#ue4-general
1 messages · Page 1093 of 1
It's a saying. It's when you have so many details, you miss the big picture
@tender mountain, Pretty much what happens is that when I click either gunner or bruiser, it runs this. Somewhere in here I need to figure out how to change the level while also carrying over which character I picked.
Oh lol
Something staring you in the face but you can't see it because you are full of all this other stuff
yer sir
Is it possible to use Blendspaces in a Sequencer?
ye
Clarifying, I have zero idea what that is, I was responding to the message before this
@tender mountain it didn’t work -_-
Same problem
Do some tests on a new blank project. Just have like a button that sets your game instance character variable to Gunner. Then change level. Then in the next level, spawn an cube character if game instance character variable is gunner. That way you isolate the part you are testing and making sure it works. If that works, then you have something else messing it up.
You can also have a double print string test with will print both variables of any branches to see if you are getting the right values.
Both of these are my fav debugging techniques.
To clarify, new Project
Not a new map.
8hrs of my life just to have written 2,105 lines of code 😭
rip
Try removing the part of your project that is linked to VOIP
How would I approach a method to save a game layout that heavily uses the spawn actor script? Say user spawns actors around a map and saves the game. Upon loading the game, the actors should show up in their saved location and rotation. Note these aren't actors placed directly from the editor but rather dynamically placed in-game.
So uh, any insight or solutions?
The broken part. But make sure you have the whole project backed up.
The more obvious way is to serialize the actors. But that's a bit finicky to setup.
The individual modules should work fine so you can just copy and paste them into a new project
Does a new project work?
why would one put in months of work and not put in 10 minutes to back up the work...
8hrs of work feels so little
yet the editor can Load project templates for game projects
creatnew game projects
😩
@meager marlinI can say whenever I approached this issue I had either a base class that was used that I could track for saving, or you could use an interface or tag to indicate that info. Then you can get them all and save out the data you need to recreate it on load
add game entitys and components to those entitys
and a log
all within 2,000 lines of code
crazy
Whenever I execute the spawn actor script, add another execute that adds that actor's coordinates and ID to an array?
It’s not about backing it up, I have a backup
It’s the engine
The plugin I enabled was built in, it wasn’t even experimental
So the engine won't even load up a new project?
@meager marlinsave game -> get all your entities in the world that you want to recreate and save out that important data (class, transform) to your save file. on loading, reverse.
its basic but it doesnt sound like you need advanced
Not that one in particular
you just need a class to spawn the actor, you said location and rotation so you store the transform or just loc and rot
So just your latest project version is not working?
when you enable the plugin, its part of the project. disable the plugin in your project.
or turn off enabledbydefault in the engine plugin if you did that for some reason
Create a new blank BP project, copy the Config and Content files.
If you have any C++ code, rename the .uproject file to match the old one, and copy the Source folder.
Oh wait hold on @tender mountain I got some good progress here
again... if its just a plugin, disable the plugin
He can't access it and the project file doesn't list it.
then the plugin isnt being used
the .uproject has all of your plugins you enabled
the engine isnt going to just turn on a plugin at random
Yeah that's what I'm thinking. Although the project files may be trying to access the plugin that's not there..
It’s nowhere to be seen in the files
and again if for some reason the engine plugin is enabled for some reason and you didnt do it for some reason then disable it in the engine folder
Try this @fringe rivet
So when spawning actors, also attach an executable that stores said actor's location, rotation, and type of actor? Like in an array? So when the game is saved, that array is saved with that savegame object no? So when loading the game, I iterate through my array, using the spawn actor script and using the array's actor, location, and rotation per index? That's the way I think of it.
Wouldn’t this break my project?
@meager marlindo you have any reason to care about the information you are saving before you save?
Wiping content would wipe all of my assets
No, as long as you copy all the correct folders: Config, Content
@fringe rivet so your .uproject file has nothing in it?
@tender mountain Ok i was able to make it so it changes level, and I made a player start so it spawns there, but i cant move and the view is messed up, any ideas, progress!
Oh, move it to a new project?
then how do you know this plugin is causing an issue?
Yeah, though copy it just for safety reasons.
Also if it's 1 specific asset, then just copying over 1 at a time and seeing which breaks it is a good idea. Might take an hour or 2 but most of the project saved.
I won't try do that for individual asset due to asset references.
This would be almost impossible, there are thousands and thousands of assets
I'm making a sort of map editor for a school project. The map is empty at first. We let the user spawn actors to populate the map such as crates and boxes. The user can then save the layout (the types of boxes and where they are) to a save slot. User can later load their layout if they need to.
You have to get your player controller to posses the character in the new level.
@meager marlinyes, so you only care about it when you save. so again. you find the items you want when you hit save, save out that info, and reverse it when your loading
how you ID what you need to save depends on your classes
which plugin did you enable @fringe rivet ?
Do chunks then first. First 50%, then the next. Which one breaks it? Then another 50%. Until you narrow it down.
VoiceChat
!stream
Wdym
Oh Mathew you're the WTF is video guy right?
How to fetch the items I want? Like a... get all actors function in blueprint?
Message @buoyant granite directly, not in the text channels.
really sorry
so I can say... I enabled all 3 voice chat plugins, and got the error, and my .uproject has the plugin like expected.
@meager marlinyes, get all actors if they are a base class you can use or something like get by tag if you tag them after spawning or use interfaces. there are plenty of ways
in my .uproject, where its supposed to be
We told you hours ago, it's in the .uproject file
and disabling it lets it load like expected
are you sure your in the right project then
dunno, but this is how UE4 works
the only other way might be if you actually copied the plugins into your project but even then.. not likely
Ok I like the idea of the tags. There's a function in blueprints for setting a tag to a fresh newly spawned actor I'm assuming?
@meager marlinyou can get or set tags on actors at runtime, yes
I would be surpised if you haven't even tried making a new project and copying all your stuff to there at this point.
No, I just got out of a meeting
theres no reason to start over tho. your project is saying load this plugin, if you tell it not to do that then... it wont do it lol
Yeah that's what I'd be doing. Maybe 1 asset is corrupt.
the plugin is "Voice Chat Interface" btw for the full name
No, it’s not telling me to load it, it just doesn’t open
There’s not even any trace of the plugin in the files, I don’t know why it’s saying there is
I’ll try searching again
And it's barely taking any time to copy the folders, and creating new projects. There's little chance for the engine to recompile shaders.
