#ue4-general

1 messages · Page 1094 of 1

plush yew
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i suggest to glue the UE skeleton with your mesh

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look mine

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just weight paint correctly and you will be fine

dire parcel
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ah okay i see

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okay cool i was kinda afraid

dire parcel
plush yew
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yep

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export the mannequin, open on your 3d software, then remove the mesh

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i tried to export only the skeleton but i got a .copy file and it is ue specific i think

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so you need to export the whole mannequin if you want the skeleton

dusky mural
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does anyone have any pointers on how to keep the new experimental water feature material from clipping through a boat? I saw in the UE4 presentation video that there was some functionality with the exclusion volumes but that seems to have been partially removed as the material parameter isn't in the water shader options anymore

hollow stream
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how can I do this ?

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for exemple, make an stone object gradually get red as it is affected by the fire ?

drowsy snow
hollow stream
rancid jay
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what is !ispendingkill in BP version?

bright sigil
fringe rivet
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Was there always a python section

dire parcel
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Finished the unreal animation course on the website, im still confused on some things.. does anyone has more course links or videos that’ll help me learn more about it? I’m trying to learn how to replicate the max Payne movement but I’m still confused on how to tackle it, thanks in advance .

fringe rivet
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youtube

dire parcel
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what’s YouTube?

fringe rivet
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YouTube provides a simple way for people to store videos online and share them with others. YouTube videos cover any topic anyone cares to upload a video about. These videos are easy to share via other forms of social media, email and websites and can also be embedded in other websites.

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In other words: YouTube is an American online video sharing and social media platform owned by Google. It was launched on February 14, 2005 by Steve Chen, Chad Hurley, and Jawed Karim. It is the second most visited website, with more than one billion monthly users who collectively watch more than one billion hours of videos each day.

dire parcel
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i don’t get it

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provide a link please

fringe rivet
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Would you like me to explain how Google works first?

dire parcel
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is the sky blue? yes, obviously.

fringe rivet
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(my sky is black)

dire parcel
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what link is that?

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you said Google

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stop switching up.

fringe rivet
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Google LLC is an American multinational technology company that specializes in Internet-related services and products, which include online advertising technologies, a search engine, cloud computing, software, and hardware.

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In simple words:

dire parcel
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lmao, that was a good laugh i actually needed that was having a bad day

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thanks.

fringe rivet
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: )

dire parcel
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but in all seriousness, i looked at some YouTube tutorials and stuff and it was a lot of mixamo stuff

fringe rivet
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I mean, if you're really desperate to learn, you could purchase a Udemy course, I heard those are really good

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I personally just obtain random pieces of information whenever I need it

dire parcel
fringe rivet
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np

rancid jay
heavy zinc
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do you folks recommend tom looman's c++ course?

shell rapids
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Hello! I have a question about PSO caching.

I recorded PSOs in my device to make rec.upipelinecache files. And i generated stablepc.csv file with the files.
And i found out whether i set MSAA option off or on can make difference to recorded PSO datas.
In this case do i have to record PSO with both MSAA option on and off?
Is it gonna make hitch if i change MSAA option in the middle of playing the game?

cedar wave
sick patio
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I was told don't even look at multiplayer as a noobie, but I want to know is multiplayer .... lobby, like in phasmaphobia hard to implement?

bright sigil
bright sigil
sick patio
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i would use amazon or steam? i think you have to pay for steam

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assuming the tiny game

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thank you mr conrad

bright sigil
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you can use steam without paying, maybe look into it? 😉 you're on the road to learning mp development

sick patio
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oh i thought you ahve to pay $100

bright sigil
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i think when you put your game out there, but you can test without paying, it's a little different, but ive done it without paying

sick patio
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ij

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ok

torn hawk
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i'm pretty sure it's free to put your game on the steam market, but when people buy your game steam gets a royalty.

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not sure though

bright sigil
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iirc, it's because its mp vs. sp, maybe server bandwidth or something, dunno

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nvm, looks like for all

sick patio
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so when you did it was free. you lucky son of a gun

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i'll do my sp first, figure it out then when i'm a millionaire do mp

bright sigil
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its still free..

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i didnt publish, thats the confusion

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i dont recall the exact process, but there's some ini stuff to enable for unreal so it works with the steam subsystem, then in steam you can add a non-steam game

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i sent that to a friend (i trust) and they did the same so we had the same game, i opened my ports, they connected, had the success knowing this setup worked, so i could get worry about the actually game at that point

bright sigil
ancient chasm
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Did you ever find a solution to this problem? I've been getting the same issue

spring pelican
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Im switching to unreal from unity. How active is this server?

bright sigil
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i think its late, but there's usually something going on in a couple of those there channels

dire parcel
# spring pelican Im switching to unreal from unity. How active is this server?

I feel like the server is active, but a lot of people seems to get kinda annoyed if you ask a lot when it comes to help, I ran into a lot of people like that In here, other than that it’s nice it’s a lot of different channels for different topics and my personal favorite is #work-in-progress because it’s like motivation seeing everyone else creations

cedar wave
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Depends on what you ask really. If it is very easily googled - it is understandable if some people get annoyed.

spring pelican
cedar wave
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I've never had an issue receiving help in this server.

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I've jumped on calls with people trying to help me.

spring pelican
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ive been doing some research on my own but I still have a few questions if u don't mind answering

dire parcel
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After 2 days I got the problem fixed myself by just trying different things

hollow stream
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I know how to make a torch that lights up by pressing a button... Well a lamp. But how do I make an actual torch that lights up fire when I cast a spell

muted imp
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I have a pack of fps AR animations that I want to use with my current fps system with bad animations. I also have a few things I'm unable to accomplish in my game such as creating a map select screen/lobby.. Are any of you able to accomplish any of these things?

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I'm trying to find someone to help me with my game but no one replied to my job post

dire parcel
bright sigil
dire parcel
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i had to do that a couple times they usually answer a lot

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fast also.

cedar wave
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It also depends on how much you're payin'.

spring pelican
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does c# translate well to c++? From what ive read about it doesn't really matter because of blueprints

bright sigil
cedar wave
spring pelican
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oh and one more thing

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does unreal have its own built in multiplayer system?

bright sigil
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uhhh

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yes?

cedar wave
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Since day 1 of Unreal.

spring pelican
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sorry if that question seemed dumb

bright sigil
dire parcel
spring pelican
dire parcel
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well i wish you the ultimate luck to gain the success you wish to obtain, friend 🍻

wintry light
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Hi all anyone notice a strange bug with your mouse while in the editor after awhile of use can no longer right click or left click items. Mouse is a naga epic chrome. version of the engine is 4.27.1

silk sleet
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trying to track a socket off a skeletal mesh w/ a new cpp uuserwidget
basically GetSocketLocation() -> ProjectWorldToScreen()
but - there's a problem w/ scaling? seems like UCanvasPanelSlot::SetPosition() is expecting different coordinates than what PWTS() returns
haven't investigated DPI yet, but converting to widget local coords didn't help
any ideas?

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for context SetPosition(ViewportSize) puts it about 3/4 the way to the bottom corner iirc, so scaling is off by like 1.25x

prime willow
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dank :/

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im so confused

silk sleet
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o you know just some casual conversion error between maybe canvas size, viewport size, resolution, screen size, ...

