#ue4-general
1 messages · Page 1094 of 1
wait, so that's the UE4 skeleton glued to your new character mesh right?
yep
export the mannequin, open on your 3d software, then remove the mesh
i tried to export only the skeleton but i got a .copy file and it is ue specific i think
so you need to export the whole mannequin if you want the skeleton
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
how can I do this ?
for exemple, make an stone object gradually get red as it is affected by the fire ?
Start with a simple lerp on base colour and emissive colour in material.
and use damage types ?
what is !ispendingkill in BP version?
uhhh, isValid? 🤷
Was there always a python section
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 .
youtube
what’s YouTube?
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.
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.
Would you like me to explain how Google works first?
is the sky blue? yes, obviously.
(my sky is black)
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.
In simple words:
: )
but in all seriousness, i looked at some YouTube tutorials and stuff and it was a lot of mixamo stuff
I mean, if you're really desperate to learn, you could purchase a Udemy course, I heard those are really good
I personally just obtain random pieces of information whenever I need it
I’ve heard about those, the corses on skillshare and udemy, i still have some free trials for those around, thank you for reminding me I’m gonna check those out now!
np
thanks
do you folks recommend tom looman's c++ course?
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?
Yes. I do.
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?
you'll need to grasp concepts that build atop the same ideas of single player. I wouldn't stop you from pursuing this, but it's just one more thing to learn on top of everything else, and it's quite different, due the to concept of networks and how unreal handles it, it's rough to say the least
if you want nothing else than to make mp and don't care about sp or any other, try to build the smallest, simplest, working idea you can. Grab a template project, set up network session connecting, see if you can get a connection between you and someone else
i would use amazon or steam? i think you have to pay for steam
assuming the tiny game
thank you mr conrad
you can use steam without paying, maybe look into it? 😉 you're on the road to learning mp development
oh i thought you ahve to pay $100
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
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.
not sure though
iirc, it's because its mp vs. sp, maybe server bandwidth or something, dunno
nvm, looks like for all
so when you did it was free. you lucky son of a gun
i'll do my sp first, figure it out then when i'm a millionaire do mp
its still free..
i didnt publish, thats the confusion
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
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
but it sounds like you're coming around to understand why mp is so much harder, it's not really about the game you see, it's all that network crap to deal with
Did you ever find a solution to this problem? I've been getting the same issue
Im switching to unreal from unity. How active is this server?
i think its late, but there's usually something going on in a couple of those there channels
alright
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
Depends on what you ask really. If it is very easily googled - it is understandable if some people get annoyed.
the people in the unity discord were the same way, after asking for too much help, they would end up just ignoring you
I've never had an issue receiving help in this server.
I've jumped on calls with people trying to help me.
ive been doing some research on my own but I still have a few questions if u don't mind answering
that’s respectable, i understand that but like the first day I joined I was looking for a fix on a issue that a lot of other people had on Google searches and stuff, and they still said “Google exist” which was kinda like ehh
After 2 days I got the problem fixed myself by just trying different things
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
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?
I'm trying to find someone to help me with my game but no one replied to my job post
maybe try reaching out to people in the #hire-a-freelancer ??
it's also volunteers, sometimes we busy, or want to work, or not in the mood, yes, on demand answers is not perfect
It also depends on how much you're payin'.
does c# translate well to c++? From what ive read about it doesn't really matter because of blueprints
we deal in NFT and crypto here
Both are C languages. There will be some gotchas (and more verbosity), but really, if you are already comfortable with C#, picking up C++ in Unreal shouldn't be too much of a hassle. Just stick with BP's initially to get the hang of UE though.
alright sounds good
oh and one more thing
does unreal have its own built in multiplayer system?