If it doesn’t work, I’ll do this
you shouldnt need to search.. how long can your uproject be?
like paste it here even if needed
You said not even your text editor's search function yields any result. You're not lying, or mistyping?
maybe your text editor is doing exact matching not partial
paste your .uproject to pastebin for curiousities sake, I am curious how it could be very long
alright
oh no
..
I’m super dumb
It was Engine I spent an hour looking through
He, and no, I wasn’t trolling
If you're afraid of breaking NDA, I'll post mine.
I see the plugin in the right file -_-
Thanks for the help, sorry for wasting lots of time
looking at Engine what?
Your videos rock. Thank you for them
Yeah, you helped me understand casting and object spawning
We told you to look at the .uproject file, not the .ini file...
Maybe it's my bad I didn't mention about not opening .ini file, but those files are not even related with plugins.
they dont have file extensions enabled
which I realize is going to be an issue for most people since its off by default lol
and well.. people who dont know what extensions are since windows and macos hides them so well
so all around, learning experience. windows sucks!
ugh
First thing I do on a reinstall of windows.
super learning experience, I just realized I always turn them on by default and showing people how .uproject files work isnt going to make sense for some people
@plush yew yeah I was watching some content on how newer generations just search, no need to organize
We have this kind of unwritten rule that showing file extension is a must for anyone working with making software.
Well have fun all 😄 L8rs
Bye
@fringe rivetheh, no insult intended to anyone it's just the way operating systems have changed in the last decade to hide the stupid stuff and let you get to what you want easier.
Yeah, I was wondering why I couldn't see the ".blank" part, I was able to do so a few years back
its the same way we dont dial phone numbers anymore lol, we just pick a person now
What?? You don't dial phone numbers?
the bad part about this is I just realized that this might be a good reason to have a wide and diverse group of people evaluating learning content
well not bad, insightful
Like a cool kids group
well I try and get my kids to do it but its boring work to them lol
Can someone point me in the right direction, ive been trying to make something where my cursor slides an object but only along 1 axis and responsive (user has to actually slide the block) but there is no tutorials on that at all and im not even sure where to start with it
so click and hold mouse, move mouse to the right, block moves on the X axis ?
thats basically how you do it then. use mouse input and track the mouse location each frame and as it moves you add that to just one axis on the item
you need some way to know when its down, you could use just a normal input even for pressed and released. You could then use the tick when your event is now true to move the item.
or you could use a mouse input axis which checks each frame and on down move it instead of using a tick
I already have most the mechanic down everything works fine its just been finding the correct/best way to do the sliding mechanic
I see what you mean though, on mouse down update location of block
And only use the X or Y strut
theres a few ways, just have to pick one. basically identify when the mouse is down and then check the mouse position this frame compared to the last frame and you can move the item on just one axis that much
needs some tweaking such as maybe adjusting that move amount based on frame rate (delta seconds for this)
and if you want it smooth you could do things like lerping over time or clamping your amount per frame to move
Yeah, thanks for your advice. I wouldnt class myself as beginner more intermediate but this one stumped me for awhile
its not a simple easy thing to do well but break it down and thentweak it
so this code is like the minimum needed
store if the mouse is down, inputaxisturn is just mouse X (set up in template, im lazy), and if the mouse is down im just adding positive or negative to the Y axis to a cube in the world
its not frame rate independent and it has no cap if you move your mouse really fast, but its a start
❓ BTW is there any drawbacks to store USF shaders directly in project level (Project\Shaders\), versus storing them in plugin level (Project\Plugin\ShaderPlugin\Shaders\)? Aside from reusability, that is.
how can i make a aim assist wher if your using a controller it will auto aim if close to a target and turn it off when using a mouse
do they show a way to make it only happen when the controller is rotating the camera not the mouse
Just check if the mouse gives any input or not at any time.
So I just ended up reformatting my hardrives, and all the free monthly content I downloaded seems to be gone from my epic account. Does anyone know if there is a way to get these back?
There was a blockout plugin I used quite a bit that I particularly miss
Log back in to your Epic Games account, and download them again. As far as ownership goes, they're yours forever once you claim it.
They don't show up in my library despite being on my epic account which is whats confusing me
I'm checking my order history and they don't seem to come up. Could this be due to just clicking the install button instead of adding to cart and checking out first?
sorry Im learning unreal and clicked the wrong thing, I reopened my project and the sequencer is empty?
Did it save
I believe so, although I could be wrong, shouldn't I be able to see add to track per object regardless?
Ah nevermind, I just had to right click to edit it, sorry hundreds of buttons to learn.
ok all of my free for the month content is just gone from my account
everything else is there, just not that stuff specifically
I just replaced most of my computer with new parts, but I don't know why the monthly content wouldn't be saved the same way as everything else
The Launcher is the one to blame, not your account.
I dare to swear they're yours forever once you claim them.
Ill relaunch and see what happens
Also, magic bullet: restart
Ok so I did some poking around and I somehow have 2 accounts?
If you're trying to achieve something specific with Niagara, currently there's no tutorials for specific things you're looking for.
Though there's quite a few on the basics of Niagara system.
2 Questions I'd like to understand better, shown in this video. Import position and lightmap settings. Thanks.
@ 8 secs I drop in the models, they snap to existing objects, I overwhelmingly want to drop these at the [0,0,0] postion - is there an option for that?
@ 27 secs I'm tweaking the mesh settings. See my Source Lightmap Index resets back to 0 each time I set it, the 2nd time it sets the index as I requested. I also set the resolution in 2 areas, the Lod build and the general settings. What should I be doing instead?
Shouldn't the Source Lightmap Index generally always be the Destination Lightmap index? UV2?
Thanks for the advice!
For the first question, just reset the location vector value.
