and the saved log file is the same?
it only says map needs lighning build
but cant cause of this error
so feel like im stuck in some kind of loop
its weird the log says nothing. you might want to try and repair the install then from the launcher
so reinstall unreal?
when I remove the lightmass file and build I get a few messages in my log
and my swarm agent has more info
ok thnks gonna try rn
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
sure, just have to get that surface info somehow
yep. there are physics materials that are normally used for stuff like that
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!
yeppers
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
❤️
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
Context still not clear / XY problem "syndrome". Is this supposed to be a tracer? Character movement?
I'm procedurally spawning objects in with casts, but I want to objects to be in clusters, but the issue is that I'm spawning the objects onto spherical objects so the rotation is inconsistent with wherever i spawn the actors in
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.
Last time I tried it, Automotive Materials can't compile properly in 4.26.
it works with the 4.27, just not the chaos version
man the news here is unreal 
yup thanks, already did. works perfectly
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 😐
They still haven't ruled out the undo crash after all these years it seems.
@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
Well, pros uses C++ most of the time, and if they use C++, might as well use Slate directly and build their own UI system as opposed to going through UMG
@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 😛
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
Is there actually no way of using scalebox to scale down a widget holding scrollboxes?
tried everything... I'm out of ideas 😐
Not sure about scale box, but I know size box works.
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...
if your scale box is not set to a fixed size, that might happen
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?
Use Size Box.
@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?!
I got the problem,it was a mesh,replaced it and it cleared the error,really weird!!
But thnks for the help!!
was still lookin for if it wasnt for yourre help!!
Yes, you can.
I used scale box to get fixed aspect ratio for my pause menu screen.
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?
Alright so I've never come across this problem before. How do I remove these floating spheres/icons?
try pressing G for game view mode
...I think that's what it stands for
Ah yes, G worked. Thank you
@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
It won't show up in runtime/renders from sequencer.
I only wish to hide it because I'm doing a short film within this 3D model, so it got in the way quite often.
Again, it won't show up in sequencer exports, which uses runtime mode, so don't worry much about it.
not an engine issue but egl won't resume an engine download
any one got this issue before?
So is spatial os even good
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
for next time, there are debug nodes in material, just search for them
they can print values on your material
ty
style tips for naming interfaces?
@charred ibex if it's BP, BPI_MyInterface, if it's C++, IMyInterface
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
Sorry to interrupt. Any way to remove the shadows between the two green blocks?
Yeah, that could work. How do I do that? Very new to UE4
open the material, in the details panel it has shading model and change that to unlit
Is there any way to set up Hand IK with an anim montage?
click on object, go in details click cast shadow to 0 but if its a full 3d model then idk if you want the shadow fdor the full vehicle
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.
This is what I have. Where is that option?
instead of this ill just put in anim graph.
Search detail, type cast shadow
Ohh i have them set up to default slot
still cant find it
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 🙂
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
I guess you could improvise from how Valley of the Ancient did the vaulting, just reimplement UE5 specific stuff in UE4.
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
Yeah.
Well, most of them.
Because its forward compatible allegedly
I found a good climb setup
Part 2 of my UE4 parkour series.
Source code: https://github.com/DavieTi/ParkourProject/tree/WallClimbMantleTutorial
Updated Parkour video for Unreal Engine 5: https://youtu.be/jwPlvJRGbWE
I'm live streaming on YouTube now!
Second channel: https://www.youtube.com/channel/UChvKv1CiVjDkaxLqztIFRkQ?
Join the Discord! https://discord.com/invite/4dR...
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
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)
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
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.
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
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.
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*
I did use it, kinda understand where it's going to lol
That way I don't need 8000 animations Just for movement alone ffs...
At least not as complicated as ALS V3 did.
snow you try this one?
Hey guys, in today's video I'm going to be showing you how to implement vaulting and climbing into your game. (Parkour). This is part 1 of a 2 part series. Check further down for credits.
Part 2: https://youtu.be/ox3osZiTOts
Parkour Animations: https://drive.google.com/drive/folders/1wnLAnQCy6SiwjIkyh5vijVdUuKi-tH8l?usp=sharing
Video Idea and...
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
I kinda dislike root motions, but UE5 has motion warping that can shift root motions.
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.
I'd say line traces.
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
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.
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
for me? 👉 👈
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
Yeah unreal is really cool
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
if you are using blueprints is is kind of a small code
can make in about 10 mins
BTW i get pun lol
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 >_<
LOL
wait you do you mean IK
ima wait for free stuff
Best way to take 4 directional anims and blend it to 8 way movement with out the use of blend spaces.
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
Is it possible to use LandscapeCoords as well as BumpOffset on the UVs node in Texture Sample?
If that is the case (some pictures in other pages did), simply improvise it for newer versions.
It's unlikely that Epic will change them if it's not that huge of a change in newer versions.
yeah true
the only node i saw changed is that "calculate direction ' node
that worked, but now I keep getting these errors
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?
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
16 texture sampler is hard limit on DirectX.
Ah okay, np, I was just trying to add height maps to my terrain
There is Shared Samplers, said to be go up to 128, though I'm not sure how to use it properly.
Anyone :/
Also, sorry one more question, is there a way to get rid of these seams? Or do they disappear when it builds?
build the lighting
that fixes it
Ahh okay thanks so much
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
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.
