#ue4-general
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YouTube is a mixbag, lots of shit tutorials with shit delivery on YT these days (not going to name them here, but I know which ones). Don't get me wrong, there are still good tuts on YT, but unless you know what you're doing, consider using Unreal Online Learning.
Udemy... I don't think it's worth the price when Unreal Online Learning is good learning resource for free.
^ UE5 documentation has been pretty meh though in general, hope it comes out soon enough, and hope they don't remove bump maps lol
Every Quixel material is just terribad now without bamp maps
You don't even get the bump map texture anymore
I guess the logic is why you have bump maps when you have Nanite.
Yeah, but Nanite ATM is worse performance in many cases than no Nanite
Same goes for UE4 docs IMO
thx for reply
Yeah, but why model when I can use textures?
They don't really replace each other
If I can just take a blank cube, make it a wall, slap some textures onto it (+ bump map), I'm set
Why would I go and decide to get the same, or worse performance, by making a wall model from scratch with all it's complexities?
Including doing the texturing myself
i disabled LPVs, and now the draw is 0.05ms but the GPU time is still basically the same
Reminds me of "The Backrooms"
thats because the game is based on those xD
I don't use df shadows, though I think you'd might as well make it toggle-able.
yeah, ill do that. but i get worse performance without so idrk what to do
the game didnt run this bad before and i didnt change anything really
it just decided to die
I'm suspecting the hardware, but software side, try setting the Shadows quality to High for your development purposes.
quick question its a nooby one; if you have a mobile game and you have the main menu, and click PvP 1vs1 and brings you into the gamesession is this a child level class in unreal Project? curious how it works
you mean you suspect my hardware is dying?
Probably.
that would be a problem
pretty sure gamesession, for multiplayer connection, is just a latent call that tries to connect to the server while in the level its called in.
If it affects other game, then it would be hardware issue.
i ran an old build of the game to test and nope, this one runs like it always ran.
conrad how far are you with your project or how many have you done just curious
with multiplayer, i've not done much, i did a research paper on recreating dark souls multiplayer model, so in that situation there was no need to have a separate level
not bad, its great to learn and hear from others
ive not done mobile, so it could be different, but id say i got familiar enough with the multiplayer tools unreal has, at least for pc
dark souls is mmo or rpg
and i did test my mockup through steam subsystems, so again, maybe there are differences - but the question was about the gamesession being a child level class, and i may misunderstand, but only one level is present at a given time. by default unreal provides separate level maps like entry for the purposes of loading
i suppose it's both, but in my mockup it was merely to test the invasion aspect, so i did not use a dedicated server but instead the player as the server with others connecting to it
i was able to get 3 others connecting to the same client server, in other test cases, some users would connect to others (ie invasion) - the way it works in dark souls is by invading another without a choice, just simply executing the action, so you enter into someone else's game session
in this way, by initiating the "invade", the player searches for viable clients to connect with, randomly with level balancing, and the invader ofc looks of a certain way while they are the "invader"
that is pretty good game idea. just learning the basics, cant understand all what you said
hahaha, sorry, wasn't sure, sounded like you had most of the network stuff setup
and even if your not familiar with dark souls, its not far off from connecting via a lobby
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/index.html ill just dig into this materie for now :p
most of the material about learning unreal's networking came from eXi's network compenium, it's a dense read
๐ let me re read what you said then
so let me see if i understand what you're asking before i jump the gun this time. You want to know what happens when you click a button for pvp and it brings you to some kind of game session page?
Anyone know how the hell to find the playercontroller blueprint? When I click the magnifier icon nothing happens
The default PlayerController is a C++ class.
Consider making your own PlayerController BP.
Something amusing I'm thinking about: has anyone ever tried to make a game that uses the DefaultPawn as the main player?
good friends from the content creator community
I need help with a game
I want to link that game that I made in unreal 4.26 and link it with brockchain
anyone know how?
I'd guess file reading
No idea how exactly you would package both things though
Why do you even want to?
It really depends on what and where the information is
I work for a company and they asked me that
I did the level and everything but I have never worked with that system
You need to ask them more information. Blockchain might not be what's best.
You need to know the goal, and then consider the solution
They sent me this
my boss sent me those videos
I think that's what he wants to do with the game that I made
in itself it is not a game
is a technical demo of what the game will be
Good grief, those thumbnails scare me, ngl.
so after doing some research I think I found what my issue is its not that my collisions for the mesh are not working its the fact that my simulation normals are insanely high in the sky and scaled so I have no idea now I get those to reg size @drowsy snow
What was the context again? I can't remember,
Cloth phys issues not colliding with the character mesh
thouse are the simulation normals all the way in the sky
the mesh is at the bottom of the screen
all its collision data is way up in the sky insted of on the mesh so its not going to collide with the character mesh cause it cant reach it
I tried using the apply transform scale in blender but that only seemed to make it worse
TL;DW please.
Help meeeee
My Blueprint (Select top left) and the components (bottom right) are not attached for some reason? What am I doing wrong?
@drowsy snow I just read something that epic made an addon for exporting from blender to unreal 4 I will attempt this and see if that fixes the scale issue
I'd rather set the unit scaling to 0.01.
I learned that could be a potential fix aswell I will be trying both
did you accidentally move the components? check each one's transforms
someone to instruct me in what to ask?
Here. This is my "new normal" for Blender to UE4 workflow. Unit scaling adjusted, clipping planes adjusted.
It's what served me for the past 2 so years.
not a clue mate, i dont blockchain, no idea what the goal is, only thing i can think of is have your boss clean his freakin monitor
In the viewport view it's centered
should I save this as my new start up file @drowsy snow I mainly work in blender and ue4
not the bp, but the one in the level
Yes, you should set it as the new startup file.
@drowsy snow Thank you ๐
It's basically the default startup file adjusted for UE4 things (particularly scaling)
@drowsy snow Just from already using your new start up file I see where my issue was the scaling for my original file was WAAAAAY to small this is why everything was screwing up thank you once again ๐
No I just placed it ๐ฆ
Do I need to call SphereComponent->SetupAttachment(this); ?
you're doing cpp? not sure on that end. Looking at the bp setup, i dont see those other components like the audio
It's fixed now ๐ I forgot to attach them ๐
great!
Hi! I see the name "Kismet" here and there, I think it's the name of a few libraries in UE, but why Kismet? Is that an abbreviation for something? The name of the original developer of Unreal Engine? A reference to anything else?
kismet means fate, in the day's of UDK that's what the visual scripting was called
kismet2 is Epics new and improved Blueprint system
Ah, okay, I found that kismet was fate in muslim belief, but I thought I was on a wrong track. Thanks, now I also know why some stuff is marked as k2 ๐
I'm a Muslim myself, but legit never heard the word "kismet" outside of UE.
Or maybe I did, but not the "anglicised" version of the word.
yep, artifacts of the early phases of ue4
Well, it's the arabic version, in the german wikipedia of fate it's written as "qisma(t)"
Ah, I think it's deriving from "qasim".
TBH I'm suck at knowing anglicised Arabic terms lol
Hello guys, im making a basic FPS to teach myself some game design. I want the full body visible to the player, what is the best way to implement the camera on the blueprint? I have it orientated and attached to the spine socket. But when i run forward the body mesh clips in and out with the running animation. I cant really move it much further forward because the weapon becomes too far out of view
Your best bet would be to start from third person BP and then implement the first person camera.
