#ue4-general

1 messages ยท Page 1095 of 1

drowsy snow
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I thought not.
Unlit view doesn't matter tho

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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.

plush yew
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^ UE5 documentation has been pretty meh though in general, hope it comes out soon enough, and hope they don't remove bump maps lol

cerulean sandal
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No Distance Field Shadows

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Distance Field Shadows

plush yew
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Every Quixel material is just terribad now without bamp maps

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You don't even get the bump map texture anymore

drowsy snow
plush yew
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Yeah, but Nanite ATM is worse performance in many cases than no Nanite

plush yew
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They don't really replace each other

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If I can just take a blank cube, make it a wall, slap some textures onto it (+ bump map), I'm set

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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?

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Including doing the texturing myself

cerulean sandal
plush yew
cerulean sandal
drowsy snow
plush yew
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Nice

cerulean sandal
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the game didnt run this bad before and i didnt change anything really

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it just decided to die

drowsy snow
pallid olive
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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

cerulean sandal
drowsy snow
cerulean sandal
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that would be a problem

bright sigil
drowsy snow
cerulean sandal
pallid olive
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conrad how far are you with your project or how many have you done just curious

bright sigil
pallid olive
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not bad, its great to learn and hear from others

bright sigil
pallid olive
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dark souls is mmo or rpg

bright sigil
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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

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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

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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

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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"

pallid olive
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that is pretty good game idea. just learning the basics, cant understand all what you said

bright sigil
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hahaha, sorry, wasn't sure, sounded like you had most of the network stuff setup

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and even if your not familiar with dark souls, its not far off from connecting via a lobby

pallid olive
bright sigil
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most of the material about learning unreal's networking came from eXi's network compenium, it's a dense read

bright sigil
bright sigil
north pewter
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Anyone know how the hell to find the playercontroller blueprint? When I click the magnifier icon nothing happens

drowsy snow
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Consider making your own PlayerController BP.

potent goblet
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Something amusing I'm thinking about: has anyone ever tried to make a game that uses the DefaultPawn as the main player?

potent aurora
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good friends from the content creator community

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I need help with a game

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I want to link that game that I made in unreal 4.26 and link it with brockchain

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anyone know how?

potent goblet
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I'd guess file reading

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No idea how exactly you would package both things though

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Why do you even want to?

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It really depends on what and where the information is

potent aurora
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I work for a company and they asked me that

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I did the level and everything but I have never worked with that system

potent goblet
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You need to ask them more information. Blockchain might not be what's best.

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You need to know the goal, and then consider the solution

potent aurora
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They sent me this

potent goblet
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..What did they send?

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You mean you are trying to fix their broken implementation?

potent aurora
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my boss sent me those videos

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I think that's what he wants to do with the game that I made

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in itself it is not a game

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is a technical demo of what the game will be

drowsy snow
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Good grief, those thumbnails scare me, ngl.

sage coral
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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

drowsy snow
sage coral
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Cloth phys issues not colliding with the character mesh

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thouse are the simulation normals all the way in the sky

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the mesh is at the bottom of the screen

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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

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I tried using the apply transform scale in blender but that only seemed to make it worse

hollow moat
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Help meeeee

My Blueprint (Select top left) and the components (bottom right) are not attached for some reason? What am I doing wrong?

sage coral
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@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

drowsy snow
sage coral
bright sigil
sage coral
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wait duh I dont know why i didnt try and export it as in 0.01

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@drowsy snow

potent aurora
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someone to instruct me in what to ask?

drowsy snow
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It's what served me for the past 2 so years.

bright sigil
hollow moat
sage coral
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should I save this as my new start up file @drowsy snow I mainly work in blender and ue4

bright sigil
drowsy snow
sage coral
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@drowsy snow Thank you ๐Ÿ™‚

drowsy snow
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It's basically the default startup file adjusted for UE4 things (particularly scaling)

sage coral
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@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 ๐Ÿ™‚

hollow moat
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Do I need to call SphereComponent->SetupAttachment(this); ?

bright sigil
hollow moat
bright sigil
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great!

edgy sand
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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?

bright sigil
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kismet means fate, in the day's of UDK that's what the visual scripting was called

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kismet2 is Epics new and improved Blueprint system

edgy sand
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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 ๐Ÿ‘

drowsy snow
bright sigil
edgy sand
drowsy snow
cinder mica
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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

drowsy snow
cinder mica
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I sort of tried that

edgy sand
drowsy snow
cinder mica
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Ohhh, so the full mesh is hidden to its own player?