@peak oxidesource is the UV it will use when making a lightmap uv when in the engine, destination is the uv channel that lightmap will be created for (notice this is the build section). down farther is the section where you specify which actual uv to use for your lightmap
so setting it 1 and 1 isnt effective
thats why its normally 0 and 1, 0 for the main UV and 1 is the lightmap uv that the importer created
as for the lightmap resolution, build again is when its generating a lightmap in the engine. general would be for the mesh itself that it would actually use (notice the build says min resolution again for building the UV lightmap)
Anyone know what kind of math formula I would need to keep all of my values within the blue box?
generally ABS (absolute) which makes sure your values end up positive only
but it depends on what you are doing
Im trying to randomly generate values, but only within that blue box
Very noob to the software here...
How would you guys go into making a patch of dirt in UE4? I only need a patch, that fades into transparent, So that it serves as a ground for my sword prop (which is stuck to the ground)
oh, so not just positive but limiting the values
Yeah. I originally thought min and max would work, but that would only work if the box was perfectly straight.
yep which is where I cant help past lol, my maths are 😦
LOL YEP SAME
@grim ore saw your unreal tutorial on creating main menu 🙂
@lunar hollowthe bummer part is there is random point in a box, I just dont now how you would rotate it
If you're talking about mesh blending to landscape, generally runtime virtual texture is deployed.
oh, i got some tutorials for that. I wanted to know if theres a way to create the dirt patch itself, kinda like an environment inside ue4. (I could model it and texture outside then just import but i wanted to explore the program itself)
imma go find a math nerds discord and see if I get lucky
oh.... @lunar hollow so this post has some info which... might make sense https://www.reddit.com/r/gamedev/comments/lu5od/how_can_i_check_if_a_point_is_inside_a_nonaxis/
I guess decals would be one way? But I don't prefer decals due to how finicky it is to get right.
DANG YOU ARE GOOD
Yeah matheww is scary good at unreal
i hope to eventually reach his level of expertises
i thnk if you look for the math for point in non axis aligned box, or obb, you might get someone who has the actual math
I was thinking about creating a landscape with the dirt texture and a transparent material and merge them both with vertex paint, maybe?
I guess that could work, but I'd expct some seams.
vertex paint would work if your resolution was high enough, but decal sounds like an easy solution if you just have a simple dirt texture, but if you have one why not make a custom texture with the dirt if its possible
or slap a mesh in there to simulate some chunky dirt and make it easy!
He's one of the tutors at Unreal Online Learning after all ;)
the scary part is im not even close to as skilled at UE4 as most of the others that work there
o.o
how close to the guys working there do i have to be to be able to finish and publish my game?
i honestly cant imagine being as well arounded about unreal as you are within the next year or two..
most of your solutions make me feel like im retarded for not seeing how clear it was xD
Took me around 4 years for me to be decently knowledgeable with UE, so yeah.
ive been doing this for nearly 3 years probably and i feel like i dont get anything at all xD
like im accidently just stumbling onto each step of my games progress lol
Back then there wad not even Unreal Online Learning in the earlier days, so YouTube tutorials were all I got.
Though granted I did have some modding background, so I kinda knew reverse engineering stuff
i mostly use youtube tutorials from unreal engine or other youtubers
to try and figure out why a function does what it does and how it tinkers
Thanks, is that what I did? Zero'ing out the values manually afterwards or is that something else?
Yeah, just zeroing out the location vector, or clicking the teeny yellow sideways U-turn arrow beside the input fields.
Source is the UV it will use when making the lightmap - So I set it to the unwrapped channel 1 no overlaps in that - I don't understand why I'd generate on 1 uvmap but apply the mapping on a different channel - won't the mapping be screwed or will it transpose the uv coords between different maps - but again, why not generate and use the same flattened unwrap?
I'm putting everything at [0,0,0] too bad I can't just hold alt and drop it to the origin... I'm thinking that there is a way to do this.
@peak oxidethe lightmap uv's are used for lightmapping only, so it doesmt mess up the texture mapping. its just for lightmap baking
and that section is only for auto generated ones. if you want you can make uv0 your texture map, then make uv1 your lightmap. both can be hand made in your DCC program and when you import just tell it not to generate a new lightmap uv and to use yours
And I thought the method I mentioned was dead simple enough...
@prime willowchances are you wont need to be near anyone, epic has started testing self publishing on the epic store and steam still allows it
o.o
if you want to cheat and do the 0,0,0 move your viewport to that point so you can see it then change your grid snapping to like 1000 lol
it should default to snapping to the only valid spot at 0,00
or roll up an editor utility to do that for you 🙂
thats good i guess x3
@drowsy snow my ledge grab still broken lol
the issue only half went away
Though self publishing also come at a huge risk as well.
now i dont teleport all over the map during ledging or mantle
but i still wapr around after or mid ledge grabbing/mantle
finding a publisher comes at a huge risk as well, theres no good answer 😦
well I mean, bank of grandma is always good!
yeah i looked into publishing and im most likely going to do it myself the long hard way and hopefully build up genuine admiration and repitore wwth gamers
once my game is at a point that sharing it seems doable
I'll read some documentation etc - thanks!
https://answers.unrealengine.com/questions/157427/source-lightmap-index-vs-destination-lightmap-inde.html
wdym by wrapping around?
you rmember the warping around that floops the camera around
that still happens but i no longer teleport around the map
Can someone tell me where my hardware is lacking? I'm using UE 25.4 but the free pack i got off the market place has taken over 30 minutes to open (still waiting). Just wanna know if I should add to the build and what basically.
CPU or gpu maybe?
check your task manager, is it using near 100%?
loading projects is going to be 100% cpu/memory
If something stuck, check the task manager.
Alright
I always have Task Manager open 24/7 lol
But the specs seem alright? I know it's not the best build
8/16 with 3.5ghz as the max. its "ok" but we dont know what pack you have,or if anything is causing issues with your shader compiles
you could also be running a 5400rpm spinner for a drive
Well, guess you would have to find the one that affect the camera.
my mesh makes the camera move
but my ledging is causing character to stutter terribly lol
Do you see it in slomo?
my ledge grab doesnt hold anymore and instantly translates into mantle or quick mantle
yes
It is, but I've moved so many things to the origin in different programs. I'll run some script:
'''
for o in selection do o.pos = [0,0,0]
'''
I've figure what the python version would be and how to hotkey it...
I guess do yourself a favour and make an Editor Utility Widget.
BUT
Don't expect hotkey miracle.
Oh no? You can't set a shortcut key to a script?
@grim ore Found the problem.