Oh, normally I think this is done by only having the visible parts of the character. in this case he wouldn't really have a head, because you can't really see your head
To add this, usually third person and first person animations are not the same.
Ohhh, so the full mesh is hidden to its own player?
and everyone else see's the 3rd person mesh?
Apart from that you would normally set the near clipping pane to define how close you will be to an object, before it clips. So I'd probably increase the near pane a little bit.
Yes, that's how FPS games did it.
Also saving some rendering budget by just having the arms.
Damn i need to really go back and fucking sort this shit out then
Yes, normally in Shooters you only see your weapon, but when someone else sees you in multiplayer then a whole player mesh is rendered
I almost feel like it fucks you up trying to use the starter projects, you dont learn everything you need to
also in MMORPGS you don't suddenly disappear, when you go in 1st person mode^^
hmmm
Does anyone have some good tutorials?
All the ones i find use the 3rd person mesh
A REALLY good tutorial I followed is on Udemy the C++ Unreal Engine Course by a guy called Stephen, but it doesn't really teach you that
Here's how a mesh looks like that's used in 1st person^^
Well, you could use third person mesh. Just that the client player have different animation than the spectated third person animations.
You know GTA 5, right?
Jeeze i feel even more in the dark now lol
I know what you mean
Sucks i deleted all that FPS mesh and arms out
I need to go back and start fresh probably
In GTA 5, player model is indifferent in third person or first person. It's just that the animation set is different for each perspective.
That's why you cannot change camera in Rockstar Editor if you use FP camera at all, because first person animation looked weird in third person.
Guys need help, i wanna set a widget in portrait mode but it dont let me. Here a pic
Its grey
Screen Size -> Phone?
But really, I don't know why, maybe it needs a fixed size to do that.
Thanks, worked.
hey guys, just wondering - i have a decal on the ground and whenever my vehicle drives over the decal, the decal is applied on top of my vehicle - how do i prevent this from happening?
Receive Decals off on your vehicle mesh
Is there a way to only select a volume's faces when in geometry mode? E.g. I'm editing the post process volume shape but if it's smaller than a mesh then the mesh is clickable and I can't get to the face of the volume until I resize it to be larger than the mesh
e.g. here it's going to select the wall jutting out instead of the ppv face
@autumn flame thank you so much!
Im trying to add an image but it diaplaya with a white background instead of tranaparent
That's a fake transparency lmao
Downloading it directly from the source instead of save as from google could be an idea
But if you like playing russian roulette...
Okay im sorry that i didnt spawn knowing
if you have gimp/photoshop just use the marquee and other selection tools to select what you need/don't need and delete the other
or erase
Thanks will do
these types of images usually end up like this because the actual image has transparency, but the one you see in google results is a snapshot of the image whilst it's showing its transparent checkerboard background, which means it ends up without transparency, so you'll need to get to the actual source page to get it.
Ohh okay i didnt know that.
Or it could be one of those website "gatekeeping" from freeloaders by the fake transparency.
yeah that too
But at least the checkerboard makes it easier to know what is meant to be transparent. But it does mean you need to be extra careful when removing that part because depending on your selection tool's tolerance, it may select what is visible enough but zooming in you'll notice smaller pieces of the background still visible and missing detection. So just be careful.
You can also always try to reverse google search using the same image. You can drag and drop the downloaded one or use the "view similar" button google offers or use a browser extension that you can right click search image in google or something and you may end up with either higher resolution versions or the actual transparent one. More of than not, most of these gatekeeping sites have just taken a free image and put it behind their paywall
Also using google image is rather vague when it comes to use licence. One could get into legal scrutiny just by snatching an image out of Google Image search results.
is there a way to see stuff in mirrors when a light is in the scene? I tried all the flag checkboxes but none of them show anything
planar reflection^
i am creating new landscape, but when I add material it's all black.. using autoland example project materials
Planar reflection should work even with a light present.
never thought it would be so hard to create landscape lol
the mixing and blending of layers part is brutal
Have you applied layer info to each layers?
no
That explains the all black problem.
That's in the Landscape panel, right?
Open the combobox menu for each, and you have the option to create a Layer Info asset.
yeah
damn
it worked ๐
thx
can i switch materials and add the ones from megascans?
without crashing the whole thing and not re-editing everything
You could just swap the textures in your texture sampler node.
ok
Are there any good youtuber's to check out similar to gamedev unlocked or thomas brush sort of content but geared more toward UE4 developers?
yea seems there is a certain combination of flags that need to be enabled at the same time to get it working properly. I had disabled too many in the thirstttttttt for optimisation
quite a few, depends if you're looking for C++ or blueprints-only?
I like Ryan Laley, he's been making some great vids
Mathew Wadstein's definitely come to mind
https://www.youtube.com/c/MathewWadsteinTutorials
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
there's Mark Aspland, Ryan Laley, our own Mathew Wadstein
(he's in this server btw)
Ben Cloward for material/shader stuff.
https://www.youtube.com/user/bcloward
This channel focuses on shader creation and other game development tips and tricks in Unity and Unreal. Subscribe and ring the bell to receive notifications when new videos are added!
Ben Cloward has been a game developer for over 20 years and has been creating shaders in HLSL, and node-based editors since 2003. He was a co-creator of ShaderFX...
awesome! thanks! are there any that talk about marketing your game etc?
Well, no. It's not specific to UE4.
ah ok, still really helpful!
@drowsy snow so IM not 100% sure how but with some brute force and the help of the send to ue4 addon plus your new blender start up its working ๐
@solid anchor just look at CyberPunk 2077 and do the exact opposite ๐
Nice.
B-but you're not getting simp'd by journos if you do the opposite :<
oh and EA. Don't ever do what EA does. Never. Ever. Ever. Ever.
I never forgive them for killing PopCap Games.
Is there a way to make the play button from the sequencer appear in my viewport preview?
I remember it being there and its gone.
PopCap was my game dev hero ๐ฆ
"I am OzymandEAus, look at my work at destroying great studios and despair".
I dont think so
Westwood ...
Thanks @drowsy snow !!!
For some reason, changing shadow quality from low to medium (0 to 1) my fps goes from 300fps to 30, what can I use to track down whats happening?
oh right
Hey guys! Can anyone recommend the minimum amount of spell cast time time for a multiplayer game? So higher ping players could also react...
Shadowmapping is generally one of the more expensive part of realtime rendering.
Though I don't know what lighting method you're using.
That's something #multiplayer would know
just standard non RTX static point lights (4), anything I can use/play with to try and optimize a little bit
Oh, I don't know anything about RTX specific stuff (besides, I'm Red team), but perhaps other shadow casting lights?
Oh sorry i meant RTX is not turned on
leather jackets ruffle
Ive just deleted all the lights and gunna rebuild lighting see if thats an issue because I remember yesterday I deleted all the lighting and nothing changed
Hoho! Not even Jensen Huang's leather jacket can defeat me.
Hmm, I just deleted all the lighting and same thing (can i send pics here?)
HoodieGuy used Hoodie against Jacket! It was very effective.
if it's not lights then maybe it's planar reflections? Those eat fps like monsters
Holy, ive fixed my issue i think. There was a random rogue point light trapped between floors
Is that Toto Wolf? kkkk
๐
Hello
Have some stupid question, but I already tried everything from google.