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and everyone else see's the 3rd person mesh?

edgy sand
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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.

drowsy snow
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Also saving some rendering budget by just having the arms.

cinder mica
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Damn i need to really go back and fucking sort this shit out then

edgy sand
cinder mica
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I almost feel like it fucks you up trying to use the starter projects, you dont learn everything you need to

edgy sand
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also in MMORPGS you don't suddenly disappear, when you go in 1st person mode^^

cinder mica
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hmmm

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Does anyone have some good tutorials?

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All the ones i find use the 3rd person mesh

edgy sand
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Here's how a mesh looks like that's used in 1st person^^

cinder mica
drowsy snow
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You know GTA 5, right?

cinder mica
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Jeeze i feel even more in the dark now lol

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I know what you mean

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Sucks i deleted all that FPS mesh and arms out

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I need to go back and start fresh probably

drowsy snow
# cinder mica I know what you mean

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.

cinder mica
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But how does the player see his own feet if using FPS Arms?

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Ohhhh i see

dense wren
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Guys need help, i wanna set a widget in portrait mode but it dont let me. Here a pic

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Its grey

edgy sand
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But really, I don't know why, maybe it needs a fixed size to do that.

dense wren
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Thanks, worked.

plush yew
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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?

autumn flame
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Receive Decals off on your vehicle mesh

neon magnet
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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

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e.g. here it's going to select the wall jutting out instead of the ppv face

untold summit
plush yew
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@autumn flame thank you so much!

dense wren
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Im trying to add an image but it diaplaya with a white background instead of tranaparent

drowsy snow
dense wren
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How do i unfake it?

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Got it from google

autumn flame
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Downloading it directly from the source instead of save as from google could be an idea

But if you like playing russian roulette...

dense wren
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Okay im sorry that i didnt spawn knowing

neon magnet
# dense wren

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

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or erase

dense wren
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Thanks will do

neon magnet
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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.

dense wren
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Ohh okay i didnt know that.

drowsy snow
neon magnet
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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

drowsy snow
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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.

neon magnet
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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

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planar reflection^

plush yew
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i am creating new landscape, but when I add material it's all black.. using autoland example project materials

drowsy snow
plush yew
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never thought it would be so hard to create landscape lol

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the mixing and blending of layers part is brutal

drowsy snow
plush yew
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no

drowsy snow
plush yew
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which files do i need to open and what kind of info to put it?

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looks wrong lol

drowsy snow
plush yew
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yeah

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damn

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it worked ๐Ÿ˜„

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thx

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can i switch materials and add the ones from megascans?

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without crashing the whole thing and not re-editing everything

drowsy snow
plush yew
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ok

solid anchor
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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?

neon magnet
neon magnet
bright sigil
drowsy snow
# solid anchor Are there any good youtuber's to check out similar to gamedev unlocked or thomas...

Mathew Wadstein's definitely come to mind
https://www.youtube.com/c/MathewWadsteinTutorials

neon magnet
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there's Mark Aspland, Ryan Laley, our own Mathew Wadstein

drowsy snow
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(he's in this server btw)

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Ben Cloward for material/shader stuff.
https://www.youtube.com/user/bcloward

solid anchor
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awesome! thanks! are there any that talk about marketing your game etc?

drowsy snow
solid anchor
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ah ok, still really helpful!

sage coral
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@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 ๐Ÿ˜„

neon magnet
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@solid anchor just look at CyberPunk 2077 and do the exact opposite ๐Ÿ˜„

drowsy snow
neon magnet
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oh and EA. Don't ever do what EA does. Never. Ever. Ever. Ever.

drowsy snow
plush yew
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Is there a way to make the play button from the sequencer appear in my viewport preview?