Since day 1 of Unreal.
sorry if that question seemed dumb
well, id say there is some leg work to get it fully up and running, but all the templates and infrastructure of settings have server replication accessible
ty for helping me out
May I ask , why did you switch from unity to unreal, I was axtualy thinking about switching to unity
im looking to make a career out of game programming. Knowing c++ AND c# is a very good skill for that kinda thing. Also c++ is way more common, I needed to learn it eventually.
well i wish you the ultimate luck to gain the success you wish to obtain, friend 🍻
ty 😊
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
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?
for context SetPosition(ViewportSize) puts it about 3/4 the way to the bottom corner iirc, so scaling is off by like 1.25x
o you know just some casual conversion error between maybe canvas size, viewport size, resolution, screen size, ...
widget size
who knows
I don't do much UI in C++, so can't tell for sure.
Though I think having a widget component and set it to use screen space is more reliable.
At least it is more reliable when I tried making comic bubble system.
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?
^ 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)
@drowsy snow i feel like my ledge grab isnt broken
and that its my weird camera angle movement thing xD
its not like its glitching or anything its just stuttering on the transition from ledge to mantle
I told you lol xD
im going to see
if it all gets solved
by unparing the camera setup lol
because sometimes it doesnt stutter at all
it just smoothely translates
I specifically need these projected onto the screen
widget components exist exclusively in 3D right?
Widget component can show the widget in screen space, while following projected world space location. And it's replicated in MP.
you're a fucking hero
Not sure what's the C++ syntax from UWidgetComponent, but at least in BP editor, this is the settings
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
though, if the fix is easy, the cpp way would end up being cleaner. idk, thank you!
25K for character is getting into higher end for mobile.
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
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
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)
Does anyone know why I got to recompile my shaders everytime I restart unreal?
Its been like this for a week already.
Looks like it is contiguous.. On the CPU side anyway.
You can use:
const FStaticMeshSection& section0 = MyStaticMesh->GetRenderData()->LODResources[0].Sections[0];
and: section0.MinVertexIndex and section0.MaxVertexIndex
I get this output for a 4-section mesh with 154442 verts.
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 ?
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 :)
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?
You can't open the console command interface in shipping builds since 4.0.2
Is there any way to add ensures, checks or asserts in Blueprint?
I couldn't find anything online, but this seems to fundamental and useful, there must be something like that, no?
Nevermind, somehow I didnt just think of just adding my own blueprint callable function, I am so dense sometimes
How do i set a max frame rate in BP
@zinc shore https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Development/ExecuteConsoleCommand/
Execute Console Command
t.maxFPS 60
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?
anyone here familiar with float curves?
no, since it is not debuggable unlike cpp
it has to work properly without any
if you have source build you can enable console in shipping, or manually add console slate widget to viewport with some cpp
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
Heard they rework things a bit when it comes to compiling/building in UE5, though I never did DebugGame builds myself.
It should be in one of the XML files in Build folder.
If UE5 didn't change that part, that is.
// 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 🤷
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?
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?
Why are the reflections created by the normal map in this plane object so low resolution?
This is the normal map
riggin is done in blender, not unreal, sorry for dumb question
It's just that i keep seeing them do stuff on the unreal twitch channel that looks like rigging... it's over my head
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?
i've seen someone ask about this as early as march this year. engine version is 4.25.4
Is this enhanced input thing?
Check the texture compression setting on that normal map. If that fails try changing the gbuffer format in project settings
@real heath Compression is set to Normal and i put Gbuffer on high quality normals and restarted, same thing
weird
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.
Hello, when I run my game in UE4 the game has sudden fps drops how can I stop the lag?
@visual harborafter you created the mesh, did you assign it collision in the mesh editor?
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.
Hello, when I run my game in UE4 the game has sudden fps drops how can I stop the lag?
Can someone replace the gun on the first person template and i will take from there
I never actually attempted to get keyboard input on blutility, but maybe because some hotkeys are context aware, depending on which slate widget was focus.
Use the stat command and the profiler to find out.
(sorry, wrong Mat(t)hew)
@grim ore I did not, but it does look like it has complex collision that shows up in the mesh editor
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)
Wait, it can? Never tried before, maybe I'll give it a shot and see how it was done.