I haven't "Create new C++ class" option in RMB menu and Add/Import button. As I say .sln is created and VS project files generated.
Can you please help?
what about File menu?
Try from the File dropdown
file > create new C++ class
Yes. It there. But it too uncomfortable
Is your peoject BP?
"Too uncomfortable"
The pain is real
Nope. C++
I mean, it's not like one would create C++ class as often as making BP/assets, but eh, it's just me.
I would let my IDE create the C++ anyways
Ok please let me try to explain. Im taking the course BP to C++ from unreal online learning. And in that video it works properly. So whats wrong?
https://learn.unrealengine.com/course/3441566/module/6707858
If you use Rider, then yea.
Probs got too used to Rider :p
Well, what's wrong?
As I mentioned beforer I haven't "Create New C++ Class" in context menu
File -> Create New C++ class
Problem solved.
The reason why they got rid of it from Add Content menu is likely just because C++ classes don't end up in Content folder, so it's not worth putting it there.
Overengineer it and make a macro button ๐
Give it the ALT+F4 binding
Is this a new versions feature? Cause in video its all ok
It's always in File menu since at least 4.10, heck, maybe even 4.0.
File -> Create New C++ Class
That's the solution. Problem solved, case closed.
Thanks
If I want to "push around" NPC Characters arms and legs, what do i need to learn in UE4 ? I know how to rigg and animate bones in blender for ue4 characters, but i dont know how to go about physically interacting with characters using animations like walk. I guess some kind of blend ?
for example, in VR, push a stick against a zombies arm, and move the arm, while the zombie is trying to keep its arm forward.
ill search ue4 animation blending in youtube. maybe thats it. ive no idea
Sounds like a job for IK (inverse kinematics) to me.
or physical animations
so uh, i need some troubleshooting help
i imported ivy from quixel bridge
and it's pivot is off
it's supposed to lay flat
any fixes?
Physical animation, ill search about that, thank you. but.. what specifically should i search for other than 'physical animation
hot sauce and tacos. thanks. this might be it. https://www.youtube.com/watch?v=_Xnx9L6DgfE
Unreal Engine 4 Physical Animation
This adds the simulated physics and the models animation
Idk where to go from here to be able to call the damage to the box I am using to change color once it is damaged
<@&213101288538374145> It cool if i get the VC streaming channel manually assigned for me? new here and had a hard time troubleshooting for someone since i couldn't share my screen.
You need to be a member for a week, we can not change that.
You have already asked 2 Moderators privately this question, you do not need to spam us with this question.
alright. i read tried searching through the server and i saw a message that said that the mods have DMs turned off, so sorry for the multiple points of contact. my bad there
Also you could use the text channel, describe the issue, and provide screenshots/screen recording.
You also have the option of using a private DM call to Stream. We will not change our policy to suit specific users.
Indeed. We don't make exceptions for individuals. If anything, we would change the policy for everyone.
mkay. not trying to step on toes so no worries, just didn't know if there was malleability with the role perms since there wasn't mention of it in the rules
Also worth mentioning that voice channels in this server are stagnant most of the time. I don't think you could get assistance as quick as in the text channels without consenting someone else to look on it.
i was helping out someone else in this situation which is why i asked. wanted to be able to provide my help without sequestering us from the rest of the VC since they could help
it's sorted now though so nw
Anyone know of any ue4 devs who make short and fun videos like Sebastian Lague?
anyone here know how to fix the "game wont start: returned 2" crash for UE4 games? Ive already tried deleting my intermediate saved and config files to no avail
Hi all ๐
Running through the Components and Collision C++ tutorial, and all was going fairly smooth until I had to add the line:
virtual UPawnMovementComponent* GetMovementComponent() const override;
Now when I compile, im getting 'unresolved external symbol'. I cant see what im doing different to the tutorial, anyone have an idea?
@upper pumice You most likely didnt create the implementation for that function in the .cpp file.
You declared that the function exists in the .h but then havent defined its usage in the .cpp
Ahhhh yep that makes absolute sense. Was trying to tiptoe through haha, but needed to complete that whole chunk
absolute legend
Does anyone uses Windows Server as their primary development environment for Unreal/other C++?
Hi all! Is there a section for super noob questions to be asked? >_<
Just ask away.
I am BRAND new to unreal, but I have been using maya for animation, modeling, texturing for over a decade...
I am porting a map (trying to anyway) from CS to Pavlov VR, and there are a few planes that dont seem to match up for some reason. I was hoping to just grab a vert and move it to line it up myself, but I cant figure out how for the life of me, and I feel preeeetty dumb
I'm not that well versed with Source engine stuff, could be just bad BSP conversion, so might better to ask about it in Source modding forums to resolve the issue with exported Source maps.
ok! I may try that, is there a way to convert this plane to something that IS editable? I mean... polygons are polygons right?
Eh, I found that kind of issue is fairly common with reverse engineered assets. I've been into modding for years, and know that kind of stuff could happen.
Lame! ok! thanks so much for your help!
The issue wasn't remotely Unreal Engine related to boot, but oh well.
sorry for a possible dumb question but how would I rotate a set of keyframes ranging at a distance of 89 - 92 (constantly changing) and just add 90 to all of them but keeping there differences if that makes sense. I could do it with an actors but it would be very weird and look bad
i want to make an online game where people can host there own servers. just like minecraft java edition
how can i do this? and will the servers be vulnerable to hacking?
Compile source code for Dedicated Servers
does anyone here with a windows machine think they could playtest a very early version of a 3D platformer game?
i'm mainly trying to make the movement feel nice and stuff before i crack down too hard on much else
although there are some graphics and audio things in it that i'd like some feedback on as well if possible
Does the glTF format plugin import or just export please?
Just import.
@drowsy snow Thank you
Are you main on Linux?
mainly on windows, i can package to other platforms if needed though
Okay, just strange that you have to specify Windows PC, because there's not much people here main on Linux.
ah, i just say windows because it's what i have packaged
Does it drag and drop like other files?
it comes down as rock_moss_set_01_4k.gltf.zip
would this cause me any problems? i am previewing the animation
Has anybody come across this error when loading a level?
yes i think it would, unless you want them floating
how can i fix this?
i imported the animation from mixamo
sorry no, never worked with landscape proxies (is this a ue5 thing?)
ah that sucks, yeah im not entirely sure. my answer would be to fix it in 3d software
maybe you can search in the asset details for the import settings, there should something that can offset the position
Nah UE4
well, shows how little i work with landscapes
so maybe i should try another model because i did not have the problem last time
ah, if that's the route then sure enough, my mind is drawing a blank, but there is a way to change the transform values in the import settings though
What system do you guys recommend to sync updated ue builds between members of our dev team?
unreal has perforce and you can also use git, i think there is a third
these are my import settings
whoops replied to the wrong message, sorry about that
Try changing the import transform
oh, you dont need to reimport it, the earlier picture you posted where you are viewing the animation, you can find the import settings there
Although I would recommend fixing it in your animation itself
its from mixamo, im assuming that's not a comfort though i agree
never knew that lmao i been deleting it and reimporting it thanks for that tip
I've used anims from Mixamo but I've never had this issue
Maybe you can try opening it in Blender and see if the character is still floating there?
im not that advanced i think
or from sketchfab, i was clear on exactly what is what, but its coming in offset
I'm guessing it's most likely the model itself
that is what i am thinking
this is the model
Cause afaik Mixamo does not offset any animstion
i also noticed when i put the model in mixamo the model is like halfway through the floor in the t pose
You should open the model in Blender
It's not advanced
Just see if the model has offset
so just open the fbx file in blender right
its the model, it doesn't even open up in blender
Did you import it
Huh
That looks ok actually
Where you're previewing the animation
On the right up corner, see the mesh
Is it also floating there?