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I remember it being there and its gone.

drowsy snow
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PopCap was my game dev hero ๐Ÿ˜ฆ

neon magnet
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"I am OzymandEAus, look at my work at destroying great studios and despair".

solid anchor
neon magnet
plush yew
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Thanks @drowsy snow !!!

nimble moat
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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?

solid anchor
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oh right

plush yew
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Hey guys! Can anyone recommend the minimum amount of spell cast time time for a multiplayer game? So higher ping players could also react...

drowsy snow
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Though I don't know what lighting method you're using.

nimble moat
drowsy snow
nimble moat
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Oh sorry i meant RTX is not turned on

nimble moat
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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

drowsy snow
nimble moat
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Hmm, I just deleted all the lighting and same thing (can i send pics here?)

neon magnet
neon magnet
nimble moat
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Holy, ive fixed my issue i think. There was a random rogue point light trapped between floors

plush yew
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Is that Toto Wolf? kkkk

neon magnet
rose bone
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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?

autumn flame
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Try from the File dropdown

neon magnet
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file > create new C++ class

rose bone
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Yes. It there. But it too uncomfortable

autumn flame
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Is your peoject BP?

drowsy snow
thick herald
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The pain is real

rose bone
drowsy snow
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I mean, it's not like one would create C++ class as often as making BP/assets, but eh, it's just me.

autumn flame
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I would let my IDE create the C++ anyways

rose bone
drowsy snow
autumn flame
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Probs got too used to Rider :p

rose bone
drowsy snow
autumn flame
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Just bind it to a key at this point

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ยฏ_(ใƒ„)_/ยฏ

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If clicking File is too much

drowsy snow
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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.

drowsy snow
autumn flame
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Give it the ALT+F4 binding

rose bone
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Is this a new versions feature? Cause in video its all ok

drowsy snow
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File -> Create New C++ Class

That's the solution. Problem solved, case closed.

rose bone
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Thanks

rancid lynx
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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 ?

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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.

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ill search ue4 animation blending in youtube. maybe thats it. ive no idea

drowsy snow
thick herald
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or physical animations

cursive fractal
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so uh, i need some troubleshooting help

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i imported ivy from quixel bridge

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and it's pivot is off

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it's supposed to lay flat

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any fixes?

rancid lynx
bright sigil
hollow stream
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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

cerulean hamlet
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<@&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.

spare kernel
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You need to be a member for a week, we can not change that.

weary basalt
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You have already asked 2 Moderators privately this question, you do not need to spam us with this question.

cerulean hamlet
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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

drowsy snow
weary basalt
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You also have the option of using a private DM call to Stream. We will not change our policy to suit specific users.

maiden swift
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Indeed. We don't make exceptions for individuals. If anything, we would change the policy for everyone.

cerulean hamlet
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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

drowsy snow
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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.

cerulean hamlet
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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

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it's sorted now though so nw

storm venture
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Anyone know of any ue4 devs who make short and fun videos like Sebastian Lague?

noble imp
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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

upper pumice
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Hi all ๐Ÿ™‚
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?

weary basalt
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@upper pumice You most likely didnt create the implementation for that function in the .cpp file.

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You declared that the function exists in the .h but then havent defined its usage in the .cpp

upper pumice
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Ahhhh yep that makes absolute sense. Was trying to tiptoe through haha, but needed to complete that whole chunk

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absolute legend

plush yew
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Does anyone uses Windows Server as their primary development environment for Unreal/other C++?

balmy yoke
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Hi all! Is there a section for super noob questions to be asked? >_<

balmy yoke
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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

drowsy snow
balmy yoke
drowsy snow
balmy yoke
drowsy snow
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The issue wasn't remotely Unreal Engine related to boot, but oh well.

coarse apex
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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

lament creek
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i want to make an online game where people can host there own servers. just like minecraft java edition

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how can i do this? and will the servers be vulnerable to hacking?

autumn flame
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Compile source code for Dedicated Servers

west junco
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does anyone here with a windows machine think they could playtest a very early version of a 3D platformer game?