Editor Utility Widget and Editor Python commands cannot be assigned to hotkeys.
At least not without some hardcore engine code modifications AFAIK, because the lists were hard defined in Editor Preferences.
That's a good sign.
Also means a trip to the store lol
Thanks for the heads up - I'll start by trying some very basic steps, print "Hello" then print selection.name and see if I can get that far.
Coolio.
Though I'd prefer making blutility / Editor Utility Widgets, not only because it's easier to setup, but also I hate Python.
well 3ghz on 16 threads isnt horrible, but we dont know what you are opening so it might not be enough. and its also the first time only that it would take this time
and there is a way to get shortcuts for editor utility widgets, someone has a plugin for it
It's the Park Environment pack
Also you could increase ShaderCompileWorker processes's priorities to High, to speed things up a bit.
got it a while ago actually
I'll keep that in mind, but I'm assuming it has to open first to set those right?
Basically when Shader compile happens. The process won't exist if there's no shader compilation needed.
the park environment is heavy so yeah it could take some time. IF you go to processess and you see shader compiler worker running 16 times with high cpu use then your gonna have to wait
I know what you mean now, that lil 'undo to default' arrow. That's actually a great improvement from what I've been doing, smh, thanks.
Guys, not sure if this the right place to ask, but is there something wrong with the FPS character controller in UE? The rotation pivot is infront of the player instead in the middle of the camera. Is this normal? It feels very strange to me
Hey all, I'm a fairly jaded unity dev planning to make a switch to unreal. Are UE4 and 5 similar enough that I can start learning in UE4 and then bring my skills to the full, stable ver of UE5 next year?
Or am I better off learning in early access UE5 despite the instability
You'd better off stick with UE4 in the meantime. You don't need the fancy exclusive features UE5 has offer just to get started.
Gotcha, so I take it the layout & basic features are virtually identical between 4 and 5?
Like aside from certain graphics/nanite/lumen workflows, the way I build projects will still be fundamentally the same?
Yeah, large part of the stuff that beginners will overcome would be the same across versions.
Yes, they are almost identical feature wise
Ue5 has new features (with more on the way) but the fundamentals are pretty much the same
Excellent, thanks for the advice
Oooh, tyvm
Why is this a thing and how did I do this? https://gyazo.com/b687bcc5230f95cf7648542856b11e46
Child not moving with parent
There's no way around this Afaik, the rotation pivot is alwaysat the middle of the character
I would put the camera in the middle instead of the character mesh
@mint raptor did you change its location or make it static?
you set it Absolute Location
Hello guys how can i make the 3d widget block the light ?
because its not too much clear when spawn it in world
Yep, i moved the camera and it works much better now. I just wonder why they set it up like that for the first place
Because you are rotating the character not the camera
What kind of answer do you expect from a community focused on UE? :D
ask in unity discord to get a honest review 😄
Does anyone know a good way to do wires other then just bringing in static meshes from something like blender?
What is cable component? Im making an artistic render so im not too worried about collisions
i saw a perfect plugin, or was it just asset, just perfect for you
I think I'm the only one who really doesn't like these 'remastered' GTAs coming
Oh am i dumb is this a plugin built in
Awesome thank you
very stupid question but i hvaent been able to fix this with any solutions i found, but i wanted to fix this extreme glossiness in my project
im entirely new to unreal but i think thats obvious haha
Off the top of my head (also noob so i may be totally wrong) but i think its your materials
im aware its the materials just unsure what rhe issue is?
one of the textures for reference
ive tried some of the solutions (linear color, turn of srgb, etc) but that doesnt work it just waters down the color
but keeps it just as shiny
Ummmmm i think you need to flip your roughness it looks like its supposed to be 100% rough (due to the black) but its reading it as 100% gloss
ah yeah i vaguely read smthn abt unreal swapping that around or something?
how would i do that if you dont mind me asking?
do you know about material instance?
ah alright, thanks anyway:)
and i dont think i do no
my school isnt too great so we are mostly teaching ourselves rn
thats my material
oh wow
id guessed so as well, but was not sure how to fix it
So thats like a master material
Basically what you do is use the master and then customize it from there
alright thanks i'll try that!!:)
So to explain this picture to my best knowledge whats happening with those nodes is the white is pure rough or gloss and then that going into the multiply which is affected by the roughness param giving you a roughness slider essentially
Yeah its a 0 to 1 sorry
that my material instance
i cant find the roughness parem however?
no you can do over 9000 if you want
Jesus Christ haha
thats the material instance
You have to make it
everyting that you set as a parameter in master material
you can change in mat instance
So take your roughness put it into a multiply and then create a param name it roughness
yea right click it
there will be an option
then go to your material in content browser
right click it
create material instance
then assign that material instance to your mesh or whatever
open it and tweak
Is there a place to find a mastermaterial
ok sorry if im missing smthn rn
its automaticly master
oh yeah!
yep
Sorry i meant was there a lazy persons master material that i can download but i can just not be lazy and make one
yp got that
assign mat instance to your mesh
open mat instance
change properties
and watch it in real time
😄
thank you give me a second!!:)
i do think ive messed up along the way since mine is just blank
evening gentlemen, i want to ask about repnotify, what is that exacly? how its work? and in what case we use it
Screenshot
nvm nvm got it
i forgot to save TGBFRHDEJKSWL
embarrassing
AYEEE it worked tysm
no more slippery bed
more advanced shit would be to assign that master material to ALL of your meshes
because you can make texture a parameter too
then all of your meshes will have same roughness if you want to
oh thatd be cool to learn! though its not too much work to do this rn i think
im rushing a bit cause i have to put this project up haha
god this was really great help i couldnt fid the solution anywhere
anyone have reccomendations for promiting/advertising a steam game?
Tried Google ads before?
Yep
try to post it on all of ur gaming community in discord or social media
Or "bribe" some influencers that mainly plays indie games
yeah I contacted a few youtubers they all asked me for money, regardless if they liked the look of the game or not
i guess it's fair tho they have time constraints
just like anybody else
Of course they would. They had to spend some time playing, recording, reacting to the game, editing the video, and stuff.