In ue
on here?
ah i see, the mesh is sitting down on it fine
Well, then the issue is the animation
You'll have to modify your animation in Blender
take that back
do you have any other resources for free models?
I'm afraid that's the only way
its all good, maybe i should try meta humans and use it for mixamo and see if that works
Help
Hey all ๐
Going through the FPS C++ tutorial in the docs. Up to implementing the character, have just finished adding the first person skeletal subobject.
As instructed, I call
FPSMesh->SetOnlyOwnerSee(true);
//Then i attach it to the camera, and disable its shadows, before calling this:
GetMesh()->SetOwnerNoSee(true);
Now, I can definitely still see the full body from the camera on the player. It says that if this happens, to restart the editor, however im still seeing it after that. Thoughts?
Full class if it helps anyone: https://www.toptal.com/developers/hastebin/umagosacon.php
(on a sidenote, i hadnt realised hastebin got renamed)
why does the edge of my landscape seem to move based on how close the camera is?
I created a project using a first person template. Is there a way that I can create a VR pawn and export the project as a VR project?
anyone uses blender here?
@upper stonethe first person template already contains a (minimal) VR implementation, so you can run it as VR (VR Preview) and it will work.
@dire parcelyes
I think i got it
i was having an issue where on mixamo i uploaded the obj file and it was really small
and on UE4 the models are really small
Will i be able work export it to my oculus quest 2?
@upper stoneyes, just launch to the device. You need to have the full Android stack installed for that to work though. The official documentation covers the setup.
Very helpful to know, thank you! Would you be able to refer me to possibly any YouTube videos/tutorials over this? Iโve been researching and researching and havenโt been able to find much. Perhaps Iโm using the wrong verbiage
@upper stoneon YouTube search this "unreal engine oculus quest 2 development getting started"
@dire parcelUnreal uses cm as base unit of length, Blender is usually set to meters. You can set the world scale in Blender to 0.01 and it will match inside Unreal.
yup, got it. Thanks.
appreciate that a lot man.
need ya one more time @patent cobalt so i got the model in and the animations are working fine, and i downloaded the texture and it gave me a fbx file how do i apply the texture to the actual player?
before i usually got a png this time i didnt get that i got these
@dire parcelthe texture should be included in a material and the material applied to the player
The two green assets looking like white spheres are your two materials for the player
You need to open them, drag in your texture and connect the texture to the base color input of the material node
okay so im opening them
but the actual texture i don't have?
i just have those when i downloaded the texture file
it just gave me these things
@patent cobalt
@dire parcelI don't know where your textures could be. If they are not included in the FBX file maybe they come separately? Check the source you got the model from.
this is the source and where it says texture i downloaded it
and when i drag it into the engine only those files pop up but in blender it comes up
i might be messing up on my import settings i think ..
got it @patent cobalt made a mistake, was dragging the wrong file into the engine.
im all good now, thanks for the help again.
they are right there
@dire parcelgreat! Indeed, you need to drag them inside the material
okay i got 2 textures, so i will have to open those other two green ones to the left
and then add them in
i see
Thank you for your help! I've been trying to find an Unreal tutor to hire to help walk me through this type of stuff via zoom. YouTube is great but i really would like to be able to ask specific questions. I tried codementor, but didnt connect with anyone who I felt could help me with what i'm trying to do. Do you tutor or know of anyone? I would only need one or two sessions
oh didnt even notice that! thank yoU!
@upper stoneI do tutor 1:1 sometimes, the only problem is time.
understood! would love to know your soonest availability and rate if there is a chance though. thank you!
@patent cobalt okay so i made a mistake ๐ a very rookie mistake
so in the screenshot i sent you, that was for a different model that i am not using.
this is the correct mesh, the only problem is I got 2 textures and this model only has 1 material slot
Yeah, you put those textures in a single material and apply that material to the mesh
alright cool, how do I complete that? Literally my last step and I can take a break for a while
It depends on what textures you have
There are a few ways textures are used
Diffuse / Base Color
Normal Maps
Roughness Maps
Opacity Maps
etc.
What are the names of your textures?
yeah imma have to fix it
(sorry in a meeting, cannot answer rn)
roughness and visor
so i don't have to delete the model and start all over again i can fix it in the engine ?
Are those the only two textures you got?
yup, just these two right here
it was in the texture folder that came with the model
You seem to be missing a texture
At least a Base Color map
The model looks OK in Blender, right?
Well, Can you check what textures are applied in Blender?
Just select the character
Open the Materials Panel
Yup no problem got ya now
@dire parcel This Panel
i dont think i have it
i could just not use textures because itโs just a place holder until I get my actual model done
The thing is, we can see two different pieces here
The Body and the armour
Both have different colors applied to them
No they're not
You have two different pieces of mesh
In the first pic you sent (the one you deleted now), you had only the underlying body selected
and in the new one I had both selected
Yes
You have two pieces, The Underlying Body and the armour on top of it
When you select the body, it shows the material which is applied on the body
When you select the armor, it shows one for the armor
yes Iโm seeing what you mean now
You have two different materials
But as you said here, you only have 1 material slot
For getting two material slots, You'll need to export this mesh again afaik
Are there textures in the material?
Igs
So go in the landscape mode
Paint mode
Then u will find layers
Click the + button beside the layers
Choose one of the options
And then it will apply
Should I always prefer a noise texture instead of Noise node in material editor for optimisation?
A snapshot of the material Might work
Can u send
?
In the layer blend y r both the layers named the same like layer none
generally yes.
its fine for hero props, and the simplest settings are cheap-ish, but it wont mipmap and one could argue about AA-things
I see, thanks for your answer! yeah a low resolution texture should be cheaper than asking unreal to recalculate a noise
cool!
@feral sierra small convo from last night:
#graphics message
excellent, that's the kind of read I was looking for, I appreciate the share
This tutorial is about making a hologram effects. It's simple and easy but results in great effect. https://www.youtube.com/watch?v=NJ3MUQYR7ok
In this tutorial, we are going to create Hologram Effects.
- We support English and Korean subtitles
MARKETPLACE:
Hologram Display: https://www.unrealengine.com/marketplace/en-US/product/4f2e50f3c5e945a985dd964400d10dcf?lang=en-US
Hologram VFX: https://www.unrealengine.com/marketplace/en-US/product/ccc251200c7742a3aa52dbd6e7c7b99a?lang=en-US
Ot...
Aren't holos can be achieved with Dither TAA?
Though not ignoring MSAA that can't blur out dithered opacity, guess those have no other option.
Has anyone in here used Prefabricator much? Wondering if it's possible to directly add more assets to a prefab without recreating it or creating a nested prefab.
Does anyone know of some good plug and play landscape materials i can buy from the store
Brushify.