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i'm mainly trying to make the movement feel nice and stuff before i crack down too hard on much else

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although there are some graphics and audio things in it that i'd like some feedback on as well if possible

chilly gale
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Does the glTF format plugin import or just export please?

drowsy snow
chilly gale
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@drowsy snow Thank you

west junco
chilly gale
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Windoz

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I just got a file off Poly Haven to test

drowsy snow
west junco
chilly gale
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Does it drag and drop like other files?

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it comes down as rock_moss_set_01_4k.gltf.zip

dire parcel
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would this cause me any problems? i am previewing the animation

winter rain
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Has anybody come across this error when loading a level?

bright sigil
dire parcel
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i imported the animation from mixamo

bright sigil
bright sigil
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maybe you can search in the asset details for the import settings, there should something that can offset the position

dire parcel
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tbh, it is probably the model i am using

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i got it from sketchfab

bright sigil
dire parcel
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so maybe i should try another model because i did not have the problem last time

bright sigil
frank pike
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What system do you guys recommend to sync updated ue builds between members of our dev team?

bright sigil
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unreal has perforce and you can also use git, i think there is a third

dire parcel
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these are my import settings

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whoops replied to the wrong message, sorry about that

stable path
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Try changing the import transform

bright sigil
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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

stable path
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Although I would recommend fixing it in your animation itself

bright sigil
dire parcel
stable path
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I've used anims from Mixamo but I've never had this issue

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Maybe you can try opening it in Blender and see if the character is still floating there?

dire parcel
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im not that advanced i think

bright sigil
stable path
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I'm guessing it's most likely the model itself

dire parcel
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that is what i am thinking

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this is the model

stable path
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Cause afaik Mixamo does not offset any animstion

dire parcel
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i also noticed when i put the model in mixamo the model is like halfway through the floor in the t pose

stable path
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You should open the model in Blender
It's not advanced

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Just see if the model has offset

dire parcel
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alright i will try now

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you are right

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i will stop being a scaredy cat

stable path
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Well, even if you mess up it won't affect the og model

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Unless you overwrite it

dire parcel
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so just open the fbx file in blender right

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its the model, it doesn't even open up in blender

stable path
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Did you import it

dire parcel
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got it

stable path
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Huh

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That looks ok actually

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Where you're previewing the animation
On the right up corner, see the mesh

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Is it also floating there?

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In ue

dire parcel
stable path
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On the right corner

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Currently it says Animation

dire parcel
stable path
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Well, then the issue is the animation

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You'll have to modify your animation in Blender

dire parcel
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take that back

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do you have any other resources for free models?

stable path
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I'm afraid that's the only way

dire parcel
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because i just tried on my old model and it worked

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but this one it doesn't

stable path
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Nope, I don't know any, sorry

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But a google search will definitely helo

dire parcel
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its all good, maybe i should try meta humans and use it for mixamo and see if that works

stable path
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Help

dire parcel
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yup most deff

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thanks for the help!

upper pumice
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Hey all ๐Ÿ™‚
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?

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(on a sidenote, i hadnt realised hastebin got renamed)

dusk nebula
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why does the edge of my landscape seem to move based on how close the camera is?

upper stone
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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?

dire parcel
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anyone uses blender here?

patent cobalt
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@upper stonethe first person template already contains a (minimal) VR implementation, so you can run it as VR (VR Preview) and it will work.