(Request)
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
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
brushes are not meant to be final items, they are temp items that you replace with static meshes
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
correct, and correct
Hello, when I run my game in UE4 the game has sudden fps drops how can I stop the lag?
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
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?
@grim ore thanks. I'll try to live with it 😛
i dont know, i packaged the game as a publisher build and i still dont know why it lags
@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
@lapis tapirso the editor doesnt cause lag, but the packaged project does?
the editor and the project
so when you just hit play in the editor, you have lag. but when you do a profile on it the lag stops?
yeah
i know its weird
how are you doing the profile
generally no, the profiler is a toolset https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/Profiler/
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
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.
basepass
takes the most
hmm
now its post processing
the slate ui also takes up alot
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
but this can help you narrow down items to disable for testing
then its basepass and post processing
Goodday guys ..
what is the best database you are using guys for Multiplayer game ?
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
that depends on the data that you want to store
gamedata progression X,Y,Z of actors spawned actors etc
and it depends on the amount of data and how you want to access it
for smol games sqlite should be sufficient
well its little bit big but not MMORPG
I was thinking with an API using VaRest
i dont believe my pc cant handle a maze game that has low poly models
you want to store that data somewhere in the cloud rather than locally? Oo
and i haven't added any post processing volumes
Yes i think its better to keep progression secure
Steam have Cloud but i dont know if its working for data like this
doubt
how is that in any way more secure than hosting the DB on your own?
not to mention performance
I didnt get it .. You mean on steam better ?
no, i mean a local database is better
How much ms it took?
oh but when player uninstall the game the progression will be lost for all players
oO
you host the database on the same machine / network as the dedicated server
the server is responsible for actor spawning/etc
the player clients are the server?
one of them will host the session yes
ok, that's a different scenario then
i thought that you would host the servers
no if i host the server on Playfab i could use the cloud or even use local save
around 10
for example
but gpu
yes, which would make more sense
if data should persist over different player/server sessions
What about the game thread?
Yes it should
around 3-5
what about GPU thread? (from stat unit not stat gpu)
10ms
Any estimate on average framerate? (stat fps)
when it drops around 30
and normal 80-90
Check your stat unitgraph, see which thread cause the hitches.
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.
In a generic way
Blueprint Interface, or Event Dispatchers.
Anyone know any method to package HTML 5 in unreal 4.26 ?? It is urgent
The obvious one is not found anymore, it seems that those of epic removed it
It's impossible, at least natively.
But that doesn't solve the actual linking part
Do you think ActorGroups could work?
And yes, Epic has removed it in favour of Pixel Streaming (aka do it yourself cloud gaming), because the native HTML5 export was so fucking painful and unreliable.
For this, I'd have a variable saying Target and have it of type "Switch". Then, in the editor, you can use the eye dropper to reference an actor directly in order to set the variable.
If things are procedural, you'll have to set the target via code.
And they update their state based on the switch state
Sounds good
What you handle in the code is completely up to you. But that is how you can link them together.
In the way that you wanted at least.
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?
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.
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.
So when you obliterating the parent actor, you want to obliterate all the children actors as well?
(ok ngl that reads kinda brutal if out of context...)
some programming questions can definitely raise some eyebrows if taken out of context lol
'How to remove child from parent'
'How to kill child' 😅
"How to kill orphans" sounds better 
Yes
I wasn't sure if attaching an object made it truly a child in terms of the hierarchy
could just do it by hand 😛
"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?"
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
im pretty sure its gimbal lock and not just ue5
Tried doing the same in UE4? I never had that issue before, and doesn't sound like gimbal lock issue.
And I don't use UE5.
Since you have the reference can’t you just remove it directly?
I'm trying to learn mesh painting. Why nothing happens when I paint on mesh? Am I doing something wrong?
your preview is off, change it to one of the preview modes so you can visualize the vertex colors
then you can debug more from there, like is your material set up to use vertex colors?
no I just created a blendmaterial
it did change but it takes a lot of pressing. How can I make it paint faster?
might need to read the docs then and set up your materials correctly https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelEditor/Modes/MeshPaintMode/VertexColor/
@daring cedarmaybe turn on brush flow
@little quailwhat folder or file, for what reason?