I vaguely remember a good one that was like trails and the author had a whole pack but i cant find it for the life of me
This might be what im thinking of
Ahhhh yeah it totally is thank youi
OK
I have a probably pretty odd and hard question
but if anybody has any ideas let me know
I'm modding a game where you can build vehicles out of individual lego-like bricks in ue4 4.26
I want to add dynamic buoyancy to it, but both UE4 water and Physical Water Surface seem to only work on actors that have a mesh as their root component
which this game's vehicles don't since they're built in-game
I dont need the buoyancy to follow the vehicle's shape. I'm fine with a rough flotation that is always the same regardless of the vehicle and doesnt account for individual bricks
but i cant figure out how to attach the buoyancy to the vehicles whatsoever
Any ideas?
You may want to check out Ocean Project / Environment Project for reference. It has a dynamic buoyancy, and was built when 4.26's built in water stuff weren't a thing.
I'm not sure how it does that, been a long time since I looked at it.
Oh I know about that thing. I used it once long ago when modding a previous version of the game and ditched it in favor of PWS (it was 4.21 engine version back then)
is there a 4.26 version of that project?
So i bought the brushify forest pack is there a way to make the render distance for things like grass and all that render farther.
In ue 5
Yes, it was under new name, Environment Project
I apologize for my absolute incompetence but i cant seem to be able to find my way around their github page
how do I download the right version of the dynamic buoyancy project?
Hello again ๐ when i play game which i made inside unreal engine its smooth and nice but when i package it and play normally my PC cant handle and it becomes not that smooth and good why there is that huge difference in performance ? i use UE 4 btw
Try checking on stat console commands on the Development build.
@drowsy snow im too new in UE where is that and what to look ? i have no idea ๐ฆ
@drowsy snow Thank you i found things now ๐ hoping to fugure them out now THXXX ๐
Anyway to print fixed width strings in the world?
DrawDebugString is not fixed width by default 
Hey. I create an Item UObject with a Name and a Description. Which string class should I use? I don't plan to localize my game, should I use FText anyway? Is FText the standard for user facing text?
There's not much difference between FString and FText with your purpose, but for good measure, use FText.
Yes, I probably want to compare by string later, but that should be able with FText too I guess. I'll go with FText. I also found this question that seems quite old, but I guess the structures didn't change much in the last 7 years. Thank you!
Hey, Not sure where this belongs but when I'm testing my VR game. the sound in the game is gone while wearing my headset. When i take it off the sound is back in the headset.
Normally the headset turns on sound and screens while headset worn on the head and when taken off it turns off the sound and screens... I just tested with another UE game and there it acts the same. But watching youtube in chrome gives audio output to the headset while i wear it and shuts off when i take it off...
So i'm hoping someone in here might have expireced something like that before and could help or maybe say if its a windows thing, ue or just oculus
I've got a math question that I can't figure out. In my game I have 7 themes, 7 music and 6 locations. Of which you can select any combination. I want to know how many possibilities are possible. I done 7 x 7 x 6 and got 294. But I'm thinking that isn't right?
i need help with packing a game, im running into an error. which channel do i use?
I might have failed math at preschool but it sounds right to me
thanks!
I tried a combination calculator online but it only had an option for 2 numbers and not 3. I thought it would be higher than 294 tbh
Thanks!
You could've just used built in calculators to get the results, the arithmetic is so simple. But oh well.
This is what I done. But 294 just seems like a low number of possibilities. At least I know for definite now
I know how it feels though, being overwhelmed by huge numbers coming out of cheating probabilities in recent days.
???
Hello
7^7^6 is probably more like it
but that assumes every option with every option with every other option
Yes this sounds more like it, I just don't know what that equals ๐
How to do that Array's "+" icon BP symbol thing in C++ ?
i googled and no answer
no idea what is it called
No, it has to do with the index? Element?
i just need 5 blank index filled
empty/blank
Append 5 times?
i just want those arrays have 5 empty slots
not adding anything yet
like in BP, you just press "+" icon
and it fills the 5 empty thing
uh i see. Thanks
is that possible in BP?
you mean the "+" icon in BP to add empty slots in array? Yes, possible
Hello Guys is it possible to make Start Location and Location for Static mesh ( Like Cable Component ) ?
There is spline mesh component.
Hi people, first time here ๐
Yes, you can.
โค๏ธ
Instead of long intro, I think I'll skip right to my question... Is there a reason not to do simple architecture stuff 100% in unreal engine?
When I imported a City I modeled in Maya to Unreal It got separated. Is there a way to import a city without reassembling everything in Unreal?
i have a quick question about materials, if i wanted to animate a blood pool increasing in size, what would i do for it?
yeah i know that, but in the material editor, is there something similar to a panner node to where it would gradually increase the size of the decal?
or would i have to stick with a flipbook animation
ok
thank you
Still wondering if anyone has any Prefabricator experience. I find it a little strange that I can't seem to add an object to a prefab. I'd really rather not delete an entire prefab and remake it every time just to add one thing. O.o
guys i have a question, i found a asset in the market store, which asks $250 it has 210 blueprint notes and 7 C++ notes is it worth to buy it or shall i try to do it myself. im verry noob btw
its for multiplayer gamesession, playersession
depends on how valuable your time is, for $250 it better be good (which sadly not all market place assets are)
Doing repair on 4.26.2 and for days now its got zero bandwidth, is this a known issue ? o_0
5 and 27 work fine
ben can i send u pm to show the asset i meant?
no, because i can't estimate it's value, because i won't buy any assets >$50 xD
Is 4.26 server turned off possibly with 4.27 release ?
is aws multiplayer best option for mobile games?
others on forum are having that issue, since july
iโm trying to get camera movement and i see in some tutorials thereโs a time line like this bht idk how to get this
- #hire-a-freelancer and 2. go look in #salary-jobs #freelance-jobs
that is sequencer and it is used to make "cinematic" type shots
Hello everyoneโฆ first Iโd like to apologize on how new I am at this system and trying to understand how everything works in the advanced loco motion systemโฆ.
..
So I understand the menu on the right is called an overlay state. I would like to get rid of this and instead have a custom UI made by myself that appears in a weapon wheels styles such as the GTA series. I have looked around and I just canโt seem to find the right one is there any other video references that someone can send to me here? I looked at the inventory system here but I do not have certain plug-ins and wish to create from scratch. #help
Hi, keep searching, a good keyword is Radial Menu
ohhh omg tysm
I searched before I didnโt know if itโs Integrate-able with current system but I will try today
I've not used ALS, but knowing what you're trying to make can help understand what is already there. Be sure to make back ups!
Thanks Iโll see what I can do good luck to you as well
is 4.26.2 the latest unreal engine version of 4.26?
4.27.1?
is there any way to easily check for updates/update plugins that are installed to the project (not the engine)?
yes, in the library of the epic games launcher
Currently I use Lua Is C++ better than lua?
it only shows plugins installed to engine, not projects. Unless theres somewhere I cant see
I recall a similar discussion from yesterday, that it depends on what's being done
ah my misunderstanding
I'm trying to swap the plugins from engine to project in order make it easier for team members to have the same versions
3D ( not high detail )
but when theres an update, I wont know and I'll have to reinstall everything engine side and copy everything over again. and then uninstall them on the engine to prevent conflicts. Its kind of a faff
#cpp may have a better answer, I don't use either, sorry
that doesn't sound fun, and i don't really know, I suppose if you check the plugins for the project, you would know which to update. Sounds like not every team member has access to the same plugins either otherwise I would say have everyone just update their engine
Maybe Unreal 5 verse relatively fast compared to C++?
also dunno, don't use either ๐
Yes c++ is best
no I gotta do a test in 4.26
ah, sorry, now I understand what you're asking
yeah I just wanna make sure its the latest version of 4.26
it been a while since I used unreal engine haha
I'm running 4.26.1 so that sounds like the latest
Lua is meant to complement C++.
is'nt lua basically c?