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@dire parcelyes

dire parcel
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i was having an issue where on mixamo i uploaded the obj file and it was really small

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and on UE4 the models are really small

upper stone
patent cobalt
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@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.

upper stone
patent cobalt
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@upper stoneon YouTube search this "unreal engine oculus quest 2 development getting started"

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@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.

dire parcel
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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

patent cobalt
#

@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

dire parcel
#

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

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.

dire parcel
#

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

patent cobalt
#

@dire parcelgreat! Indeed, you need to drag them inside the material

dire parcel
#

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

upper stone
upper stone
patent cobalt
#

@upper stoneI do tutor 1:1 sometimes, the only problem is time.

upper stone
dire parcel
#

@patent cobalt okay so i made a mistake ๐Ÿ˜… 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

stable path
#

Yeah, you put those textures in a single material and apply that material to the mesh

dire parcel
stable path
#

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.

dire parcel
stable path
#

What are the names of your textures?

dire parcel
#

yeah imma have to fix it

patent cobalt
#

(sorry in a meeting, cannot answer rn)

dire parcel
#

all good marco.

#

they are helping me out rn

dire parcel
#

so i don't have to delete the model and start all over again i can fix it in the engine ?

stable path
dire parcel
#

it was in the texture folder that came with the model

stable path
#

You seem to be missing a texture

#

At least a Base Color map

#

The model looks OK in Blender, right?

dire parcel
#

Yeah

#

Blender it looks regular

#

Textures and everything

stable path
#

Well, Can you check what textures are applied in Blender?

#

Just select the character

#

Open the Materials Panel

dire parcel
#

Yup no problem got ya now

stable path
#

@dire parcel This Panel

dire parcel
stable path
#

Select the character first

#

The Body of the character

dire parcel
stable path
#

hmm

#

They aren't using Textures

#

It's just a plain color

dire parcel
#

i could just not use textures because itโ€™s just a place holder until I get my actual model done

stable path
#

The thing is, we can see two different pieces here
The Body and the armour

#

Both have different colors applied to them

dire parcel
#

hmmm

#

I see what you mean

#

But theyโ€™re only showing one color on blender

stable path
#

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

dire parcel
#

and in the new one I had both selected

stable path
#

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

dire parcel
#

yes Iโ€™m seeing what you mean now

stable path
#

You have two different materials

stable path
dire parcel
#

Yeah when I open my mesh

#

It only shows one

stable path
#

For getting two material slots, You'll need to export this mesh again afaik

dire parcel
#

Got it , Iโ€™ll try again tomorrow

#

Itโ€™s 4am right now

warm salmon
#

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

feral sierra
#

Should I always prefer a noise texture instead of Noise node in material editor for optimisation?

warm salmon
#

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

fierce tulip
feral sierra
#

cool!

fierce tulip
feral sierra
plush yew
#

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

drowsy snow
#

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.

tacit onyx
#

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.

raven estuary
#

Does anyone know of some good plug and play landscape materials i can buy from the store

raven estuary
#

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

raven estuary
#

Ahhhh yeah it totally is thank youi

errant blade
#

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?

drowsy snow
#

I'm not sure how it does that, been a long time since I looked at it.

errant blade
raven estuary
#

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

drowsy snow
drowsy snow
errant blade
#

how do I download the right version of the dynamic buoyancy project?

thorny pewter
#

Hello again ๐Ÿ™‚ 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

drowsy snow
thorny pewter
#

@drowsy snow im too new in UE where is that and what to look ? i have no idea ๐Ÿ˜ฆ

#

@drowsy snow Thank you i found things now ๐Ÿ™‚ hoping to fugure them out now THXXX ๐Ÿ™‚

ebon marlin
#

Anyway to print fixed width strings in the world?

#

DrawDebugString is not fixed width by default sadge

edgy sand
#

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?

drowsy snow
edgy sand
plush yew
#

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

harsh tiger
#

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?

lavish violet
#

i need help with packing a game, im running into an error. which channel do i use?

plush yew
lavish violet
harsh tiger
#

Thanks!

drowsy snow
harsh tiger
drowsy snow
#

I know how it feels though, being overwhelmed by huge numbers coming out of cheating probabilities in recent days.

harsh tiger
#

???

queen junco
#

Hello

rotund scroll
#

but that assumes every option with every option with every other option

harsh tiger
#

Yes this sounds more like it, I just don't know what that equals ๐Ÿ˜‚

rancid jay
#

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

rotund scroll
#

is that possible in BP?