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?
But for all intents and purposes, building the lighting is essentially baking ray traced lights and shadows information to static meshes.
yeah my computer builds lighting pretty quick, and until I'm ready I avoid production quality, preview has most I need to "see"
(and maybe volumetric lightmap as well)
Volumetric? 😮
this is why i love lumen 😛
that why everyone loves lumen lol
WHAAAA
O_O
But yeah, is there no way to consolidate all the textures, the base color, heightmap, normal, roughness, and reference that into the terrain material?
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.
lumen does not support potato GPUs BTW
Yeah I'm there checking it out
Brushify is well worth it.
And I care potatoes more than any 3D game developers, really.
for 10 dollars it givves you such a great idea how everything works
and he has a lot of tutorials.
Wow that's so good
Yeah
Real time ray tracing, Nanite geometries, stuff that are not accessible by potato PCs, are bottom of the barrel for me. A last afterthought.
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
i did everything backwards.
i bought all the tools to learn them while learning the basics.
lol
great idea
but the world is changing so
potato < High spec
So how do I reference another material...? lol
I'm imposing self limitation like that, in the hope that I'm not "too lazy" with things, and make my game more hardware inclusive and accessible, even by an average third world countrymen who want to play video games.
same but i dont buy
i wait until they are free
you do you
i am just saying
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...??
in search details look for material attributes
check it
now you can blend
then you need to make material attributes
ohhh "getmaterial attributes"?
and then branch them
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.
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
I want to figure out how to enable AMD fidelityFX for Unreal engine
i really wish they would update the plugin
Ah brilliant, thanks
(it's in degrees btw, not in mm)
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
I shouldn't have to buy anything though it's built in the program
sure 😄
Just getting around to optimising my materials and wanted to know about the “Sampler Source” property in a texture sample, and can’t find any documentation about it. I understand this can reduce texture samplers so is good for landscape when you run into the limit easily, but what about just using it in a regular material (where you are not nec...
I'm just trying to combine materials for the terrain
In unity I just use my materials, it's so simple
Yeah I wish my brain could keep up with what I'm trying to say xD
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
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
Thats how it is bud when it comes to materials
lol
a BIG mess.
Today we have a look at how we can sample the landscape layers and build up our own landscape material that uses Height map blending and layer order to give us maximum control over how things blend.
If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
Or you can find more tutorials on my website...
There is no simple plug and play for what you are trying to do.
UE offers no such things.
The texture is almost there, I just need one thing to cooperate
very detailed 😉
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
i thought that was mars
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
I made this the other day
its low gravity on jumping.
?
i told ya
lol
You can do all this in Material functions too
to make it not so messy.
Ah nvm, that's still increasing the texture sampler
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
If you mean different engine but the exact same executable, then no. UE3 and UE4 is in many ways drastically different (as both were built in parallel, unlike UE5 that directly proceeding from UE4).
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
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
Yeah this happened with this
Back in 2016, an ambitious group of fans began work on an Unreal Engine 4 “reboot” of role-playing, light-sabering classic Star Wars: Knights of the Old Republic called Apeiron. The project has made impressive progress since then, but it emitted a tragic Wilhelm scream this week when Lucasfilm lawyers zapped it out of…
i need a way so people cant play the game without them having the base game
They where doing the method you just said.
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
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).
they just don't want people getting the game for free
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
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.
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?
No, people can lie with this, all it takes is just smooth talking, a pirated copy of the game, and get away with it.
Ah fair enough
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
And that's one way to hamper your effort.
Again, you have to be paranoid for that to actually succeed, and some mods that can't run on its own managed to exploit it, but it'll be a problem once you bring your own executables, and considering that (for all intents and purposes) UE3 is not forward compatible with UE4, as with the case in UE4 and UE5.
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?
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
You could, it's subdividing, but at least in Blender, you can't apply subdivision if there's any morph targets present.
So a low poly screw on lets say a gun, looks octagonal, it will make it well rounded automatically?
Maybe that's feasible, but what if I hack through the launcher? Or even worse, you use "open source" locks, and I directly reverse engineer it from the source code itself?
Yay, free game! Again, UE3 files aren't compatible with UE4.
Depends on what the model is, you can use turbosmooth on lets say a rounded object
this is good info 🙂
Well yes, but if you can hack through it, you can also hack the base game
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?
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
The game source yes, but the content can still be copyrighted.
Look at how id Software games before id Tech 5 have their engine open sourced, but the content still have to be obtained legally.
Repeating myself - UE3 files are not compatible with UE4, how do you going to get your mod use them as is?
Oh yeah i forgot about that
And before you said about "hash comparison", FWIW, pirated games can still have most of the files having same hash codes.
this is why cod has its own engine because of this
this >_>
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.
Main take away from all the paranoia challenges I present to you is be safe than sorry. DMCA takedowns and C&D letters can be frustating to deal with, lawsuits even more so.
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
well yea, but it sounds too easy. Sadly they never release a eula or license agreement with the source which is kinda annoying. Only that little text where they state this
Well then it's pretty much "proceed at your own risk"
If you want to do it, do it at your own risk.
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
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?
Nah, i have 0 intention of earning money with the project