Eh, oversimplication, but I'm inclined to think it's its own thing.
For one thing, no semi colons in lua.
You mean stack?
lua. is. weird.
who makes an array start at one? do people seriously start at 1 when they count?
pretty sure we all start at 0 we just don't acknowledge it
0 can have value depending what math you are doing
because if you use a placeholder instead e.g. a letter, especially in theoretical math it can cause more migraine
it has no actualy value but can work better than a letter in math imo
like it had some kind of compensation wrapper for arrays?
so i tried building and
why does my whole game look like this? please help ;-;
have you checked lighting
or post process effects
it works fine in the editor
filters perhaps in the top corner?
if you have saved often
pull from a backup if youre lazy and dont wanna toruble shoot xD
i have not
i only noticed that builds now are incredibly fast
as its not building any of the shaders for some reason
what does your game look like from engine? ie not this yellow
alright wtf
i tested this like 1 second ago
and it was working fine
okay its back to normal
this is how that part of the game looks in PIE
looks nice, great job
thank you
and you said it works now? no more issue?
did it ever work?
it did
the first time? the first few times?
last time i tried to build was less than a week ago and it was working
always has worked
it broke just today
ah okay, makes sense why others are saying to revert or check the history
so somehow, you'll have to recall what's different from when you last build successfully
Is the level loading?
i presume so, that yellow is the same yellow from the ceiling
but it looks like its getting 1 pixel and stretching it on all of the screen
does the outside void have the same yellow?
Hey, I read the link you shared with me about noise performance in UE.
There is something I didn't get, in the graph, all the different noise calculation are compared in performance with a simple noise texture
but why the noise texture has octaves? like the performance is raising with more octave
it's a texture right? not a calculation
no, outside is completely black
it is a calculation
I'm talking about "Regular Texture" in the graph
thanks for answering my questions, trying to understand where problems may lie
there is no regular texture option in the UE noise node
they must be mentioning a image right?
the Procedural Noise "texture" in the material editor is not a pixel-based texture inherently
im the one thanking you for trying to help me :P
even an image needs to be calculated/maths applied.
through octaves too?
i found the problem
I understand but if "Regular Texture" refers to a calculation option, I don't know where is it in the node
ah great, what is it?
I think it's an image what it's mentioned
at this point, a 3D fast gradient is almost as expensive as a noise image, so the difference looks anecdotal
the regular texture is just that, a noise image texture. its not inside the noise node, as its just a texture sample.
as I thought, thanks
and 3dfastimage is about as cheap (depending on additional instructions) but since its mathemathically generated, it can/will have issues with a variety of AA. if its noticeable you might wanna bake it down to a regular sample nonetheless. additionally, generally if your lead (tech) artist sees you use a noise node they'll make you wear a dunce hat for a day.
when you say break it down you mean bake it?
I think it's mine haha
I see, thank you that is very informative to me
well if it's as cheap as a regular sample, I don't see any reason to be forced to wear a dunce hat haha
because a noise node math instructions work differently than those of a texture sample.
instruction count optimization is only half of the battle.
in some cases something with 100 instructions might in fact be cheaper to render than a 50 instruction one.
it makes sense, I see
its a good indicator for sure, but if you delve deeper you'll come across such cases, especially when it comes to overdraw
how do I enable/disable motion blur?
I should have specified that I need to change it at runtime
It's going to be either your post process component, Game User Settings, or a console command.
something like this is what i do
isn't there a console command to change the value in Project Settings -> rendering -> default settings?
You said you want to change it in runtime, right? :/
yeah
There's no command for the toggle per se, but set the cvar r.MotionBlur.Amount to 0
thanks that's what I needed
hey guys having problem. I assigned multiple textures to an object made up of sub objects in max. I brought into unreal and it gave everything the same material. I clicked on the object and said 5 different materials in unreal but it still only wants to give everything the same material?
now I just slapped any ole material on in unreal trying to get it working. I know I can bring seperate and group them but I dont need all the extra pieces
So apparently you can use emojis in BP comment lines
@ripe wedge Please do not cross post into multiple channels in the future, read the #rules please. Thanks.
I wonder if you can use them in BP function names
Yes.
๐
It does compile with no error. (emojis are mainly just another Unicode character after all)
Though not sure how it'll hold up in packaging.
i love unreal engine ๐
anyone have a way to batch turn on the generate lightmaps checkbox?
How could I run boolean operations on procedural mesh at runtime?
wutwut
you need to use a multisub material in 3dsmax. that way it gets exported properly.
Hehehe
Because it has simulated physics.
Are you testing it in UE5?
I afraid that's why, as you see, Chaos, which is UE5's new default physics system, is still broken
At times it's literally unusable.
If you're new to UE, might as well use UE4 in the meantime.
I ended up moving to UE 4.27 for a lot of reasons
Paragon characters not working was originally one of them
Same, though mainly I'm from 4.26 to 4.27
Attempting to backport Oodle stuff ended up snowballing compilation errors lol
I really really wish I could use the new 5.0 UI, but 5.0 breaks too many things
Also you don't need UE5's fancy new features to get started.
Dunno, I felt UE5's UI felt claustrophobic to me at times
Not directly
If you wrote C++ code you can copy that over
You can try copy and paste with blueprint between projects
There is a "Migrate" feature to move stuff between projects, but it is not compatible with moving backwards on version numbers
Copy + paste between projects doesn't always work, but when it does: party time
UE5 Early Access can be reverted to 4.26, but not 4.27.
Dunno. I don't use UE5 myself.
hashtag #UE4Rulez
can i make a button with blueprints to make the game uninstall from the OS?
@fierce tulip I did it was in the screenshot and it came in as one and I went into unreal and set it to 5 like it should be
No. You'd have to go through C++ for file I/O
Not to mention you could risk obliterating other user files.
Not even Doki Doki Literature Club gone that far for its meta stuff.
you might need to double check the polygon ID's in case its not showing up as it should be.
The most meta file I/O things DDLC done is just deleting its own .chr files and writing new files into the game directory.
Everything else is just reading system settings.
this is mean that it can be done with c++ then?
Yes.
C++ is pretty low level, even in Unreal's C++.
if done right, there is a 100% chance of not messing with other user files?
i would feel more comfortable activating the OS uninstalling software
anyway, just a curiosity
No
You never know where the user will install the game
If you want to be a bit meta about it, I'd prefer to make a spoof OS in UE4 for gameplay purposes.
Not to mention you can create a whole new layer of story with it, like in-universe e-mails or something.
An innocent sounding uninstall script is to remove the game's folder and all sub folders
But what if the user installed the game to C:\Windows
Or Program Files
or w/e
can rookies do that?
Never underestimate the power of the universe in creating a bigger idiot
i woud like to have a button to mess with the whole /etc folder for linux users too
Making spoof OS inside UE?