rancid jay
#

you mean the "+" icon in BP to add empty slots in array? Yes, possible

runic fern
#

Hello Guys is it possible to make Start Location and Location for Static mesh ( Like Cable Component ) ?

drowsy snow
vagrant thorn
#

Hi people, first time here ๐Ÿ‘‹

runic fern
#

Hi @vagrant thorn

drowsy snow
runic fern
vagrant thorn
#

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?

daring cedar
#

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?

finite jasper
#

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

tacit onyx
#

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

pallid olive
#

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

neon bough
#

depends on how valuable your time is, for $250 it better be good (which sadly not all market place assets are)

midnight root
#

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

neon bough
pallid olive
#

ben can i send u pm to show the asset i meant?

neon bough
#

no, because i can't estimate it's value, because i won't buy any assets >$50 xD

midnight root
#

Is 4.26 server turned off possibly with 4.27 release ?

pallid olive
#

is aws multiplayer best option for mobile games?

midnight root
#

others on forum are having that issue, since july

latent timber
#

iโ€™m trying to get camera movement and i see in some tutorials thereโ€™s a time line like this bht idk how to get this

bright sigil
bright sigil
ripe wedge
#

Hello everyoneโ€ฆ first Iโ€™d like to apologize on how new I am at this system and trying to understand how everything works in the advanced loco motion systemโ€ฆ.
..
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 canโ€™t 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

bright sigil
ripe wedge
#

I searched before I didnโ€™t know if itโ€™s Integrate-able with current system but I will try today

bright sigil
ripe wedge
plush yew
#

is 4.26.2 the latest unreal engine version of 4.26?

bright sigil
#

4.27.1?

mortal cedar
#

is there any way to easily check for updates/update plugins that are installed to the project (not the engine)?

bright sigil
plush yew
#

Currently I use Lua Is C++ better than lua?

mortal cedar
bright sigil
mortal cedar
#

I'm trying to swap the plugins from engine to project in order make it easier for team members to have the same versions

mortal cedar
#

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

bright sigil
bright sigil
plush yew
#

Maybe Unreal 5 verse relatively fast compared to C++?

bright sigil
plush yew
#

Yes c++ is best

plush yew
bright sigil
plush yew
#

yeah I just wanna make sure its the latest version of 4.26

#

it been a while since I used unreal engine haha

bright sigil
#

I'm running 4.26.1 so that sounds like the latest

plush yew
#

thanks

#

yesn't like amn't lol :0

drowsy snow
plush yew
drowsy snow
#

For one thing, no semi colons in lua.

plush yew
#

do arrays start in 1 in lua?

#

I think I remember that...

drowsy snow
plush yew
#

it been like 8 years since I last used lua

bright sigil
#

lua. is. weird.

plush yew
#

all arrays can start at one if you want them to

#

๐Ÿ˜Ž

#

(I am joking btw)

bright sigil
#

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

plush yew
#

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

bright sigil
#

like it had some kind of compensation wrapper for arrays?

cerulean sandal
#

so i tried building and
why does my whole game look like this? please help ;-;

prime willow
#

or post process effects

cerulean sandal
#

it works fine in the editor

prime willow
#

filters perhaps in the top corner?

cerulean sandal
#

i dont know

#

its the first time it happens

prime willow
#

if you have saved often

#

pull from a backup if youre lazy and dont wanna toruble shoot xD

cerulean sandal
#

i have not

#

i only noticed that builds now are incredibly fast

#

as its not building any of the shaders for some reason

bright sigil
cerulean sandal
#

alright wtf

#

i tested this like 1 second ago

#

and it was working fine

#

okay its back to normal

cerulean sandal
bright sigil
cerulean sandal
#

thank you

bright sigil
#

and you said it works now? no more issue?

cerulean sandal
#

nah only in the editor

#

the build doesnt work

bright sigil
#

did it ever work?

cerulean sandal
#

it did

bright sigil
#

the first time? the first few times?