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widget size

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who knows

drowsy snow
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I don't do much UI in C++, so can't tell for sure.

drowsy snow
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At least it is more reliable when I tried making comic bubble system.

hidden dew
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In a StaticMesh, are all the verts in each section contiguous?
So I could grab a tri/vertex index from a line trace, then just check whether its between the section's min and max vertex indexes to confirm that the hit tri is in a particular section?

silk sleet
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^ we're talking ab this (sorta) at work rn actually - someone better than me at unreal thinks all that data gets shuffled constantly by virtue of being on the GPU, I'm not so sure. in any case, the order of that data as-authored is still up to the author, so probably not, unless it's convention to do so (idk)

prime willow
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@drowsy snow i feel like my ledge grab isnt broken

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and that its my weird camera angle movement thing xD

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its not like its glitching or anything its just stuttering on the transition from ledge to mantle

drowsy snow
prime willow
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im going to see

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if it all gets solved

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by unparing the camera setup lol

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because sometimes it doesnt stutter at all

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it just smoothely translates

silk sleet
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widget components exist exclusively in 3D right?

drowsy snow
silk sleet
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you're a fucking hero

drowsy snow
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Not sure what's the C++ syntax from UWidgetComponent, but at least in BP editor, this is the settings

silk sleet
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I just didn't think it'd be able to do that fsr, I'm more than happy implementing this entirely in BP lmao. cpp was a last resort

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though, if the fix is easy, the cpp way would end up being cleaner. idk, thank you!

drowsy snow
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25K for character is getting into higher end for mobile.

neon magnet
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hey, so I have a trigger box and I want it to allow me to switch a light on and off.
My player bp has the input button for every interaction e.g. unlocking something (using enum).
So for the lights, I'm not able to figure out how I should do this. The most obvious thing, which seems wrong to me, is to have all the actors of the light class in an array and then for each in the array call update light function. But I wonder what's better to do

neon magnet
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or I should have an object reference variable like I did the curtains, I think that's the right way. Dunno why my brain is scrambled

drowsy snow
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For reference, Million Live Theater Days characters are around 13K tris average, and it run well on modest phone (and considering it's a rhythm game, performance gotta take more priority)

somber eagle
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Does anyone know why I got to recompile my shaders everytime I restart unreal?
Its been like this for a week already.

plush yew
hidden dew
drowsy snow
# plush yew

Safe to say you haven't heard about Git errors.

frank oar
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Hey guys,
I Copy and pasted one of my projects and found further down the line that it caused problems in the copied file.
I have worked around this before by migrating all the files into a new project.

I was just wondering what is the mot effective way to do this ?
Would everything go over if I just migrate the content folder to the new project ?

umbral cradle
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Hey guys, is there a way to use console commands in the shipping build?
I'm currently using 4.27.1

Also, none of my render targets seem to work when packaged. It's just blank, but works fine in editor and standalone.
Any help would be appreciated :)

normal breach
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hi y'all, not sure what the right section for this is, but does anyone know a way to get the data from stat unit/stat unitgraph into a log file?

drowsy snow
noble barn
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Is there any way to add ensures, checks or asserts in Blueprint?

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I couldn't find anything online, but this seems to fundamental and useful, there must be something like that, no?

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Nevermind, somehow I didnt just think of just adding my own blueprint callable function, I am so dense sometimes

zinc shore
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How do i set a max frame rate in BP

noble barn
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t.maxFPS 60

plush yew
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Guys, I have a problem that is driving me crazy. Doing WHATEVER with a folder clones it. For example, renaming a folder from "Mats" to "Materials" creates a new one with the desired name, but also leaves the old one behind. There is nothing inside (but if I check in explorer there are files inside it still) and it cannot be deleted. Even after fixing redirector, the problem persists. It's not even on a specific project, it does it everywhere. What the fk is going on?

oblique pelican
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anyone here familiar with float curves?

sterile lichen
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it has to work properly without any

sterile lichen
neon bough
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anyone know how to disable a build target? getting that error when building DebugGame Editor from the IDE

ERROR: Couldn't find target rules file for target 'DerivedDataBuildWorker' in rules assembly 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
       Location: /mnt/evo/UnrealEngine/5.0/Engine/Intermediate/Build/BuildRules/UE5Rules.dll
drowsy snow
neon bough
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i just wonder where the build target is defined 😄

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or how to exclude it

drowsy snow
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If UE5 didn't change that part, that is.

neon bough
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// Abstract base class for texture worker targets. Not a valid target by itself, hence it is not put into a *.target.cs file.
that's whats in their build file, so i guess the IDE just scraps the directory and tries to build all targets 🤷

hollow cairn
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I have this animation when climbing and jumping off a wall, it looks good but after the animation has played, the character turns 180 degrees towards the wall again, how fix?

light thunder
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When I spawn an actor of a certain type, I also spawn an item and attach it to a socket on the skeletal mesh actor- later I end up deleting that actor but the item I'm attached is just left floating in air - do I have to create a static mesh variable that's empty on the actor and then populate it when I spawn that item with the item?

fiery granite
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Why are the reflections created by the normal map in this plane object so low resolution?

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This is the normal map

sick patio
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riggin is done in blender, not unreal, sorry for dumb question

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It's just that i keep seeing them do stuff on the unreal twitch channel that looks like rigging... it's over my head

formal maple
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hey so i've seen the question asked a few times with no answer - when using the raw input plugin with a PS4 controller, the axis inputs are messed up (inverted, with an offset). this would not be an issue EXCEPT the axis properties modifiers in the plugin settings currently don't function at ALL, and the result is the same no matter what settings are on/off. anyone know anything about this?

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i've seen someone ask about this as early as march this year. engine version is 4.25.4

formal maple
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it's windows rawinput

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i'm not sure what you're asking sorry

real heath
fiery granite
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@real heath Compression is set to Normal and i put Gbuffer on high quality normals and restarted, same thing

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weird

visual harbor
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Is it possible to assign a physical material to a geometry brush? I couldn't find that anywhere... and what's more, I then tried to create a static mesh out of the brush, and then the collision ceased to work altogether.

lapis tapir
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Hello, when I run my game in UE4 the game has sudden fps drops how can I stop the lag?

grim ore
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@visual harborafter you created the mesh, did you assign it collision in the mesh editor?

cedar wave
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Is there a way for an editor utility to capture input? So, I'd like to make shortcuts for some commonly called functions in one of my blueprints that have some functions that can be called in the editor.

For example, a shortcut to select an actor with the eyedropper, or a shortcut to call a custom function like "snap" that lives in the blueprint itself, but can be called in editor.

lapis tapir
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Hello, when I run my game in UE4 the game has sudden fps drops how can I stop the lag?

frigid mountain
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Can someone replace the gun on the first person template and i will take from there

drowsy snow
drowsy snow
lapis tapir
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so when i run the profiler

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the game isnt laggy

visual harbor
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(sorry, wrong Mat(t)hew)

lapis tapir
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but when i close it

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it becomes laggy again

visual harbor
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@grim ore I did not, but it does look like it has complex collision that shows up in the mesh editor

cedar wave
# drowsy snow I never actually attempted to get keyboard input on blutility, but maybe because...