Just reduce the global time dilation in BP, I guess?
yeah i get that but it just seemed like they would pretend to like the game if I paid them to do it, idk it gave me a bit of a bad vibe
If you want a prebaked fluid sim, then alembic cache data ought to do it.
Or you may use niagara and create 2D metaball of sort.
@reef lotus this is kind of the whole point of commercials
a lot of pro sporters only pretend to drink that crappy redbull/ monster
well yeah but isn't that kind of setting a bad precedent?
idk
like if all of society is dishonest does that mean its ok to be dishonest
whatever im a weirdo idealist
I mean, I don't see anything dishonest in them asking for money
That's why they started the channel in the first place
i dont eiher, I just don't want to pay someone who isn't actually interested in the game
You're looking at the Youtubers as your customers
They aren't
They're essentially a marketing tool
The people who will watch those youtubers play your game are your potential customers
If many people watch your game, some of them are bound to get interested
yeah i understand that, idk 1 guy asked me for 1000$ for a short mention
it's just like it sucks that my game can't succeed on it's merit, i have to bribe someone to play it
i read a post with stats from some1 that spend 500$ on a few diffrent marketing campains
Advertisement cost can be more expensive than that.
yes im aware
turnout out he was gettin pretty good results from adult sites when his game wasnt that at all
facebook was getting verry few hits from the money spend
I mean, in many cases, more than 50% of AAA games's budget don't even go to development cost, but on marketing.
Yeah, It sucks. But unfortunately that's how it is
ye
AAA spend their entire marketin budged for preorders cuz they know their game wil get burned to the ground on release 😛
I'm pretty sure there are a few games which were good but didn't earn well because nobody knew about them
pre release date is where most sales are and those sell for full price
i just released a game and the only major complain is that there aren't enough people playing it
so i'm trying to find someway to get it out to a lot of people
no use to run a campain to get ppl to pick it up from the bargain bin when part 6 is about to release in a few months
ow its MP with too few ppl?
yeah, i made the tough decision of going pay 2 play for right now
stupid question but, how do i export a webgl?
transition to f2p in a few months
if its MP you want ppl to tell their friends anything that gets them to do that
yeah we've been doing tik tok some, but we had a spike on it before release and the hype died down cuz it still wasn't released
but it got like 2 million views on the tag
dunno how effective friend referral bonusses are
i got a bunch of emails for steam curators to review it and some companies to promote it
but idk if it's a legit method or not
like it seems kind of sketchy they emails
so what game is it?
it's called Pro Soccer Online on steam
ahh looks kinda fun, and congrats on the release
thanks
ur target audience is ppkl that like soccer but hate EA
lol yeah but fifa players don't like it
fifa players mostly like the ultimate team mode
and this doesn't offer anything like that
well a lot of ppl hate ultimate team cuz its pay to win
yeah that's why i made the game really
i saw a hole in the market
but yeah getting a lot of people to play it is hard
anytime I try to share it, i give off salesman vibes and people get turned off
You can't. Unreal Engine already stopped supporting HTML5 native as a platform, instead you get Pixel Streaming.
The older versions used to have HTML5 export, but they're based on old Emscripten web assembler, and they're unreliable as heck,
It's that unreliable that Epic just gave up and have Pixel Streaming (basically the same as cloud gaming) as an alternative to HTML5 export.
ah i need to be able to upload my game on my portfolio, preferably playable, is there any way to do that?
Why not a YouTube link for preview and download link for the Windows excutable?
cause its for my portfolio, so people arent gonna take the time to go to youtube, then download and only then be able to play it
Nah, often times YouTube video of the gameplay is enough to convince recruiters. The real deal would be in the interview where you'd have to basically do a game jam, according to their requests.
its partially cause i myself kinda suck at the gameplay so the video guaranteed isnt going to turn out well haha
its pretty minor, and a full game but moreso being able to walk around the environment yourself so thats kinda ruined if i cant host it
You could ask your gamer friend to record it. Not the end of the world.
but i found a video about pixel streaming that could possibly host it
yeah no not the end, but still very frustrating nonetheless haha
FWIW, Pixel Streaming is mainly for a functional product, not portfolios. You have to somehow host the application 24/7.
Embed and share any UE4 4.21 Pixel Streaming app with Furioos (Cloud Gaming web platform)!
We have just included the support of the excellent Pixel Streaming in our Furioos cloud gaming web platform
Congratulations to the Epic Games teams who did a great job on the streaming engine!
Here is a short tutorial explaining how you can simply upload y...
this seems to work fine?
Again, Pixel Streaming is practically do-it-yourself cloud gaming. Unreal will provide some comms protocol, but not the server.
This.
oh no i know, but that video seems to have a host where i can put the game up as well
i'll give it a try and if its a bust, i'll see if someone can do a couple or test runs for me
can someone give me a dummy simple yes or no, if im using raytraced reflections do i need reflection captures
No.
thanks
think you need some beefy HW to run the pixel streaming thing
pretty expensive at least on EC2, I did some testing for fun lol
although I guess everything is relative, so depends on what you need it for :P
is there a way to use a skylight without lighting interiors that have no lights
im using rtxgi
but still have the skylight going through roofs
I think skylight is to light everything
Especially since it does not have direction xD
nope
skylight is needed even when using raytraced lighting for certain things
a good example is water reflections and lod things
i know you CAN use skylight without it brightening interiors i just dont remember how I did it
iirc you can set a skylight to raytracing
theres some console commands for this but i dont remember how to activate these
can i make mesh move like it's a grass or tree? like make door shake like a tree or a book shelve, window etc... like distort the object, use wind force on it etc..
changing shape of it and distorting the visuals
but in the easiest way possible without going too deep into
mhm
more like when it's moving on it's own
like when tree is shaking
back and forth
more of a horror vibe
a bit of slow motion
and weird distortion to it
kinda psychedelic
when it all blurs
and goes weird
something in style of layers of fear
or this thing moving left and right
just like the pendulum inside of it
hi guys. I can't get my character movement component to work past Silly Speed
I set Max Speed 100... it walks
500-1000 it runs
5000+ it... doesn't seem to do anything else but run, not faster.