cerulean sandal
#

last time i tried to build was less than a week ago and it was working

cerulean sandal
#

it broke just today

bright sigil
#

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

cerulean sandal
#

but it looks like its getting 1 pixel and stretching it on all of the screen

bright sigil
#

does the outside void have the same yellow?

feral sierra
#

but why the noise texture has octaves? like the performance is raising with more octave

#

it's a texture right? not a calculation

cerulean sandal
bright sigil
feral sierra
bright sigil
feral sierra
#

there is no regular texture option in the UE noise node

#

they must be mentioning a image right?

bright sigil
cerulean sandal
fierce tulip
#

even an image needs to be calculated/maths applied.

feral sierra
cerulean sandal
#

i found the problem

feral sierra
bright sigil
feral sierra
#

I think it's an image what it's mentioned

cerulean sandal
#

xD

#

sorry

feral sierra
fierce tulip
fierce tulip
#

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.

feral sierra
fierce tulip
#

i did write bake it right?

#

else my brain is coocoo

feral sierra
#

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

fierce tulip
#

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.

feral sierra
#

it makes sense, I see

fierce tulip
#

its a good indicator for sure, but if you delve deeper you'll come across such cases, especially when it comes to overdraw

feral sierra
#

true

#

thank you for sharing this, it was very interesting

mellow turret
#

how do I enable/disable motion blur?

#

I should have specified that I need to change it at runtime

drowsy snow
bright sigil
#

something like this is what i do

mellow turret
drowsy snow
mellow turret
#

yeah

drowsy snow
#

There's no command for the toggle per se, but set the cvar r.MotionBlur.Amount to 0

hidden bloom
#

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

drowsy snow
#

So apparently you can use emojis in BP comment lines

spare kernel
#

@ripe wedge Please do not cross post into multiple channels in the future, read the #rules please. Thanks.

exotic thicket
#

I wonder if you can use them in BP function names

exotic thicket
#

What could possibly go wrong

#

:D

drowsy snow
#

๐Ÿ˜

#

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.

queen junco
#

i love unreal engine ๐Ÿ™‚

fallow hornet
#

anyone have a way to batch turn on the generate lightmaps checkbox?

plush yew
#

How could I run boolean operations on procedural mesh at runtime?

fierce tulip
drowsy snow
drowsy snow
#

Because it has simulated physics.

thick loom
#

Are you testing it in UE5?

drowsy snow
#

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.

thick loom
#

I ended up moving to UE 4.27 for a lot of reasons

#

Paragon characters not working was originally one of them

drowsy snow
thick loom
#

I really really wish I could use the new 5.0 UI, but 5.0 breaks too many things

drowsy snow
#

Also you don't need UE5's fancy new features to get started.

drowsy snow
thick loom
#

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

drowsy snow
#

UE5 Early Access can be reverted to 4.26, but not 4.27.

#

Dunno. I don't use UE5 myself.

#

hashtag #UE4Rulez

plush yew
#

can i make a button with blueprints to make the game uninstall from the OS?

hidden bloom
#

@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

drowsy snow
plush yew
#

hehehe

#

better to not even try that as my first piece of c++

drowsy snow
#

Not even Doki Doki Literature Club gone that far for its meta stuff.

fierce tulip
drowsy snow
plush yew
#

this is mean that it can be done with c++ then?

drowsy snow
plush yew
#

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

thick loom
#

You never know where the user will install the game

drowsy snow
# plush yew anyway, just a curiosity

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.

thick loom
#

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

plush yew
#

can rookies do that?

thick loom
#

Never underestimate the power of the universe in creating a bigger idiot

plush yew
#

i woud like to have a button to mess with the whole /etc folder for linux users too

drowsy snow
drowsy snow
plush yew
drowsy snow
#

Not only it'll be better for file security, it'll be better for your game, having deeper story.

plush yew
#

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

thick loom
#

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

drowsy snow
#

I'd rather not risk of the game turned into malware at all.

plush yew
#

i am working for a chinese company

#

...

drowsy snow
#

Just have a spoof OS, make the gameplay happen inside of it. Bonus two layer of story.