I haven't been able to find anything about it on the interwebs. But I'm hoping someone else more experienced can offer some insight. I saw that somehow Rama's Victory Plugin's instance mesh editor can - but I believe that is a C++ plugin. I'm hoping for something that doesn't need to be as involved 😅 (not that I mind C++, just rather not for something that seems like it'd be fairly short BPs)

drowsy snow
visual harbor
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looks like enabling "use complex collision as simple" does make it work, so at least I have that. I would much prefer to just set the physical material on the brush while I'm still working on it

grim ore
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all meshes have complex collision, its the mesh itself. You would want to add a simple collision and use simple unless you have a really good reason to use complex

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brushes are not meant to be final items, they are temp items that you replace with static meshes

visual harbor
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yeah, I get that. it's just that if I wanted to greybox a level with brushes, but I need certain physical characteristics to make the gameplay work, I can't test them without making them static

grim ore
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correct, and correct

lapis tapir
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Hello, when I run my game in UE4 the game has sudden fps drops how can I stop the lag?

visual harbor
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but I guess I'll just have to deal with it? I guess I could still use brushes to lay it out and then "bake it" for testing when the physical material is relevant

grim ore
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the profiler was suggested, if running the profiler causes the lag to go away then maybe your main window is losing focus while playing for some reason?

visual harbor
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@grim ore thanks. I'll try to live with it 😛

lapis tapir
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i dont know, i packaged the game as a publisher build and i still dont know why it lags

grim ore
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@visual harboryeah its not the best solution but with brushes it kinda is the only one. They are just not meant to do any real work

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@lapis tapirso the editor doesnt cause lag, but the packaged project does?

grim ore
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so when you just hit play in the editor, you have lag. but when you do a profile on it the lag stops?

grim ore
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how are you doing the profile

lapis tapir
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im kinda new to ue4

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so

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in the window tab

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developer options

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this one right?

grim ore
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otherwise you can use the stat commands to see what is taking up resources and go from there. but a full profile where it checks out the data from every frame is better

drowsy snow
# lapis tapir im kinda new to ue4

Okay, so when you're playing the game, hit the ~ (tilde) button - usually beside the 1 key.
Then type in stat unit to check the frame time between the main threads.
If the GPU thread took the most frametime, but Game thread is in lower numbers, do that again, but type stat gpu the second time around to check the GPU thread to see which one took the most rendering time.

lapis tapir
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basepass

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takes the most

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hmm

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now its post processing

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the slate ui also takes up alot

grim ore
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slate ui is the thing you see on the screen doing the stat, you can probably ignore it. its why a full real profile is useful

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but this can help you narrow down items to disable for testing

lapis tapir
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then its basepass and post processing

runic fern
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Goodday guys ..
what is the best database you are using guys for Multiplayer game ?

grim ore
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find your post process volume and disable it then, see if it helps. if not base pass is your rendering stuff and you just might not be able to handle how your scene is

neon bough
runic fern
neon bough
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and it depends on the amount of data and how you want to access it

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for smol games sqlite should be sufficient

runic fern
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well its little bit big but not MMORPG

runic fern
lapis tapir
neon bough
lapis tapir
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and i haven't added any post processing volumes

runic fern
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Yes i think its better to keep progression secure

runic fern
neon bough
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doubt

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how is that in any way more secure than hosting the DB on your own?

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not to mention performance

runic fern
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I didnt get it .. You mean on steam better ?

neon bough
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no, i mean a local database is better

drowsy snow
runic fern
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oh but when player uninstall the game the progression will be lost for all players

neon bough
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oO

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you host the database on the same machine / network as the dedicated server

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the server is responsible for actor spawning/etc

runic fern
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yes

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listen server one player will be responsible

neon bough
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the player clients are the server?

runic fern
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one of them will host the session yes

neon bough
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ok, that's a different scenario then

runic fern
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for now at least

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yes

neon bough
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i thought that you would host the servers

runic fern
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no if i host the server on Playfab i could use the cloud or even use local save

lapis tapir
runic fern
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for example

lapis tapir
neon bough
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yes, which would make more sense

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if data should persist over different player/server sessions

drowsy snow
lapis tapir
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around 3-5

drowsy snow
drowsy snow
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Any estimate on average framerate? (stat fps)

lapis tapir
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and normal 80-90

drowsy snow
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Check your stat unitgraph, see which thread cause the hitches.

lapis tapir
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gpu

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gpu takes around 20-25

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also

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very important t

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the gpu goes up when i walk

hollow moat
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Is there a nice way to "link" actors together?

I don't mean parent, I just mean a nice way in the editor to link actor reference together, for example, to link some lights to a particular switch.

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In a generic way

drowsy snow
potent aurora
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Anyone know any method to package HTML 5 in unreal 4.26 ?? It is urgent

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The obvious one is not found anymore, it seems that those of epic removed it

drowsy snow
hollow moat
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Do you think ActorGroups could work?

drowsy snow
cedar wave
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If things are procedural, you'll have to set the target via code.

hollow moat
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Sounds good

cedar wave
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What you handle in the code is completely up to you. But that is how you can link them together.

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In the way that you wanted at least.

light thunder
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When I spawn an actor of a certain type, I also spawn an item and attach it to a socket on the skeletal mesh actor- later I end up deleting that actor but the item I'm attached is just left floating in air - do I have to create a static mesh variable that's empty on the actor and then populate it when I spawn that item with the item?

drowsy snow
# potent aurora The obvious one is not found anymore, it seems that those of epic removed it

I do get how HTML5 export in UE4 sounded promising in hindsight, I was attempting to use it to trick my former web dev colleagues, because I don't know how to do threejs shit. Imagine all the possibilities! Turns out it was super unreliable, and doesn't work almost all the time. Not to mention terrible performance due to browsers having low process priority.

I think the Emscripten implementation, which used to translate the native app code to something executable in web browsers, was supposed to work only on Firefox, and Chrome based just doesn't work at all. But even in Firefox it fails to boot with a bunch of errors (and I don't understand them at the time, it was my early years, using 4.13 or around that version, can't tell exactly which)

In short, it's not as good as people might've thought.

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I think there used to be a guy on Twitter managed to port their UE4 stuff to WebGL natively, but he held it hostage behind Epic MegaGrant begging or something. Might be wrong about the context, but not worth remembering for me.

drowsy snow
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(ok ngl that reads kinda brutal if out of context...)

stable path
trim mantle
light thunder
dire parcel
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goodmorning everyone

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let’s have a positive day stressing over development 🥴

obsidian nimbus
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could just do it by hand 😛

noble barn
# trim mantle "How to kill orphans" sounds better <:LUL:702487571451609119>

"Hey.. Quick question. I just wanted to kill an orphaned child of my player, as I need to enforce there to only be one in the world. Tried just deleting it with the parent (my player..) still alive, but then I get issues with authority. Should I rather just remove all references to it and silently let the garbage collector handle the nasty stuff? Anyway, doing it yourself seems to be frowned upon nowadays, and not really best practice anymore. I could just kill the parent, too, but it's more about the theory behind it... So, how do I best kill a child, without killing the parent?"