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
@vocal flume https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Rendering/MobileOptimization/OptimizationandDevelopmentBestPracticesforMobile/ A good target for draw calls in an optimized scene is roughly 700 on a Galaxy Tab S6, and less than 500 on lower-end hardware. In projects for HMI, which tend to use highly unique or complex materials, 100 draw calls would be a good target on a Galaxy Tab S6, while less than 50 would be preferable.
@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
the projects files are files, they're universal. Grab the project folder from the mac and move them over to your windows machine.
compress it to a zip and email it, put it on a windows compatible removable drive, share it over the network, etc..
projects are self contained folders so you can move the entire folder
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.
So i have an issue
where even after setting up standard camera like stuff https://gyazo.com/bae6fc56c0aa819ca0ffb2f239775da3
my mesh still stays facing forward towards camera direction but the capsule and vectors turn as its suppose to
i have no idea what im doing wrong :3
Could it be...
its most likely the parkour system
because a completely different mesh when entering my parkour mode
can run in 8 ways
Wait, so you don't inherit from Character class?
You said the capsule behave as intended. Now, in Character.h, the skelmesh is supposed to be child component of the main capsule component.
Could it be...
Say, dear Snowie.
Did you inherit your playable character from Pawn class, and not Character class?
o-o
i think character class
i keep using this character variable
tied to character variable
Can I see the component structure of your BP?
sure
but which one my parkour set or my third person one?
The third person one.
Screenshots' fine for now.
details part or nodes?
I'm kinda busy doing animation challenge, so forgive the inability to go to the VC...
nono youre fine~
Above "My Blueprint" one, please.
my blueprints?
Umm, it's the upper left corner part of the BP editor, should be a list of components.
If that's the case, then the mesh should follow the capsule direction...
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?
Something else must've hijack the rotation 🤔
is there a way to generate OnHit without blocking the actor?
i want my projectiles to pierce targets
How about OnBeginOverlap?
Really? Isn't OnBeginOverlap triggers once the moment something overlaps with the collision?
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
ok thats what ive noticed
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
@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
@grim ore ill double check. i assume it was all character mesh
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
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
you should be checking the actor, not component
any chance your doing the trace more than once?
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
@young thorn#graphics might have more info, but it sounds like you can do that with 1 material and just masking/additive
would checking bIsOverlapped when the overlap event happens filter it to one?
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
@tribal girderso to eliminate your target being the issue, adjust it to another channel and test it against the wall like say WorldStatic channel
@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
eliminate the target dummy as the issue, test it against a static object like a cube
How to make a variable that doesn't need a target ?
@nova kelp what use? or what example?
@grim ore i did. this only happens to character meshes
@tribal girder if you hide the actual static mesh, set it to none in that target dummy, does it do it still?
you might want to give more info
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
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
@grim ore yeah i can hide the character mesh and i dont get overlap events.. its because character has multiple hit boxes
weird that it registers as actors, because those should be considered components
@bright sigil it does register as components
oh wait wrong one
yeah thats from the bullet
possible its the collision channels of the projectile collider, is it just pawn?
@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
how can i have a raycast that draws a sphere at the end
Matheww has comfirmed that hes a hivemind binded to the engine itself
heh, in a zoom call with some people and brought it up as a ponderance
xD
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
darn and i would of gotten away with it too if it wasnt for zoom and you meddlig kids~
yeah i was going to do that but i wanted to make sure before started going that route
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
can sameone help to me pls
guys any idea what can be done to fix this https://gyazo.com/bae6fc56c0aa819ca0ffb2f239775da3
This is my player key press
it persists even after disconnecting my components ;-;
the capsule and vectors turn as should
but the mesh stays in line with the camera
lucky for you that's how I check my melee overlaps
@bright sigil i didnt even think about this being similar to how melee works
neither did I, but after Matt said to filter by actor, well, it sounds similar enough
and a line trace would actually be better, but alas
@nova kelphttps://www.unrealengine.com/en-US/onlinelearning-courses/blueprints-and-gameplay-for-game-designers this course has a module on how to do this. maybe watch and do this course for some learning
Did you found any nodes that controls the mesh rotation?