10000ish?... it almost freezes.
this is driven by an AI controller btw
so it looks like the AI needs so much time to accelerate... for proper speed... that it cannot even start
I messed with accel too
I set accel to 10000 and max walk speed 10000
it barely moves
oh and the AI movement is just this
sorry to be a bother but i dont usually use unreal and
does anyone have a fucking clue whats going on
https://www.playstation.com/en-us/games/layers-of-fear-ps4/
Layers of Fear is a first-person psychedelic horror game with a heavy focus on story and exploration. Coming to PlayStation 4 February 16, 2016
Delve deep into the mind of an insane painter and discover the secret of his madness, as you explore a vast and co...
37-45 sec
that effect
seems like the whole game just uses visual distortion at those horror times and not the room design, material change itself so much
that's why it all goes back to normal in game so fast
I actually was not aware of that behavior, thanks
anywya, nvm about my question, found the issue. breaking deceleration set to high values
thx
now I need to figure how to make blueprints for that
when you walk in box trigger the settings of material change
what's the name of blueprint for that?
My capsule is rotating down instead of my camera on my character how can I fix this?
This is when I look up and down
show code
@spare kernel
InputComponent->BindAxis(LookXAxis, this, &APlayerController::AddYawInput);
InputComponent->BindAxis(LookYAxis, this, &APlayerController::AddPitchInput);
This is the only looking code really, the rest is handled by the character system in unreal
hi guys, any leads on baking out models from blender with animated modifier into unreal?
Shape Keys/Morph Target would be your best bet, though the mesh has to be skeletal/weighted to armature (at least have one bone)
dumb question, how does one attach a widget to a VR controller, make it appear on button Y press, and make widget interact with line trace channel from right controller? lol
how can i load level with specific gamemode?
im really curious on how this is possible
Wot exactly do u want to do?
Load a game with a selected gamemode
like
For example i want a map with two different game modes but i don't want to duplicate the map and change the game mode
if it isn't possible that's fine too
Hello stupid question, but is there a way to rotate an object relative to camera and not relative to axis?
in the editor
@scenic foxyou would use a console command with a parameter to do it https://unrealpossibilities.blogspot.com/2020/09/unreal-engine-tutorial-setting-custom.html
does anyone know of a way of packaging a ue4 game to be playable on a website
in 4.26
Is it possible to switch smoothly between the character camera and a camera that belongs to a different BP?
omg thank you
Set View Target with Blend @vocal flume
Thank you @grim ore
1st is common, 2nd for split-screen use
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/UserInterface/Viewport/AddtoPlayerScreen/
Add to Player Screen
split-screen, ow thanks to u
Whats the best way to make a morph target between two similar meshes but which have different polygon counts, like maybe a zbrush script which can shape mesh 1 into mesh 2 thanks
Is there an optimal way of working with Unreal Engine remotely? I mean something better than Microsoft's Remote Desktop that has minimal image quality reduction and interfaces with the software as directly as possible.
(Similar to how one would export a display variable in Linux or something).
if my packaged game freezes, is there a way to get a log of the thing that caused it to freeze?
I saw in a tutorial the guy adding rock material here but I don't know how to do it
He just typed Rocks and the mountain texture changed
I just renamed my rock material to "Rock" and typed it in the none box and it didn't change
Hi guys, I am currenty working on Oculus project using ES31 Vulkan shaders. I have the editor set to preview the level in ES31 while I am working on it and when attempting to do a simple level transition/load from main menu to game level the editor crashes with this error message - Assertion failed: !bShaderMapComplete [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 2584]. When previewing the level in standard SM5 the transition works fine?
In this presentation by Epic’s Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality and sculpt it very quickly with the use of Landscape Blueprint Custom...
Is he doing something different?
oh ok thanks
UE4 likes s to die whenever using DX12, mostly the e engine saying along the lines of "Driver Hung", I would switch to DX11 but sometimes the editor just t blinds me e by turning the scenes lighting up WAYY too much h
Sounds like Eye Adaptation / Auto Exposure
any idea why my rock material looks repeated like this?
Is there a way to make it look better or is it a bad material for it?
They will always repeat with no work done on them, simplest you could do for now is make them bigger if too small, can alleviate some of the repeating pattern by... having less
UV tiling
Not sure what channel to put this in but is there a way to scale/rotate the collision area more precisely?
For such a simple object you could set 'use complex collision as simple, no?
Yeah I tried doing that, but I get this weird infinite falling glitch whenever walking on the mesh
I can record it rq it's hard to explain
Stupid question, if a struct's array is declared in header, how to make it visible in BP?
UPROPERTY(BlueprintReadWrite, EditAnywhere) does not show it in BP's variable list
There is a property for indicating that the player can walk on the mesh
it's weird bc the complex collision was just working last night
@rancid jay bluprinttype in uproperty
already. Do i need to Promote as new variable and set it's variable type in BP too?
USTRUCT(BlueprintType)
i was expecting it to show up in BP's variable list
i guess it is not suppose to do that?
@rancid jay it should
@rancid jay what do you mean?
Can you make one?
I am building a proof of tech FPS and I am trying to make a "true" first person char. I am following the UE4 docs for animation blends, which has you make the hip rifle blends. Question is (and I think I know the answer) whether I use just arms or whole person mesh, the other players (multiplay) will be shown as full meshes, so will I need blend animation for all 40+ positions? Blend for iron sights, blend for pistol, blend for pistol hip, blend for crouch walking and aiming, etc ??
@kindred iris I just had to delete a mesh because no matter what I did the collision wouldn't appear in game. Even though I could see it in the editor. Reloading the mesh didn't work either. In the end i had to import it again and suddenly everything was fine
i am talking about showing up in the list at "Variables"
it is not suppose to do that?
hmm.. i always thought declaring in C++ header automatically makes one
No
weird programming
i see
so, in order to make it show up in the list, only BP can do it?
in C++ has no such thing?
just curious
learning
Generally no.
But as you are a beginner I have to qualify that by saying there are some times when it does sort of happen like you thought
But not for those variables
PLEASE some1 help
thanks btw!
i accidentally hit launch on my project
and now its stuck
the entire thing
wht do i do
close and re-open
the safe way, is you launch standalone mode next time, so you close safely
@rancid jay unreal c++ takes a bit of getting used to.