nimble moat
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Is there a bug in UE5, when I rotate a static mesh inside a blueprint 90 degrees, its changing all 3 axis into the thousands? For example I rotate something 90 and the X value reads like 2800 degrees

nimble moat
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im pretty sure its gimbal lock and not just ue5

drowsy snow
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And I don't use UE5.

daring cedar
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I'm trying to learn mesh painting. Why nothing happens when I paint on mesh? Am I doing something wrong?

grim ore
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your preview is off, change it to one of the preview modes so you can visualize the vertex colors

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then you can debug more from there, like is your material set up to use vertex colors?

daring cedar
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it did change but it takes a lot of pressing. How can I make it paint faster?

grim ore
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@daring cedarmaybe turn on brush flow

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@little quailwhat folder or file, for what reason?

vocal flume
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I’m making a small puzzle game for mobile. The total number of draw calls is 66 to 70 at any point in time. Is this a lot for mobile? I know it’s nothing for pc and consoles but mobile Im not sure

grim ore
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@little quailwell if you have more info, you might get more accurate info but.... you should be able to just copy/paste your project from one place to another if that is what you mean. If you mean copying actual .uasset files that is different

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the projects files are files, they're universal. Grab the project folder from the mac and move them over to your windows machine.

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compress it to a zip and email it, put it on a windows compatible removable drive, share it over the network, etc..

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projects are self contained folders so you can move the entire folder

tender pecan
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Also you dont need to copy all the folders, specially the binaries you can skip. And def if copying from mac to windows
The only folders that are essential are:

Config/
Content/
Source/
Plugins/ - can also skip the binaries in here
./andyour.uproject```
Then simply regen solution files if required and open in UE and it will rebuild binaries.
prime willow
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So i have an issue

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my mesh still stays facing forward towards camera direction but the capsule and vectors turn as its suppose to

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i have no idea what im doing wrong :3

prime willow
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its most likely the parkour system

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because a completely different mesh when entering my parkour mode

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can run in 8 ways

drowsy snow
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Wait, so you don't inherit from Character class?

prime willow
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but

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when i leave my parkour mode im stuck in 1 direction

drowsy snow
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Could it be...

prime willow
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hmmm

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idk

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:3

drowsy snow
# prime willow hmmm

Say, dear Snowie.
Did you inherit your playable character from Pawn class, and not Character class?

prime willow
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o-o

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i think character class

#

i keep using this character variable

#

tied to character variable

drowsy snow
prime willow
#

but which one my parkour set or my third person one?

drowsy snow
prime willow
#

okie~

#

do i go to feedback call or do i send screenshots?

drowsy snow
prime willow
#

details part or nodes?

drowsy snow
#

I'm kinda busy doing animation challenge, so forgive the inability to go to the VC...

prime willow
#

nono youre fine~

drowsy snow
prime willow
#

my blueprints?

drowsy snow
prime willow
#

oh

#

this?

drowsy snow
#

If that's the case, then the mesh should follow the capsule direction...

light thunder
#

So how do I remove a spawned static mesh that is attached to an actor? I thought destroying the actor would do it but they remain?

drowsy snow
tribal girder
#

is there a way to generate OnHit without blocking the actor?

#

i want my projectiles to pierce targets

drowsy snow
tribal girder
#

begin overlap generates several events tho

#

on hit generates one event

drowsy snow
#

Really? Isn't OnBeginOverlap triggers once the moment something overlaps with the collision?

hidden dew
#

Multilinetrace no?

#

Oh Im probably thinking of a different situation

tribal girder
#

this seems to be an issue when i allow character meshes to generate overlap events

#

seems like character meshes generates multiple events.

#

i shot one bullet and it generated all these overlaps

prime willow
#

its like somehow hijacked the meshes rotation and tied it to the cameras position

#

i noticed with another mesh it gets hijacked after leaving parkour animation states

#

so it might be the default is causing hijack maybe idk lol

grim ore
#

@tribal girderyou want to make sure the item you overlap is the item you want to overlap. mesh? capsule? weapons? we dont know what is in the way but a simple overlap just ensure it only triggers one on an actor

tribal girder
#

@grim ore ill double check. i assume it was all character mesh

grim ore
#

debug with a bit more info, print out what is being hit (the other actor)

#

you can also print out the other comp or overlapped / hit component

tribal girder
#

thats the component

#

the character's mesh is using Object Type "Pawn" while the Projectile it set to "Overlap" on Pawn Types.

#

the projectile goes through the pawn just fine

bright sigil
tribal girder
#

no difference

#

the hit is when it collides with geometry

grim ore
#

any chance your doing the trace more than once?

tribal girder
#

its not a trace. a physical actor

#

a single actor being a projectile

#

im using GAS and i know for sure its not shooting more than one projectile

grim ore
#

@young thorn#graphics might have more info, but it sounds like you can do that with 1 material and just masking/additive

bright sigil
tribal girder
#

the hit message comes from the OnComponentHit. The other messages come from the OnComponentBeginOverlap

#

i can't use OnComponentHit for piercing targets

#

because that would require the bullet to stop moving

grim ore
#

@tribal girderso to eliminate your target being the issue, adjust it to another channel and test it against the wall like say WorldStatic channel

tribal girder
#

@muted imp this only happens to character meshes

#

this what looks like when i output from both the bullet and the character

#

what a frustrating problem. thought this would be an issue thing to make

grim ore
#

eliminate the target dummy as the issue, test it against a static object like a cube

nova kelp
#

How to make a variable that doesn't need a target ?

grim ore
#

@nova kelp what use? or what example?

tribal girder
#

@grim ore i did. this only happens to character meshes

grim ore
#

@tribal girder if you hide the actual static mesh, set it to none in that target dummy, does it do it still?

nova kelp
#

I want to make instance

#

an

grim ore
#

you might want to give more info

nova kelp
#

basically I want to come to a object

#

and press a button

#

to make me go to new level

#

i made a box that detects me but i dont know how to send it to player to basicaly make if statement if player in the box and pressed E then slap player in new map

grim ore
#

you would do that code in the box or in the player, theres a few tutorials out there on that

#

you can enable input on the box for the key when the player gets into the box, then if they press that key you do your change level

#

you could have an interact event on the player, and when it runs it checks to see what it is near and triggers the event

tribal girder
#

@grim ore yeah i can hide the character mesh and i dont get overlap events.. its because character has multiple hit boxes

autumn latch
#

When it reaches the limit, I want it to go to the bottom line

#

like this

bright sigil
autumn latch
tribal girder
#

@bright sigil it does register as components

#

oh wait wrong one

#

yeah thats from the bullet

bright sigil
#

possible its the collision channels of the projectile collider, is it just pawn?

grim ore
#

@tribal girderok so what we came up with was you need to track the actors as your projectile lives so you can only "hit" the same actor once. An array on the projectile that adds the hit actor when an overlap starts, and on every overlap check the first thing you do is check this array and see if it contains that actor and if it doesnt you know its the first time and if it does its already hit that. that projectile will eventually destroy itself and each projetile is unique

zinc shore
#

how can i have a raycast that draws a sphere at the end

prime willow
#

Matheww has comfirmed that hes a hivemind binded to the engine itself

grim ore
#

heh, in a zoom call with some people and brought it up as a ponderance

prime willow
#

xD

grim ore
#

I dont even know if epic really has to deal with this as most projectiles dont pentrate, or use line traces and you can track each hit on the trace

prime willow
#

darn and i would of gotten away with it too if it wasnt for zoom and you meddlig kids~

tribal girder
grim ore
#

off the top of my head its a sound approach. The issue is your SKM has multiple colliders and you have to somehow ignore all but the first time you hit it

nova kelp
#

@grim ore

#

this is my box

autumn latch
prime willow
nova kelp
#

This is my player key press

prime willow
#

it persists even after disconnecting my components ;-;