I suspect your parkour system doesn't put the capsule into account, and just doing the mesh rotation on its own.
that seems to do the trick.
replied to wrong thing
but about the filtering
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?
Select the F_0 actor in the list, or select another actor then select your actor back.
It doesn't seem to be working. When I select the F_0 actor, it only moves the collisionbox
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?
Shadow bias and shadow slope bias of the light
Nvm. Setting the mesh to movable seemed to fix it.
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
Thanx
It has to be either the same (hotfix / third number version don't matter), or newer.
sorry about the delay i went to walk my doggo
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
Yes.
it stays completely forward regardless of camera input
Na, it's fine.
Dang, I'm not sure what else, because it can't be the anim BP
How about the Dynamic Wall Run component?
nothing changed
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)
is there a button or option that controls wat the mesh rotates too .-.
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?
i might as well start over from scratch at this point :/
The mesh should've rotating together with the capsule.
Unless it somehow hooked to control rotation...
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
If you are using the Character Movement Component there a couple of options related to how the character rotates.
One is Use Desired Controller Rotation. The other one is Orient Rotation to Movement.
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 .-.
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.
i get whatcha mean ill see what i can do, maybe the Nth try might work ^^;
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.
Hello everyone, anyone in here that knows how to create a fishing system in ue4?
What is it about RTS games that make them so hard to create?
Is it all in the AI?
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
one would think to use an engine that has these features from the ground up than to take an fps engine and make another genre with it
do these models need to be together?
Path finding is hard
unless there is a reason for them to be separate, imho this is exactly something that should be one mesh to reduce drawcalls.
Ya @bright sigil its supposed to be 1 mesh actor
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
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!
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
since same topic came up in #graphics
https://docs.unrealengine.com/4.27/en-US/Basics/Actors/Merging/
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
took me a few seconds to find an rts engine btw: https://springrts.com/
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
quite a few decent rts tutorials for ue4, and for little money there are rts templates you can grab to get started.
def the better option, invest a bit in a solid framework made by someone who took the time
Basically everything.
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
I think Hell Let Loose made the ADS procedural, it was mentioned in a comment by one of the technical animator in the game's weapon showcase video.
So I assume it's not a different state like that, but more of an additive animation.
I can try that, good solution, but is there really a purpose to make shooting montage? i only did it like this because its like that on the first person template
For one thing, you could assign slot for the montage, so that it affect certain bones.
The additive animation worked well
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
i used widget button to control the cube to move closest to all actors. is not using this method?
In the console: DisableAllScreenMessages
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
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
Where the game pad is referenced (where your game input events occur, that blueprint) you need to set get the joystick axis there, and set it to a variable -
then access that variable from your other BP, look at the blueprint communication video if this is difficult
Reactica UE4 Asset
https://www.unrealengine.com/marketplace/en-US/product/reactica
Samples not included, just for testing :
samples used in video:
https://ncs.io/Cyberpunk
https://ncs.io/MBPain
https://www.beatport.com/release/i-y/2610257
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
is it possible to "add" facial animation AFTER the "body animation" is done?
can these even be split?
Hey guys
anyone knows how can I make a zone where it kills the player if he enters it ?
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
that depends I guess
Ya ik
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.
I wish we could make folders in the Launcher Library
How can I make the player fall when it dies ?
Check the simulate box?
currently it sets the player flying
You need to adjust your physics asset
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
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
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?
You could write a plugin to do it yeah, or you could make an editor blueprint even simpler
Then just add them using some basic math
blueprint sounds good...
Blutility I imagine could work here.
https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/ScriptingAndAutomation/
It could also just be an actor you add to the scene, and simply expose a button that executes in editor, but maybe start with BLutility, it sounds perfect for what you want to do.
any1 can help me with this? It shows while packaging and exporting my game?
do I need to backup anything else beside the "Config" "Content" "Source" and the .uproject?