It is NOT like regular c++, there are unreal conventions you have to stick to
or try press Esc see if it works
i see. I struggled on C++ repeatedly. I actually left long ago and now i am back at it again. Still hard to learn
you mean to say it is best to make the variable in BP? (after declaring the struct in C++ header)
@rancid jay no, it's like saying, if you are able to use c++ you don't need to worry as much about blueprints
Anything blueprints can do, c++ can do.
The reverse is not true however
you can make the variable in c++ it wont show in that list but it wil show up in the search
so i copy and pasted blueprints from 4.27 to 4.25 and compiled everything, no errors but it simply wont work
variables in that list wont show up in c++ tho
how do i fix this
^
For ANYTHING c++ to be visible in bp you have to add the macros UPROPERTY for variables, or UFUNCTION for functions
With the appropriate specifiers
this list in Variables
well for the sake of organizing its a goal, but id let that idea go if i was u 😛
USTRUCT(BlueprintType)
then
UPROPERTY(BlueprintReadWrite, EditAnywhere) already
uh i see
if this was in any way easy epic would have done it allready
i thought it would be nice to have the "SET" variable so i connect instead of making another 1
uhhhh
but it shows up as a struct instead of array. (I think i fail programming at this one). Currently i "SET" the new variable as the actor's array
i mean struct indeed gives the array option
The reason you can't have variables from c++ in that bp list is simple:
The bp variables list is editable, and inherited variables are not. They belong to the parent class, and you can't delete them
I see. Thanks for the explanation
you can change the value of parent variables
In bp code, yes, if they have been marked with the right uproprty specifiers
But they won't appear in that variable list
And technically those are NOT variables, they are properties
That's the distinction
my bad for calling it "SET" variable
Is it possible to attach a component to an actor which doesn't inherit rotation? Have the location and scale affected by the parent actor, but not the rotation?
No bad. These are the terms you have to get used to @rancid jay
well they are also variables 😛
doesnt matter
@obsidian nimbus that's part of the problem. The term variables is kinda different in relation to c++ vs bp
i mean it gives confusion when asking questions
google wil like variable better
@rancid jay a c++ 'value' exposed to bp, is a property
You can't expose variables to bp
Wow, that was an easy fix. Thank you!
Think of it this way, to get a property to show up in bp you mark it with UPROPERTY
There is no UVARIABLE. Thankfully
"UPROPERTY" makes sense now
That's the thing I'm saying, unreal c++ isn't even 'normal' c++
Try to add an abstract class
You can't
the thing is, i am worried it might cause issue. Like somehow enum in BP, the C++ won't know about it
Unless you do it the epic way
if u run into that u delete the BP enum and make a new1 in c++
@rancid jay do you have any programming experience in general before coming to unreal?
that's what i am trying to avoid
nope
You are reallyyyyy nitpicking unimportant details here 😐
i learned python and some randoms
@gaunt abyss not true. Trying to give a clear view of what is going on re bp and c++.
If someone thinks c++ variables are the same as bp variables, that's not going to help them
Also no such thing as "unreal C++“
Epic didn't invent a new language
Yes. They basically did@gaunt abyss
Nowhere close to being true
lot of boilerplate
Yes you can
yup
multiple inheritance? No
Yep
Abstract classes. No
Yep
look at 3rd party stuff
Of course not, but that's not unreal code
all code is unreal because all code is virtual 😔 epic owns us all
Your vanilla c++ code has to tak to unreal at some point. And in those places you have to tow the epic line and use their system
why not?
you free to use regular c++ as long as you not in blueprint compatbility space
I mean if you really wanted you could write yourself what UHT automatically generates for you, it's C++, nothing special about it
🔥
Would take you about a day for each class but still...
ill just compile my shaders by hand now
but that is a sigh you making bad architecture
I personally use my own sqlite c++ code and it's great. ... but there is always be stuff you need to do with unreal objects
Don't forget to write your material graph in C++ as well, graphs, not hlsl
why c++, just shader bytecode
isnt this just the argument that you should write everything in binary
just with butterfly input emacs
Is it a known issue that eyelash grooms is not imported for some metahumans?
I am comparing to the sample project and those have the grooms in slots nicely, when I import mine, it simply isn't there for eyelashes
seems like import is not working correctly for some metas
:clock2: PuffiestFish#4853 was muted for 1 minute.
np
@plush yew Can you stop with random gifs and images, I muted you for a reason
Keep the memes and that stuff in #lounge and don't spam it
mean
Screw it, go back to your 486 assembler.
anyone know how to convert a Blueprint character to a mesh? I got a character but I just want the mesh so I can put it into mixamo and get animations
Just find the skeletal mesh and export it.
@drowsy snow When I open the bp character I see the mesh but i cant export it. The skeletal mesh isnt there in the content browser
you want to turn the skeletal mesh into a static mesh?
or you need like other stuff attached to it
@grim ore I just need to export it to mixamo so I can use animations with it in sequencer
then it needs to be a skeletal mesh, not static mesh
right now its a bp char. with a camera attached to it and everything idk how to export a skeletal mesh
you need to find the source asset and then you can export it out
@grim ore there isnt a skeletal mesh already though. Its not there in the asset pack folder. The only skeletal mesh is another soldier. Every piece of the soldier is modular and can be switched
In your character BP's skelmesh component:
^^
k let me take a look..
ue5 still got to load up give me a sec. I believe the skeletal mesh is a completely different soldier tho. does it matter? Its a modular pack so the only skeletal mesh that they gave me has a different outfit and gear on
you would have to see how its designed. it sounds like perhaps its one skeletal mesh with a different material on it
if its modular then its separate meshes and at that point getting that into mixamo is going to be an issue
i readed that somewhere but i also want wo know this like no Skylight in interiors..
If the skeleton adheres to UE4 standard (no, UE5 is no different), you'd only need the Mannequin for reference, as you can hard retarget and duplicate the anims for the modular characters's skeleton
its using ue4 mannequin, so i just export the skeletal mesh from mixamo?
Yes, that should be enough, and don't use Mixamo's auto rigger.
this is the only complete soldier
Its got a different skin than I want but is it ok? @drowsy snow
the skeleton it tied to matters more.
If it's the same skeleton, then should be less hard retarget work
😄
Please tell me im not the only one who sits waiting for ages to compile 2000+ shaders before being able to do any work
QUestion: How do I lock an object so I cannot accidentally move it without unlocking it?
make a coffie, open twitch or yt and wait.