#

the capsule and vectors turn as should

#

but the mesh stays in line with the camera

bright sigil
tribal girder
#

@bright sigil i didnt even think about this being similar to how melee works

bright sigil
bright sigil
grim ore
drowsy snow
#

I suspect your parkour system doesn't put the capsule into account, and just doing the mesh rotation on its own.

tribal girder
#

replied to wrong thing

#

but about the filtering

kindred iris
#

Hey. Whenever I place this actor in the game and try to move it (selecting F_0), it does not move the whole thing. I have to manually select the BoxCollision and Staticmesh. Is there any known workaround?

drowsy snow
kindred iris
winter bluff
#

i pulled a texture on a landscape but then this weird thing happened when I look at it from a certain angle. Does sb know what this is?

bright sigil
kindred iris
mellow turret
#

The two videos on youtube about unreal insights doesn't use it in practice, how do I know how many milliseconds is normal for a frame? how do I know how to spot the cause of a bottleneck in the Callees section

winter bluff
drowsy snow
#

It has to be either the same (hotfix / third number version don't matter), or newer.

prime willow
#

so i disconnected the node that makes my parkour system function

#

the initalize one

#

and all of its functions stopped but the mesh still rotated to camera only

#

i attached an absolute node to the end of my system

#

and tho my camera rotated in a billion ways my mesh didnt budge into another direction

drowsy snow
#

Yes.

prime willow
#

it stays completely forward regardless of camera input

drowsy snow
drowsy snow
drowsy snow
prime willow
#

hmmmmmmmmmm

#

might be

#

lemme disconnect that too

prime willow
placid plover
#

unsure if this post should go here or in #plugin-dev - apologies mods if it's the wrong one
first time packaging a new project, no errors, but when i try to run it, it insta quits and log says

LogPluginManager: Error: Unable to load plugin 'ControlRig'. Aborting.
LogCore: Engine exit requested (reason: EngineExit() was called)

brief google search returns nothing, any idea what's up? (control rig plugin is indeed enabled, can't even be disabled)

prime willow
#

is there a button or option that controls wat the mesh rotates too .-.

quick trellis
#

Using animated refraction material from supergrid pack and in the 3d viewport I am unable to click on it in unlit mode but if I change to brush wireframe I can click on it.
Does anyone know which setting to change in the viewport show window to make it so i can click on it without being in wireframe view?

prime willow
#

i might as well start over from scratch at this point :/

drowsy snow
prime willow
#

idk tbh but it doesnt matter ive been trying to salvage this for over 2 weeks

#

im just going to start over from scratch

#

thhis is really really really dumb even copying default mennquin doesnt seem to fix it

patent cobalt
#

One is Use Desired Controller Rotation. The other one is Orient Rotation to Movement.

prime willow
#

ive flipped both of those options on and off and even tinkered inbetween yaw and rotation setting on the thirdperson blueprint

#

i cant even begin to find a combinaiton that lets me move normally .-.

patent cobalt
#

When using the CMC you typically Add Movement Input to it.

#

Or, in the case of rotations, Add Controller Yaw Rotation.

#

That’s how you move it/orient it.

prime willow
#

i get whatcha mean ill see what i can do, maybe the Nth try might work ^^;

patent cobalt
#

I may want to debug the input events, make sure they are executed, then check the attached calls. I am sure you will be able to find where your issue is.

prime willow
#

o.o

#

ill try debugging that

dense wren
#

Hello everyone, anyone in here that knows how to create a fishing system in ue4?

surreal cloak
#

What is it about RTS games that make them so hard to create?
Is it all in the AI?

thorn lichen
#

Is there a way to use "Bake Pivot to Vertex" for FBX without combining all the objects in modeling programs?

#

This is how it looks when I import unless I either combine all the meshes to 1 object or align all pivots to the same exact position

bright sigil
bright sigil
thorn lichen
#

Path finding is hard

fierce tulip
thorn lichen
#

Ya @bright sigil its supposed to be 1 mesh actor

bright sigil
#

there is an option to merge it as one on import

#

if they are offset, it is an issue with their respective transforms on exporting

high geyser
#

hello there! has anyone successfully played .mov HAP codec inside unreal? I just enabled the plugin on my 4.27 engine and when i try to play it I get the following error
LogHAPMedia: Error: DX11 Device is not initialized!
VLC and Disguise both like the video file and they play it without any problems.
Its encoded with alpha channel
any help would be appreciated
thanks!

bright sigil
#

well proprietary ones yes, it's probably why there is not a publicly available version. For Unity or Unreal, a game template is the best one can come by

fierce tulip
bright sigil
#

I would lean towards Unity where you can build that up rather than with Unreal where it needs to be modified

#

Unity is a blank canvas, Unreal starts off with a hefty amount of features, neither are RTS, but there are other engines out there if you dig

#

for the most part yeah

#

they are out there

#

but hey, if you want it to look good, unreal good, then yeah, here we are

#

Unity can get good visuals too, so once again

#

no easy answer

#

oh for sure, why else am I here, I like it a lot, but yeah, not making a rts

fierce tulip
#

quite a few decent rts tutorials for ue4, and for little money there are rts templates you can grab to get started.

bright sigil
fiery granite
#

How do i go instantly to my "aim down sights" state in the animation blueprint after playing a montage? because when the montage ends, the anim goes back to idle and then to ADS

#

I want to go back directly to "ADS Idle" after shooting

drowsy snow
fiery granite
drowsy snow
fiery granite
#

The additive animation worked well

ornate leaf
#

Is there a way to globally toggle all the "debug" / development only nodes like print strings and line traces on or off while in Play In Editor?

Either using console command or some setting in Project Settings etc? Or some other visibility setting I am missing. It would be nice to be able to toggle on and off via keybind

minor badge
#

i used widget button to control the cube to move closest to all actors. is not using this method?

bright sigil
next sierra
#

hey guys. I'm having a problem opening my project. It says something like "could not compile. Try rebuilding manually".

#

if anyone knows how to read logs, I can post it

zinc shore
#

how can i have a actor component see what the value of a game pad joystick axis is cuz i can only get that node in my players BP but i want it in my actor components node

light thunder
#

then access that variable from your other BP, look at the blueprint communication video if this is difficult

plush yew
#

how is this made?

#

and how hard it would be to make something like that with a few lights?

#

just basic dark and bright, suspense type of effect with syncing music

#

like in horror movies

violet goblet
#

is it possible to "add" facial animation AFTER the "body animation" is done?