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.
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
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.
it was fun as hell tho, i had a great time with it.
Though Hello Neighbour wasn't even machine learning, just picking logic branch based on player's route.
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 %
I just don't found it fun, felt disjointed all over the place.
that was the idea originally, but that would only work if the attack was as simple as 1-3, but its more like a 1-600, depending on angle and distance.
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
yeah its quite difficult to imagine rn
lol yeah
anyway, material for this would be appreciated.
1-600? I thought full rotation was 360.
i dont know the exact number yet, its all hypothesis, its not rotation its attack patterns.
You could maybe use a markov chain for it too since it's basically a weighted chain of things
again, full hands with procedural animation learning, i am not doing the attacks just yet.
Its so ugh, hard to explain, ill think about it again when i am done with the Panimation stuff.
Is it possible to change the default text colour in UE4? I'm making my own theme and the text colours clash with it
You talking about the editor?
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++.
ah ok, thanks
Hence why most of the editor modifications out there revolves around darker colours.
That's fair, it's not just a normal light theme though, it's a Windows 98 theme
Can niagra use a sprite flipbook?
If you're talking about Paper2D sprite flipbook, no.
Would you know how I can achieve similar results with niagra since I cannot use sprite flipbooks
Don't use Paper2D for particles, just use normal Texture2D flipbook (aka SubUV) and some Material work.
Look up on Starter Content's fire and smoke particle, see how the materials deploy texture flipbook. Sure, they're still cascade particle, but the same stuff can be applied to Niagara no problem.
ty
but guys can any1 help w this please?
It shows while packaging and exporting my game?
it says packaging failed
oh thanks
regarding "root motion animation"
does games like mortal kombat, tekken using those "root motion animation"? or does it even matter?
For side scrolling fighters, input accuracy is utmost important, so I don't think root motion animation is a viable solution.
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?)
I'd say stick to code for movement, not the animation.
How do I instantiate a blueprint class from a plugin to the scene if it doesn't appear under "place actors"?
Do you have set "Show plugin content" to true?
uhm where?
Settings in Content Browser window
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
Now you should have folder from your plugin in the content browser
what if i don't 😅
No problem 😄
how can i dockerize/ create a kubernetes image for a dedeicated server?
That is actually a darn good question.
I would start here: https://unrealcontainers.com/
https://unrealcontainers.com/docs/use-cases/dedicated-servers Also found this, this is more into dedicated servers ig
I think there is now native support for containers.
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?
when the animation ends, rotate the character.
Show the issue in action.
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
is it better to containerize and run a dedicated server for scaling purposes?
how do I screen record? smh
Use OBS, or your GPU's recorder, or Windows 10's built in game recorder.
Or Gyazo, but it's limited without paying
i think you have made the wall jump animation with rotation, so when the character reaches the floor and turns idle it goes back to its normal state, which was looking at the wall
how do I prevent this?
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
After
heres a better screenshot of the after
I am struggling to make my material gradually change color when hit by fire spell and gradually change back to normal when it stops
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?
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
The cloth sim depends on the physics asset that it used for collision.
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
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?
@drowsy snow @harsh jungle sorry, took me a while to get OBS
If I use Lua scripts in ue4 engine will the execution speed be much slower?
this is the blueprint
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
Your animation seems to have root motion
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
I tried setting actor rotation after the animation has played but it seems to always rotate back to the wall first
yeah that will happen ig, to fix it you might have to add rotation to the vector when multiplying and then launch the character
hmm how do I do this
I believe it should be easy to turn it into 'in-place' animation in a 3D Software
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
oh, I got this one from mixamo, it didn't have the "in place" checkbox that the others do
nice pfp
"think, wiggi, think!"
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.
@dire parcel Thanks 😃
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.
How are you moving the mesh?
One second
How about the collisions on the scene?
Yeah we tried to sort that out but it wasn't that
@stable path Thanks for the help btw just sorting out something
this?
this?