I had ~15k earlier when compiling the latest 5.0 branch lol, so no you arent the only one
incentive to buy a faster cpu 🙂
Nvm found out how
@sterile lichen @grim ore 2000+ on a blank new project!
@muted impit looks like by being modular its not really modular and the basic skeleton with the other parts attached. you might want to see how the characters are "pieced" together in the blueprint. 1 SKM with socketed addons or multiple SKM's linked together. With that said, if the default manny skeleton is being used you should be good to just target the animations to that one yes
@hallow shell @dusky scarab
@grim ore do you have 30 seconds to point me in the right direction?
ive been troubleshooting this function for 2 weeks now xD
if its related to the ledge grabby system, probably not. I've seen the issues but have no real ideas 😦
because you screwed up big
the movement system is so complex, it's hard to assist there
yeah ive really been beating my hea dinto the wall here no clue where its wrong after dismantling and re doin git from scratch over and over lol
yeah custom code is the worst XD
its amazing but can fluff up in a thousand ways adsfghj
trust me, i'm an idiot too, and i spent weeks on Foot IK... but in the end i got it working and i have the feeling that i understand it
that happened to me too
learned the painful way to disable all ik stuff related to twist bones
Daz iks and twist bones are fight each other violently
Can I justify a new rig and still use a GTX1070
hopefully
probably
1070 isn't that bad
Its not no.
But I'm thinking, get myself a new rig, give the missus this one
Compile MoAR shad0rz
Ooof.. don't name your project the same name as a plugin you use in your project lol. It runs fine, just wont package
do you know you can use this? https://github.com/dyanikoglu/ALS-Community
no no i dont touch als its way to complicated for what i want to do and its super unfinished
it ha ssome nice stuff but its really messy and daz models fight violently against daz models
or you bet i would of considered it
and daz models... eek
do some weight paint and create yours
lemme alone kaos they do more than i need for the job i have in mind D:
hehe
only messing, i am no 3d modeler, couldn't even make a cube...
does anyone knows what is the purpose of having to re-open every time you make a bone modification inside UE animation editor?
i mean, if i rotate some bone, playing some other animation keeps what i modified
more a curiosity of why this workflow exists;
does it comes from maya or other modelling tool that is older than blender 2.8?
however ALS is a good way to learn about motion systems
because you have to understand it and redo it from scratch if you want something that isn't exactly ALS 😄
very true o.o
its ok i know i know much luff ❤️
'Sup.
I'd rather do in-editor animating with Control Rig.
Though I never did any sort of anim modifications in the persona editor, so...
hiiiiiii
Still struggling with the ledge thingie?
does the unreal learning hub offer courses on how to add weapons and stuff to the character or I’ll have to search somewhere else for that?
I’ve been learning the level blockout and stuff and animation will be today
not animation
the fucntional
error wise
i disconnected any animations and it still stutters during the raising and lowering
so closer to fix than before
Well, your system is kinda complex and wasn't well managed :<
At least ALS has some clear notes that I can understand.
ive been making notes!
granted im going to try a completely different ledge grab system and see what happens lol
Yeah, except that is fully C++ version of ALS
I praise C++ for its performance, but holy shit, the BP version is already so difficult to get right across all characters, let alone the C++ version.
but they expose the core with bp there
Not to mention quadruped is literally got defenestration treatment
And I need muh dragons to be as good as the bipeds goddamnit
Yeah nah, I already put that repo as super last resort, if I can't recreate my own system that put quadrupeds into account.
Cats and dragons need the same love as humans, you know.
guinea pigs maybe
cats eat
meat
all i could find on internet if reference of them walking
but a turn in place feels hard
I guess you didn't know you can play as a cat in GTA 5.
Pretty decent, though I'm sure Stray will "defenestrate" GTA 5's out of the window.
ALS was very hard for me to learn
That’s basically the first thing I tried to do without Tutorials or anything
That's a grave mistake, though back then ALS was paid, so I managed to avoid diving into it too early.
yup a terrible mistake almost made me quit until somebody had to tell me that is was difficult, even for some people who know how to use bps and stuff
so I stayed away from it I jsut like that it had the animations on the character already, but now imma just learn it myself and start with the UE4 mannequin and go from there
is there a way to change the system in unreal engine
so that things are calculated based on mesh size and shape instead of capsule size and shape? @drowsy snow
or is it possible to bend the capsule to take the mesh shape?
No.
Even AAA games still use capsule based characters.
Size, yes. But not sure what you mean by "shape".
like can i make it be as small as the mesh
and if the mesh changes shape or size itll expand or shrink with it?
are you not talking about object bounds?
well i noticed that my meshes position and stance and all is being completely ignored and only the capsule is being taken into account
so i can stand in mid air
or cant crouch as low as id like or stand at certain heights
or the calculations for when stuff happens ignores mesh positions and uses the capsules angle
so you want complex collision ie per-poly collision?
that kind of thing
where the mesh is being taken into acount for calculations instead of where the capsule is
and this mesh is a character i assume?
i plan on having teen characters but the capsule doesnt change with my morph target
yes
^ this is what it looks like atm
mm, i dont think mesh changes (vertex offsets) update collision unless that's changed
yup
thats what im saying
i dont think capsule changes with my mesh and i want to somehow fix if possible xD
you'd need to define the capsule dimension based on the skeletal mesh type you are using
well
you say that if it is of type adult, then the dimensions are as such
maybe controlled with an enum
does your character change in age or sometihng?
thinking on it, a dictionary could work name|dimensions
well the morph target will shrink the character to child size and change the body shape and face structure too
id like the capsule to adjust with it long term
sounds like you have logic to decide when the morph target changes
you would just add the dimensions differences there
Per poly collision for skelmeshes is going to be stupid expensive anyway.
o-o
had no clue what they were after, and was before i knew it was a character
very curious, so i am watching "the first hour with animation" in the unreal learning hub. I don't have my character model made yet so if I use the UE4 mannequin, and i get my 3D model done how does that work? i would have to do the same process i did with the default character with my new one?
so like the idle, walking/running animations and stuff like that.
you can retarget animations to another skeleton/mesh. How well that works depends on your skeleton/mesh