#

can these even be split?

warm salmon
#

Hey guys

hollow stream
#

anyone knows how can I make a zone where it kills the player if he enters it ?

warm salmon
#

actually I wanted to ask which is the best workflkw to make a complete game from the beginning to the end

#

I tried many ways but none of them suited me

warm salmon
#

Ya ik

lucid grove
#

Is it possible to generate hit events on foliage? For example i have arrow hit check for meshes, but there is no option for that in foliage.

brittle gulch
#

I wish we could make folders in the Launcher Library

hollow stream
#

How can I make the player fall when it dies ?

stable path
#

Check the simulate box?

hollow stream
stable path
#

Also, when you start Ragdolling, Disable any extra colliders you might have in your character bp

#

The mesh might be colliding with the colliders giving weird results

topaz pebble
#

Running C:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/samue/OneDrive/Documents/Unreal Projects/MyProject3/MyProject3.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

#

why am I getting this even though I installed all the latest .net stuff

primal tendon
#

As you can see that is one damn big plane, but I want multiple planes split in the same size and even smaller, enough pieces of planes to cover the size of this whole plane, any way to do it?

tender pecan
primal tendon
#

blueprint sounds good...

tender pecan
manic dew
#

any1 can help me with this? It shows while packaging and exporting my game?

little breach
#

do I need to backup anything else beside the "Config" "Content" "Source" and the .uproject?

untold summit
#

Scrapped the whole basic animation from software, i realized that to make the movement even remotely good it has to be procedural.

#

on a side note, i am looking for material which covers AI learning patterns.

untold summit
# drowsy snow As in machine learning?

Yes, i am still kinda lost on the whole AI aspect, the idea is to make an enemy which learns which directions the players blocks the most, thus avoiding that one, makes sense?

#

i got my hands full learning procedural animation

drowsy snow
#

I say this though, unless it's a racing game, predictable AI is more preferred than machine learning AI.

Last time someone did that was with Hello Neighbour, and it ended up fell short of an AI shitfest.

untold summit
drowsy snow
#

Though Hello Neighbour wasn't even machine learning, just picking logic branch based on player's route.

exotic thicket
#

a lot of the kinda basic AI learning stuff is actually really simple

#

you want to predict what the player blocks? just keep track of how many times the player has blocked certain directions and then calculate %

drowsy snow
untold summit
exotic thicket
#

Ah

#

I think same basic idea would work, but you'd need to calculate the chance by distance maybe if you wanted to consider nearby angles/distances to have a higher chance of being blocked

exotic thicket
#

lol yeah

untold summit
drowsy snow
untold summit
exotic thicket
#

You could maybe use a markov chain for it too since it's basically a weighted chain of things

untold summit
untold summit
hybrid crater
#

Is it possible to change the default text colour in UE4? I'm making my own theme and the text colours clash with it

hybrid crater
#

yep

drowsy snow
# hybrid crater yep

I assume you're making light theme (for whatever reason, I won't judge)

It's not possible to change the text colours, without directly go into the engine source code and tamper with the Slate widgets that control the text colours, all in C++.

hybrid crater
#

ah ok, thanks

drowsy snow
#

Hence why most of the editor modifications out there revolves around darker colours.

hybrid crater
#

That's fair, it's not just a normal light theme though, it's a Windows 98 theme

placid fiber
#

Can niagra use a sprite flipbook?

drowsy snow
placid fiber
#

Would you know how I can achieve similar results with niagra since I cannot use sprite flipbooks

drowsy snow
placid fiber
#

ty

manic dew
#

but guys can any1 help w this please?

#

It shows while packaging and exporting my game?

#

it says packaging failed

manic dew
#

oh thanks

violet goblet
#

regarding "root motion animation"
does games like mortal kombat, tekken using those "root motion animation"? or does it even matter?

drowsy snow
violet goblet
#

but what exactly does it make not viable?
(when character jumps up+forward, then i would just animate the "up" and leave out the "forward" motion?)

drowsy snow
wild aspen
#

How do I instantiate a blueprint class from a plugin to the scene if it doesn't appear under "place actors"?

trim mantle
wild aspen
trim mantle
wild aspen
#

there should be a "VirtualCamera2 Actor"

#

until yesterday it worked, now i deleted the only instance, saved the project, closed, reopened, and it cant find the class anymore

#

*blueprint

trim mantle
#

Now you should have folder from your plugin in the content browser

wild aspen
#

what if i don't 😅

trim mantle
#

Then you can try doing one more thing

#

Make a child actor of VirtualCamera2

wild aspen
#

yay that worked

#

thanks! 👍

trim mantle
#

No problem 😄

harsh jungle
#

how can i dockerize/ create a kubernetes image for a dedeicated server?

tender pecan
tender pecan
harsh jungle
urban dust
#

I think there is now native support for containers.

hollow cairn
#

I have this animation when climbing and jumping off a wall, in the animation the character turns away from the wall and leaps off. It looks good but after the animation has played, the character turns 180 degrees towards the wall again, does someone know how to fix this?

urban dust
hollow cairn
#

I tried this, setting the rotation to the current one + 180 on the y axis but it doesn't really work

#

give me a second

harsh jungle
#

is it better to containerize and run a dedicated server for scaling purposes?

hollow cairn
drowsy snow
#

Or Gyazo, but it's limited without paying

harsh jungle
hollow cairn
#

how do I prevent this?

sage coral
#

Not sure why but my cloth sim keep cliping through my model

To elaborate a bit more the body is part of a modular system im not sure if this is what is interfering with the cloth sim but Iv had issues before with it

#

cloth sim in editor befor play

#

heres a better screenshot of the after

hollow stream
#

I am struggling to make my material gradually change color when hit by fire spell and gradually change back to normal when it stops

drowsy snow
# sage coral After

This seems to be one of those common early mistake when working with cloth sim 🤔

#

Do you have the skirts weighted to the thigh area?

sage coral
#

No the skirt is part of a modular system Iv had it work with this method before but now its not

#

nor does it work with the long hair styles

#

the skirt was built around the body itself if that helps, I wanted the cloth sim to do and handle all of the animations

#

so the skirt itself is a separate mesh to the body but I have the phys mesh set to the body for the cloth sims of the objects

#

or do each item itself now need its own physics obj?
@drowsy snow

#

everything else seems to work fine including seperate cloth sims for each item it just refuses to want to react with the body collision

drowsy snow
sage coral
#

I had all the cloth sims parented to the body mesh physics asset

#

so Im not sure why it still isnt working

#

I tried putting the body physics asset for the hair and skirt itself on the left but still no luck

glacial oak
#

Hey peeps,
Hope someone can advise me on something. I'm currently gathering ref material for a new asset pack I wish to make and its going to have both interior and exterior elements to it. When it comes to buildings which have interior, is it better to have the interior wall and exterior wall as 1 mesh or as 2 separate meshes?

hollow cairn
plush yew
#

If I use Lua scripts in ue4 engine will the execution speed be much slower?

hollow cairn
#

this is the blueprint

harsh jungle
#

yeah so what you did here is you just launched the player model with a velocity of -500 from the wall which means your model is not rotating

stable path
#

The way I could think of is, Using a timeline to rotate the character when jumping

#

And also make the animation not use root motion

#

Your character shouldn't turn via animation, rather via code

hollow cairn
#

rootmotion is unchecked

#

hmm but the character rotates in the animation I have

hollow cairn
harsh jungle
hollow cairn
#

hmm how do I do this

stable path
#

afaik that's how it's done

#

The animations performs the motion

#

while the actual turning/movement happens in code

#

Just look at the basic walking/running animations

#

You always move via Blueprint, the animation is a placeholder for the motion

hollow cairn
#

oh, I got this one from mixamo, it didn't have the "in place" checkbox that the others do

hollow cairn
#

"think, wiggi, think!"