The spiders work just fine its only on the spawn that they fail
@lime temple you're spawning a Spider character but you're casting to Third Person Character 🤔
But the spider you want to move is a Spider character
Means the cast is failing
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
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?
What has that setting?
the spider in this case
so what do I need to do please?
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
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 🙂
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
post the way you resolved it so future stuck people can have help on it
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!
Exactly how the person explained, but instead of doing it in the map you do it in the blue print
signing off for today
No, but if you're eligible for it, there are boards in Unreal Engine forums exclusive to console developers.
lol yeah
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?
Looks like shadow map issues. Also ask on #graphics
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
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?
agh, those forums are a desert, been waiting for a reply since August...
Thanks anyway! 😄
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
anyway, thanks gonna try to keep figuring it out
Thank you 🙂
Idk if ill be any help, but i am curious to hear more about what your issue is/looks like
Is the collision enabled on your gun?
How do you set up your FP character?
Show how you setup your FP character BP in #blueprint (also redescribe the issue there)
we made some character fur in maya xgen, trying to add texture in unreal, need some help on proper way of doing it
when we eject while playing game from editor, does the player character returns nullptr?
does we unposses the player character when we press eject?
does it also effects during gameplay?
No, player character should return the same as possessed, if you start from Play beforehand.
If you start from Simulate, then player character would return nullptr.
well, there is something wrong
hmmm, did you add anything to the character or change how the animations are played?
@drowsy snow
when i eject and change the rotator variable value, it doesn't adding changes to animation blueprints
this code works
in this code, i'm directly casting to player without variable
but in this case, i cache the player variable on begin play.
it doesn't works ( only when i press eject )
in normal game mode, it works fine
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
No.
Lua is pretty speedy as a runtime scripting language.
is c# better than lua? ( only speed )
yes c# is faster
I don't use C# (anymore), so can't tell.
i questioned only speed
i only answered the question
👀
maybe there is an issue in the transition between those states?
Can you do your own testing and see the comparison then?
My last question is should I use Lua as or should I write new c++?
Depends on your project.
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.
This is with dynamic shadows being captured
this is without
Does anybody know if it is possible to save a game on game exit?
Async Save Game To Slot --[On Complete]--> Quit Game
Is that it?
@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
At least for mobage, usually that's handled server side.
The client don't have the saying about that.
hmm, not sure then, sorry
The #blueprint channel already had the speedrun, don't worry about it.
lol, too funny
Hi guys how can i make in UMG Middle line text Like this bellow
..
I want like this
Moderators maybe
do I just dm them?
Idk actually if they accept DM
yeah they're like proper game devs so I don't wanna bother them
but I also don't want people to get scammed
<@&213101288538374145> Unsolicited DM spammer
anyone else get one from him?
Imagine buying virtual images of babies though lmao
My question float 😛
:no_entry_sign: somnath27#4830 was banned.
😮
thanks for bringing this to our attention, @drowsy snow
context: if this was someone who had actually contributed to the server it would not have been an instant ban
Strike through?
yup, strikethrough
is it call strikethrough ?
yeah
I don't think that's really possible with just Text Block
But you could put an image widget on top of the text block to serve as the stripe.
^
got it i thought there is a direct easy way 😄
I have a funny little problem that is probably easy to fix, but it's been bugging me for a while
wth is happening here
isn't there a rich text block widget?
to give context, the wall is lit from the light source outside, direction light
yes there are
Light bleeding?
change this to higher
yes, that is light bleed. mobile/stationary lights can cause this
yup, it's set to moveable
If it's dynamic light, try tweaking the contact shadows settings.
well, it isn't a static mesh, it's a brush wall
does your directional light move?
ie rotate
i would hope that setting it to stationary then building lighting would fix it
I'll try, since it doesn't rotate
but everything seemed to work on moveable mode, hope nothing breaks in stationairy
CMIIW, but isn't Rich Text Block not provide strikethrough or underlines?
that's the only wall in the scene that has that problem, too
the one parallel to it is completely fine
you can try rebuilding as mobile
I don't know, it's just where I would start looking
yea, I did, nothing though
and as stationary?