It's easy with UMG work and some BP nodes.
Again, make a spoof OS inside your game.
hahaha no, i meant installing something in Windows folder
Not only it'll be better for file security, it'll be better for your game, having deeper story.
i tried once mess with a terminal system but i could not figure out how to detect commands with typed words
nah, if there is a chance to mess with other files does not worth it
Recursive deleting is where it gets scary.
You could always have a file manifest and only delete specific files
But that gets complicated fast
Esp with "dynamically created" files like save files
I'd rather not risk of the game turned into malware at all.
Just have a spoof OS, make the gameplay happen inside of it. Bonus two layer of story.
Stake holders requesting the uninstall feature?
Even then uninstaller software that were made from the installer exists not without a reason.
Oh absolutely
yeah... but it will not delete the mouse pointer recorder for getting telemetry
As the engineer, I'd push back hard on an "uninstall" feature
it's a whole product by itself
you gave me the idea of introducing the start screen for the first time and save selection
I had to manage the install / uninstall process for the last product I worked on
There are open source products available for this
If you want to have some idea, check out games like Superhot, Pony Island, Hypnospace Outlaw
Those games have their own spoof OS to tell the story in two layers, and have the one below break the meta without actually harming the users' real files.
before playing: be sure you are running the software in a virtual sandbox
Or you could go full ddlc mode and require players to delete game files to progress :)
imagine having to deal with a hacker in-game to not steal your bank account
What! That's crazy
I need to play this game
Even then DDLC's meta is not that crazy.
When I actually have time to play a game XD
It's a fairly short visual novel, about 2 to 4 hours (at least the original version, not the Plus version)
And it's very graphic and involves several disturbing subject, so proceed with caution. Though the meta file I/O is not destructive.
I'd rather reporting it to cybersecurity forums.
Invasive malware .exe games can go f||uck|| themselves.
all i can think is the type and mouse pointer speed of someone who install games on c://windows
epic
But yeah, spoof OS
Can be done in UE4 with UMG and Blueprints.
is there a way render a billboard material behind a mesh?
Aren't the default billboard material always adhere to depth?
I'll look into that thanks
Editor actor icons are billboard components, and they do got occluded.
Though Billboard components may cause slight TAA upsampling artifact
@fierce tulip Not sure I am new to any kind of texturing so not even sure I did it right in max. like said can just bring individually and put different assets in different folders so easier to work but I am trying to learn how to do it more efficiently than 30 parts per asset in folders
- make a multisub material in max. (give each of the inputs a different color/texture)
- apply correct ID's in edit mesh/edit poly mode to all the polygons.
- export
- import
- ?????
- profit :)
Ok I had done that before but I used edit element because each element had its own material does it matter if I use edit element instead of edit poly
in all my years I never used element, so cant say. I'd just do it in edit poly
ok thanks ill do it that way and see how it works
Is there any way that i can move forward (relative to actor rotation and in 3d space) a specific amount of units?
hi bros somebody can explain in Horror Engine how can i rotate the paper not only with the mouse, i want rotate it with the gamepad right thumbstick too? thank you so much for the help bro.
Pawn is the parent class of the Character.
Also in general Pawn is an actor that's possessable by a controller.
Character is inherited from Pawn.
Basically either Player or AI controller.
Ok it seems so far at least in max to be assigning different materials (colormap placeholder materials) where before it didnt. the only difference this time is I am using poly selection instead of element selection. will take a while to select polys but will see when import later tonight
How do I fix the UV on top cube?
Do you model it externally, or is it a BSP/geometry brush?
externally
Then fix it externally, in whatever DCC tool you're using to make it.
Yea looks like you adjusted it after uving it and it looks to need reuved
Already answered on #cinematics . Please don't crosspost unless otherwise redirected.
Not sure if this is where to put this but, I can no longer open my project.
I recently updated it to 4.27.0, and it worked for a while. But then after downloading the hotfix 4.27.1, the project crashes directly after the editor loads in.
I get this every time:
Assertion failed: !bShaderMapComplete [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 2584]
I tried downgrading back to 4.26, and while I could load the engine again properly, .uassets and .umaps aren't backwards compatible. I even found the exact piece of code the error is talking about, but I'm not sure If I can do anything with it.
how do i go about creating a level that just has a bunch of lights?
i'm working with sequencer at the moment, and i'd like to be able to group a bunch of lights together into a "level" and make use of the level visibility track on a per shot basis
how can i light up elements outside?
Wouldn't it be easier to just have an actor BP containing multiple light components?
if i were to use a BP wouldn't i need to position it in my level to the correct position, whereas with a level the lights are in the correct position as soon as the level is loaded up?
apologies, just trying to wrap my head around this
Just make it spawnable in your Sequencer. That could make the lights actor only present in the shot.
Also you could set the transform in the very first frame,
Hey guys, I'm a brand new game dev. I've been poking around with scripts in lua for a few years but would still consider myself a beginner as most of my coding experience has been script based mods for other games.
I would say I'm pretty well versed in textures as I've made some of my own for oblivion, skyrim, gmod, cs:go, and now blender and unreal. So maybe intermediate to advanced?
I've very little music experience.
I have a ton of digital art experience from twitch emotes, business logos, art studies, commissions, etc.
I also have about 4 weeks experience in 3d modeling but thats kind of irrelevant for this entire context.
I've been binge watching game dev vids on YouTube and I'm having a hard time determining if a project I have in mind is too large scope.
I want to make a 2d game. There will only be 3 levels. A bathroom, a work and kitchen area, and then a living/sleeping space.
The main mechanic of the game will be juggling and maintaining status bars through a series of actions. Music will be simple. Art will also be simple with around... I want to say 30-40 unique objects in total. No inventory system. A couple of HUDs to do certain actions like eat food, take a shower, work, etc.
With my experience as context do you think this project is way too complicated? I dont feel like it's too much and I'd be giving myself around 3-6 months to complete it
triplanar mapping
does anyone know how to make/find textures for my game
well, let's see, first off, great to hear about your experiences throughout the realm of digital art and games, the mod experience gives you a lot of experience in this. Maybe you feel new (sounds like this is your first self-driven project) but it also sounds like you're well versed in terms and concepts. The scope sounds like plenty, though it's always smart to consider what is the smallest, simplest, concise-est version of the full idea, because you'll want to build this first and make sure things feel good - given there is a 2d template, its a matter of getting things the way you'd like (movement, jump, add'tl mechanics). The juggling of status bars sounds like a complicated area compared to the rest, not a bad thing.
my advice on the approach is to get the template up and running, don't start making code/bp just yet, but see what is already there as each template has a lot from the start and most likely contains the features you would otherwise think need to be made from scratch. Plus there are features that may add to your idea which are already there to have fun with. Focus on one level and realize as much as you can with it, both gameplay and layout (don't spread thin for the sake of quantity). Finally, test how the game plays just as much as you work on it, make sure you build often (let's say at project milestones) and back up your project folder (the whole thing - especially when you finish large milestones). Versioning is your best tool, harddrive space will be used.
welcome to slackers, hope you get settled well. be sure to read #more-resources and always feel free to ask for help, PM me if it's important (that does not go for everyone), otherwise there's plenty of experienced, intelligible, and patience people here who share the same passion. Good Luck ๐
textures.com is widely used
Okay sweet, thank you so much for the feedback and approach tips. I know features should come last so I definitely want to establish the base first. And thank you for allowing me to message you!