bright sigil
# glacial oak Hey peeps, Hope someone can advise me on something. I'm currently gathering ref ...

that's a good question, and i consider both viable. Personally, I would make walls and doorways one mesh so they can serve as inside and outside, though the separated method of the two may also work. Knowing Unreal, I believe solid meshes are better than single sided for most lighting cases. Performance wise, I wouldn't see a big difference in using a solid mesh for walls and doorways, the only occlusion culling necessity would be in hiding interior elements while outside and vice versa. The main concern is the transition from one to another and that's where it may be better to use solid meshes than separated.

stable path
#

@dire parcel Thanks 😃

lime temple
#

Hey, sorry to disturb you guys but I have a problem with a project on my Unreal Engine 4, when I drag in a skeletal mesh it moves around and works but when it is expected to spawn in via the blueprint it doesn't do anything and it stays stuck in the air, please could I get some help with this, thank you.

stable path
#

How are you moving the mesh?

lime temple
#

spawning it in

#

"on see pawn"

stable path
#

What is the code that moves the mesh?

#

Is it an AI controller?

lime temple
#

One second

drowsy snow
lime temple
#

Yeah we tried to sort that out but it wasn't that

#

@stable path Thanks for the help btw just sorting out something

#

this?

#

The spiders work just fine its only on the spawn that they fail

stable path
#

@lime temple you're spawning a Spider character but you're casting to Third Person Character 🤔

lime temple
#

Yeah my character is a third person character

stable path
#

But the spider you want to move is a Spider character

lime temple
stable path
#

Try adding a Print string after the cast failed pin

#

Does it print?

lime temple
#

Yes

#

I've searched it, in here some people are having the same problem

stable path
#

Means the cast is failing

lime temple
#

When I drag it in from the asset menu it moves to the player

#

its just when it's expected to spawn

#

that it stays still

bright sigil
#

there is a setting to have it be auto-possessed by AI controller, is that perhaps only set to "place in world" and not both?

lime temple
#

What has that setting?

bright sigil
#

the spider in this case

lime temple
bright sigil
#

yep, thats the place

#

auto possess in only when you place it in world

lime temple
#

so what do I need to do please?

bright sigil
#

you want auto posses to happen when it is spawned

#

there should be a both option

lime temple
#

When I do that they dont spawn

#

wait

#

they're spawning but still not moving

stable path
#

Ok, try this,
In your spider character event graph, search for an event node 'On possess'
Add a print string to it
And see if it prints
That way we'll know if they're being possessed or not

lime temple
#

yeah it does because when I run it, it runs through with the red line

#

Thanks for the help anyway guys, need to go now because I am actually in college and I was trying to solve it, going home, have a nice day everyone 🙂

mint monolith
#

Why not copy paste the spider and replace the copied spider with the 3rd person character?

#

Also ai move to only works with character, not pawns just an fyi

lime temple
#

WE RESOLVED IT THANKS LADS

#

Thank you so much guys

grim ore
#

post the way you resolved it so future stuck people can have help on it

tender rose
#

Question Folks, is there a private channel for console development? Or where do you get your information when stuck with a problem on console platforms? I know NDA yadayada so just some basic info to try and figure out my way around

#

thanks in advance!

lime temple
#

Exactly how the person explained, but instead of doing it in the map you do it in the blue print

#

signing off for today

drowsy snow
north badger
#

Hey guys, quick question this lil area marked with red is sort of blinking when looking from a distance, i do have 2 meshes crossing but not overlapping, any toughts?

drowsy snow
north badger
#

kk

#

sorry

jolly ibex
#

Hello guys, We are facing challenge on attatching the texture to the fur in unreal, (fur was made in xgen), can someone help me making it possible this is urgent requirement, I can pay some bucks for it

wanton rain
#

hi, does anyone know a work around for using parsec with unreal engine? Currently ConverMousePositionToWorldLocation doesn't work, returns false. I can click on the UI of the game, and the convert function is in the event tick. It worked when I was directly on the PC but it doesn't work anymore on parsec. Any ideas?

tender rose
drowsy snow
tender rose
# drowsy snow That's the cost of secrecy for ya.

yeah, but it's such a different case with the unity forums for console... everything is far more "shared" and unity devs are more involved into trying to figure out how to help. With UE4 I feel like am on my own 100% of the time

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anyway, thanks gonna try to keep figuring it out

bronze vault
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Is the collision enabled on your gun?

drowsy snow
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How do you set up your FP character?

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Show how you setup your FP character BP in #blueprint (also redescribe the issue there)

jolly ibex
zinc cloak
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when we eject while playing game from editor, does the player character returns nullptr?

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does we unposses the player character when we press eject?

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does it also effects during gameplay?

drowsy snow
zinc cloak
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well, there is something wrong

bronze vault
#

hmmm, did you add anything to the character or change how the animations are played?

zinc cloak
#

@drowsy snow

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when i eject and change the rotator variable value, it doesn't adding changes to animation blueprints

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this code works

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in this code, i'm directly casting to player without variable

zinc cloak
# zinc cloak

but in this case, i cache the player variable on begin play.

#

it doesn't works ( only when i press eject )

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in normal game mode, it works fine

bronze vault
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hmmm, i would need to see more to make a better guess, but it looks like something is ether telling the animation to restart or the animation is really short, thats just a guess tho

drowsy snow
#

Lua is pretty speedy as a runtime scripting language.

plush yew
zinc cloak
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yes c# is faster

drowsy snow
zinc cloak
plush yew
zinc cloak
plush yew
zinc cloak
#

below i mentioned the comparison in details.

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so you can see in details

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to verify

bronze vault
#

maybe there is an issue in the transition between those states?

drowsy snow
plush yew
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My last question is should I use Lua as or should I write new c++?

drowsy snow
somber patio
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I have a weird bug. When I turn of dynamic shadows for all the scene capture components. The scene capture component stops rendering items that are hidden to the owner.

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This is with dynamic shadows being captured

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this is without

honest patrol
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Does anybody know if it is possible to save a game on game exit?

drowsy snow
honest patrol
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@drowsy snow I was thinking something like that at first but I'm making a mobile game that has a timer that gives out rewards and I figure people will end up closing the game by just exiting the application and not by pressing a button so I was thinking quit game wouldn't always be called? But I could be wrong

drowsy snow
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The client don't have the saying about that.

bronze vault
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hmm, not sure then, sorry

drowsy snow
bright sigil
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lol, too funny

drowsy snow
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Let's gooo
Scaring off newbies Any% WR

/s

runic fern
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Hi guys how can i make in UMG Middle line text Like this bellow
..
I want like this

oblique pelican
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who do I contact about this?

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to report

runic fern
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Moderators maybe

oblique pelican
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do I just dm them?

runic fern
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Idk actually if they accept DM

oblique pelican
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yeah they're like proper game devs so I don't wanna bother them

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but I also don't want people to get scammed

drowsy snow
oblique pelican
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anyone else get one from him?