I'm not sure about static lighting because I worked with fully dynamic lighting all the time (in UE4 no less)
I really like the idea of fully dynamic, too
I really liked that emissive materials work now in UE5
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
should Ambient Occlusion be enabled in World Settings?
room looks very... weirdly shadowy
thats the dir light maps, you can try it, but if theres not baking its not used
sounds like it got worse though
the shadows just look a bit off to me
how to add layers to material when creating landscape? like in the picture
oh, yeah, it is
That depends on your material.
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
you said their bsp, so static mesh might remove the issue too.... that tiny little trim up there is bsp?
and a bit of snow maybe
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...
following this tutorial
Lumen is nice and all, but I still don't have faith on it, as it doesn't seem to give consistent result on lower end hardware, and isn't as easy on performance as SSGI + LPV.
Lumen's reflections are fucking borked lol
amazing new tech
aka, Lumen
screen space
had to send like this, it got NSFW detected lol
Ya don't want @buoyant granite to catch some boner, y'know.
I'd argue this is possible in UE4 - planar reflections
pls explain how i can have reflections :3
yup, what I'm using atm
I was using planar with Lumen, but it was terrifyingly bad
gimme
now I'm using planar with Screen Space
Planar reflections. It's just a drag and drop thing
(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)
looks good from a distance
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.
looks like the souls of the damned reaching from below, from close up
the point is aesthetic from inside the room, so matters not
what do you think about the shadows, though?
they look off to me @drowsy snow
probably #cpp
good shout. didnt spot that. cheers
This?
I guess could be tricked by some subsurface, and make it rough and not specular.
nah, the room itself
the shadows look real weird
I guess that might be down to having a spot light above the windows, but I haven't gotten around to touching it much
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
Seems like the AO is a bit too strong.
It's kinda like how Far Cry 3 was notorious for excessive AO
what's with the left wall not getting much shadowing in the corner, too?
these are my settings
would you recommend I change radius or intensity?
lol you have me staring at all the walls in my room now, looks normal to me, depending on where the light is I guess
I don't use UE5, so not sure about that.
lmao, yes, it looks so off
since, if I disable everything, it looks like this
man, I'm not a map dev guy
terrible recording quality to match 8MB max, but
oh, crap
need to remux
in the middle of that recording, I realized the reflection was getting weird
I'd guess that's Screen Space Reflections to blame?
No, I don't think SSR is to blame there.
Might be the GI.
that makes me content :3
set the screen percentage to 100% though
on the planar reflection
under advanced
does this work in eu4
yup
I also set my prefilter roughness to 0.0 from 0.1, because 0.1 looks a bit too blurry to me
im learning~
Yes.
Pretty costly, as it's pretty much another camera.
Still more expensive than planar reflection.
Also one thing to note is that planar reflection can't work on more curved surfaces.
who needs curves when you can have the curves yourself
right, @buoyant granite?
he's nodding, just virtually
!8ball Is it true?
@drowsy snow, :8ball: Ask again later.
Gah.
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.
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
!8ball am I right?
@plush yew, :8ball: My reply is no.
!8ball for legal reasons, you're joking, right?
@plush yew, :8ball: Ask again later.
This channel's fine.
Man
Yup, it's for general stuff with ue
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
Though you should narrow it down with stat commands and the profiler.
yeah i tried doing that
I guess digging deeper into tutorials, probably
Bunch of stuff to learn
the stuff taking up time is initviews and renderqueueresults which i cant really seem to figure out what they are
Like stat commands, never heard of em apparently lmao
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/index.html like this @plush yew
Are you using stat GPU?
im using stat scenerendering
let me try gpu one sec
Unreal Online Learning has many courses on BP.
https://www.unrealengine.com/en-US/onlinelearning-courses
^
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?)
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
and what about tutorials on yt is that a good way to learn ue coding or should i buy bunch of courses on udemy?