well i didn't say features should come last, i think you'll want those in soon to make sure everything feels good, I just mean to pace yourself before diving into to all the ideas
Oh okay, I just heard that tip from a dev on YouTube about the features. I want a few off the bat but I want to make sure everything else you mentioned is functioning correctly first so I don't confuse my workflow when I start coding or adding blueprints :)
from a blank canvas point-of-view, there is nothing made so the developer should start making it all. Unreal is not a blank canvas, there's quite a bit from the get go, why ignore it? that's all im trying to get at, it's advice though, nothing more
Oh lol I'm not used to the idea of working in a game engine yet ๐ I gotcha now
nah sounds fairly feasible, and it's good that you're thinking about scope first
Sweet, thank you
Ok ... i feel defeated at converting cascade to niagara to get raytraced particle reflections for this flame series. the dev has no intent at updating it and the conversion is kicking my butt.....
anyone have any suggestions for high quality fire that also works with reflection?
i may just have to generate a vdb but i wanted to use an asset
Not sure if I'll be able to help but I do think I'll need an image example of what you mean when you talk about reflections
one sec!
yeah lets see that fire!
ok doing you one better. took a screenvideo and uploading to youtube.
idk what i did but i may be onto something......
you ever fix the lighting thing? sounds like you were on to something yesterday, also it looks like #graphics has calmed down, so maybe move over to there
I have yes!
here is my final lighting
good enough for me and looks great when illuminated with the cascade particles
Ping me when you've got the vid
Also I need an example is this what ur going for or what u have?
i was messing around with the materials and may have gotten something to work,,, i am investigating now
Ah the material on the floor?
the lights spawning and flying up looks funny, haha funny. yeah! i was gunna ask, i think that's next too. hope it looks cool, im imagining some kind of dissolve mask/noise with a wpo for the shrivel << for the cashmoney
It looks like only one part of the fire emitter is casting reflection but could be good enough to "fake" it
YESSS like a burn effect??
you know it
yeah i thought that was oil on the ground or burn caused by the fire
correct. i think i set those particles to be surface
im going to repeat that with the other cascade node materials and see if it works
I haven't worked with emitters too much but maybe try increasing the scale of just emission part? It seems to be struggling to reach as far out as it would be irl
The lighting reflections anyway
hmmm, i see what you mean about getting this into Niagara though, they don't play well
yeah, so what is the plan with the fire, it'll build up or something?
That does give me an idea if u want it to spread. You could scale both the fire and the emitter down initially and then when it starts spreading you could increase both the fire and the emitter scale to a certain point before telling it to multiply
i was trying to work with the cascade to niagara conversion plugin but they dropped support (makes sense)
but felt defeated because it wasn;t working the way i expected it to and got frustrated lol
that is a good idea!!
have you seen what the asset was intended to do? not sure if i linked the video here
M5VFXVol.2 Fire and Flames This asset includes assets such as shaking candles, bonfires, fire, flames, and explosions. Small fire to large fire can be expressed. Youโฆ
there may be hope
fluidninja live (i own) has what looks like a high quality fire particle
Ohhh i see... hmm yeah im afraid I'm out of my depths when it comes to wind physics, particle generation, and explosions. The way im thinking it would work sounds, in my head, like it'd be very costly for several fire emitters
i really only want the reflections at this point hahaha
im going to keep futzing around with the cascade particle materials hoping something works
and il switch to fluid ninja to attmept that
Could u add some small almost star like particles to what you have already? Theyd be like small emitters but you could have them orbit the primary fire emitter. You seem to have some minimal reflections which might be enough
that is potential
........do textures need to be set to a specific compression setting to work with raytracing?
I wouldn't imagine so, whats the problem? @paper cobalt
if someone could help me i would greatly appreciate it. i have an extremely basic script for picking up an orb, and then allowing a new one to spawn in its place after 3 seconds has elapsed. it will destroy the actor and a new one will spawn its its place, but then im not able to pick up the relpacement orb. please help
Is orb at the end the same orb that spawns initially?
it appears to be
i cant tell a difference from the world model
i only have one orb asset
Change the material to something unique on the original and see if it's the same
okay
same colors
im wondering if it being an actor component instead of an actor is the problem
Um... well I just browsed real quick while I was waiting and...
yeah?
You can see at the end of all that there is a bool to determine if the item is spawned
i noticed that
i also noticed the getworldlocation node which is way more conveinent idk how i didnt think to use that
my dumb self was hard coding coordinates
We're all still learning something, I don't know how to do this with nodes but I have some practical scripting experience in lua. I do remember having to check if the item was spawned
i guess im still not sure why my blueprint doesnt loop. I could just make a new blueprint that would work based on this information you gave me but it woudlnt answer my question. why doesnt my blueprint loop? im still really new to game dev so im trying to learn why my antics fail
thanks for helping me though motoko youre a legend i appreciate you
It doesn't seem to contain any information for a false result... one sec.
Anyone here good at networking, i got a few errors trying to make my game Multiplayer.
im not quite following the logic here. afaic this wont loop. are you expecting the delay node to do this?
im trying to pick up an orb (it gets destroyed) and then 3 seconds later another orb spawns in place of it and that works but what i cant do is pick up the second orb. after i pick up the first one it wont allow me to pick up the second @bright sigil
ah that is not going to be the spawn logic, that will be the orb then, what's that bp look like?
well it may be hard for you to see but here is the whole bp for the orb
i circled the more relevant part of the bp
I think instead of destroying the component
It'd be better to just hide the mesh and turn it back on again
mmm smart
however, id still like to know why this method doesnt work
because my dumb self still thinks this should work in theory
i think by hiding it, which also means turning off and on the collider check, would address it
conrad it doesnt delete the collider i checked
but smart suggestion
on destory component node
hiding won't, but i think you'll need to turn off and on the collider
have you checked to make sure the sphere is refernced and saved in variable for the sphere?
@manic owl also which bp is this in the pic?
Is it the orb bp
ah this is a good point, you should set the output actor to OrbSphere
@stable path yes its the orb bp
actually, thats still not going to fix it all
he could also right in the orb a simple setup
what you spawn is a new actor and not a component
where sphere is referenced
and saved as self
so when this function is called
itll check sphere
who is saved as the target
than the rest of the function should flow as intended
maybe
see, i thought that was the problem but it doesnt allow you to spawn components
it would be AddStaticMeshComponent
Also im back. Here is this:
Where instead of destroying it on button press u just replace that bit of code with the interact code u already have and I believe this also implements the destroy function
In this video we create an item spawner class that you can use to spawn an items you want. The principles here can be applied to anything you want to spawn, not just items, but things like AI, buildings, etc.
There is an add component node
but this whole thing is better as a hide and show method
deleting and spawning like this just clutters garbage collection. hiding/showing keeps its referencable
good luck
I'm gonna but out tho I don't wanna confuse the poor person. Lol I hardly know what I'm doing with BP's
I read that as "explained his mind" almost died ๐
๐
@stable path @bright sigil okay so neither the Add Static Mesh node nor the Add Component nodes allow me to use my orb as a target
the only one that does is the Spawn Actor node that im currently using
(to my knowledge)*
after the add static mesh component, use the output to set Orb Sphere