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Imagine buying virtual images of babies though lmao

runic fern
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My question float 😛

buoyant graniteBOT
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:no_entry_sign: somnath27#4830 was banned.

runic fern
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😮

ashen brook
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thanks for bringing this to our attention, @drowsy snow

runic fern
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now answer my question guys 😄

ashen brook
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context: if this was someone who had actually contributed to the server it would not have been an instant ban

drowsy snow
runic fern
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like this text in UMG

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when the mission done i want to middle line it

plush yew
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yup, strikethrough

runic fern
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is it call strikethrough ?

plush yew
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yeah

drowsy snow
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But you could put an image widget on top of the text block to serve as the stripe.

plush yew
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^

runic fern
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got it i thought there is a direct easy way 😄

plush yew
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I have a funny little problem that is probably easy to fix, but it's been bugging me for a while

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wth is happening here

ashen brook
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isn't there a rich text block widget?

plush yew
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to give context, the wall is lit from the light source outside, direction light

runic fern
drowsy snow
runic fern
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change this to higher

bright sigil
plush yew
drowsy snow
plush yew
bright sigil
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does your directional light move?

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ie rotate

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i would hope that setting it to stationary then building lighting would fix it

plush yew
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but everything seemed to work on moveable mode, hope nothing breaks in stationairy

drowsy snow
plush yew
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that's the only wall in the scene that has that problem, too

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the one parallel to it is completely fine

bright sigil
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you can try rebuilding as mobile

ashen brook
plush yew
bright sigil
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and as stationary?

plush yew
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waiting on the results

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build at 90% atm

drowsy snow
#

I'm not sure about static lighting because I worked with fully dynamic lighting all the time (in UE4 no less)

plush yew
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I really like the idea of fully dynamic, too

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I really liked that emissive materials work now in UE5

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I wanted to create a cinema environment similar to the old GMOD Cinema game mode, but I never got around to bothering, since using decorational lights in the ceiling was too important to me lol

plush yew
#

room looks very... weirdly shadowy

bright sigil
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thats the dir light maps, you can try it, but if theres not baking its not used

plush yew
bright sigil
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sounds like it got worse though

plush yew
#

the shadows just look a bit off to me

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how to add layers to material when creating landscape? like in the picture

bright sigil
plush yew
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oh, yeah, it is

drowsy snow
bright sigil
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well, if you keep the light mobile (youll need to rebuild to dump the dir light maps) you can see if ssao in a pp volume can cover it up enough

plush yew
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well, I have grass as base for all

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need some rocks

bright sigil
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you said their bsp, so static mesh might remove the issue too.... that tiny little trim up there is bsp?

plush yew
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and a bit of snow maybe

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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...

▶ Play video
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following this tutorial

drowsy snow
plush yew
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amazing new tech

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aka, Lumen

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screen space

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had to send like this, it got NSFW detected lol

drowsy snow
plush yew
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lmfao

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she even changes position

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from one hip to the other

drowsy snow
plush yew
plush yew
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I was using planar with Lumen, but it was terrifyingly bad

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gimme

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now I'm using planar with Screen Space

drowsy snow
plush yew
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(UE5 having removed Depth Maps/Bump Maps from materials has made my life so tremendously difficult, I've resorted to my grass being the full material without Depth, with a mesh created from the bump material in Blender, smoothed out to minimize holes in the mesh, enabled Nanite to make up for relatively high-polyness)

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looks good from a distance

warm horizon
#

where would be best to discuss porting of a current c++ project of mine (not ue4) into ue4? after a few pointers on what to do and how to include librarys it uses on compile.

plush yew
#

looks like the souls of the damned reaching from below, from close up

plush yew
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what do you think about the shadows, though?

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they look off to me @drowsy snow

warm horizon
drowsy snow
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I guess could be tricked by some subsurface, and make it rough and not specular.

plush yew
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I guess that might be down to having a spot light above the windows, but I haven't gotten around to touching it much

bitter siren
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Yo yo... anyone here a console developer? I'm approved for Nintendo Switch development, but I can't figure out how to access the Nintendo Switch UE4 answer hub. How do I get there lol

plush yew
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that corner here still looks to me quite weird

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am I crazy, or does it look weird?

drowsy snow
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It's kinda like how Far Cry 3 was notorious for excessive AO

plush yew
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what's with the left wall not getting much shadowing in the corner, too?

plush yew
#

would you recommend I change radius or intensity?

bronze vault
drowsy snow
plush yew
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since, if I disable everything, it looks like this

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man, I'm not a map dev guy

plush yew
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oh, crap

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need to remux

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in the middle of that recording, I realized the reflection was getting weird

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I'd guess that's Screen Space Reflections to blame?

drowsy snow
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Might be the GI.

plush yew
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also Screen Space

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at least, the dynamic GI is

plush yew
plush yew
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on the planar reflection

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under advanced

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does this work in eu4

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yup

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I also set my prefilter roughness to 0.0 from 0.1, because 0.1 looks a bit too blurry to me

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im learning~

drowsy snow
plush yew
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how costly is this

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could you use this on a whole city?

drowsy snow
plush yew
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oh..

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is ray tracing cheaper?

drowsy snow
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Also one thing to note is that planar reflection can't work on more curved surfaces.

plush yew
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who needs curves when you can have the curves yourself

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right, @buoyant granite?

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he's nodding, just virtually

drowsy snow
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!8ball Is it true?

buoyant graniteBOT
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@drowsy snow, :8ball: Ask again later.

drowsy snow
#

Gah.

drowsy snow
# plush yew could you use this on a whole city?

Now, due to how costly planar reflection is, you should use it sparingly.
For comparison, Spiderman on PS4 relied on multiple cubemaps (strangely not parallaxed) for glossy skyscraper reflections.

cerulean sandal
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sorry to interrupt the discussion, but in which channel can i get some help with performance issues? i have no idea why my game runs bad :c

plush yew
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!8ball am I right?

buoyant graniteBOT
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@plush yew, :8ball: My reply is no.

plush yew
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!8ball for legal reasons, you're joking, right?

buoyant graniteBOT
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@plush yew, :8ball: Ask again later.

plush yew
#

Man

plush yew
pallid olive
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hi guys im new to unreal engine. i do like the concept of bp visual scripting. i have done some tutorials about creating actor with bp mostly basic things. Question was, what a good way is to dig deeper into unreal engine

drowsy snow
cerulean sandal
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yeah i tried doing that

plush yew
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Bunch of stuff to learn

cerulean sandal
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the stuff taking up time is initviews and renderqueueresults which i cant really seem to figure out what they are

plush yew
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Like stat commands, never heard of em apparently lmao

pallid olive
cerulean sandal
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let me try gpu one sec

drowsy snow
cerulean sandal
# drowsy snow Are you using `stat GPU`?

it seems that shadow projection is taking up 17-20ms and lights are taking about 5
and in unlit mode Visibility Commands seems to be taking up 10 ms

im currently using distance field shadows (i heard theyre better for performance, right?)

plush yew
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Oh, man, that reminds me, UE used some real outdated Windows SDK pre-reinstall of my windows 10, I haven't checked if it's using an up-to-date version yet, I wasn't even able to package my project in the past

pallid olive
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and what about tutorials on yt is that a good way to learn ue coding or should i buy bunch of courses on udemy?