thick loom
drowsy snow
plush yew
thick loom
#

As the engineer, I'd push back hard on an "uninstall" feature

#

it's a whole product by itself

plush yew
thick loom
#

I had to manage the install / uninstall process for the last product I worked on

#

There are open source products available for this

drowsy snow
plush yew
#

before playing: be sure you are running the software in a virtual sandbox

narrow igloo
#

Or you could go full ddlc mode and require players to delete game files to progress :)

plush yew
#

imagine having to deal with a hacker in-game to not steal your bank account

thick loom
#

I need to play this game

drowsy snow
thick loom
#

When I actually have time to play a game XD

drowsy snow
#

And it's very graphic and involves several disturbing subject, so proceed with caution. Though the meta file I/O is not destructive.

drowsy snow
plush yew
#

all i can think is the type and mouse pointer speed of someone who install games on c://windows

#

epic

drowsy snow
#

But yeah, spoof OS
Can be done in UE4 with UMG and Blueprints.

remote sail
#

is there a way render a billboard material behind a mesh?

drowsy snow
remote sail
#

I'll look into that thanks

drowsy snow
#

Editor actor icons are billboard components, and they do got occluded.

#

Though Billboard components may cause slight TAA upsampling artifact

hidden bloom
#

@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

fierce tulip
#
  1. make a multisub material in max. (give each of the inputs a different color/texture)
  2. apply correct ID's in edit mesh/edit poly mode to all the polygons.
  3. export
  4. import
  5. ?????
  6. profit :)
hidden bloom
fierce tulip
#

in all my years I never used element, so cant say. I'd just do it in edit poly

hidden bloom
#

ok thanks ill do it that way and see how it works

dawn gull
#

Is there any way that i can move forward (relative to actor rotation and in 3d space) a specific amount of units?

short vine
#

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.

dawn gull
#

Thank you!

#

Yeah, basically

drowsy snow
#

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.

hidden bloom
daring cedar
#

How do I fix the UV on top cube?

drowsy snow
drowsy snow
hidden bloom
drowsy snow
#

Already answered on #cinematics . Please don't crosspost unless otherwise redirected.

nocturne slate
#

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.

late verge
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how do i go about creating a level that just has a bunch of lights?

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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

plush yew
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how can i light up elements outside?

drowsy snow
late verge
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apologies, just trying to wrap my head around this

drowsy snow
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Also you could set the transform in the very first frame,

loud berry
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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

rotund scroll
inland pine
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does anyone know how to make/find textures for my game

bright sigil
# loud berry Hey guys, I'm a brand new game dev. I've been poking around with scripts in lua ...

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 ๐Ÿ––

loud berry
bright sigil
loud berry
bright sigil
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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

loud berry
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Oh lol I'm not used to the idea of working in a game engine yet ๐Ÿ˜… I gotcha now

rotund scroll
loud berry
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Sweet, thank you

paper cobalt
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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

loud berry
paper cobalt
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one sec!

paper cobalt
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ok doing you one better. took a screenvideo and uploading to youtube.

idk what i did but i may be onto something......

bright sigil
paper cobalt
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I have yes!

here is my final lighting

good enough for me and looks great when illuminated with the cascade particles

loud berry
loud berry
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Also I need an example is this what ur going for or what u have?

paper cobalt
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i was messing around with the materials and may have gotten something to work,,, i am investigating now

loud berry
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Ah the material on the floor?

bright sigil
loud berry
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It looks like only one part of the fire emitter is casting reflection but could be good enough to "fake" it

bright sigil
bright sigil
paper cobalt
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im going to repeat that with the other cascade node materials and see if it works

loud berry
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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

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The lighting reflections anyway

bright sigil
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hmmm, i see what you mean about getting this into Niagara though, they don't play well

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yeah, so what is the plan with the fire, it'll build up or something?

loud berry
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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

paper cobalt
paper cobalt
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there may be hope

fluidninja live (i own) has what looks like a high quality fire particle

loud berry
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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

paper cobalt
loud berry
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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

paper cobalt
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........do textures need to be set to a specific compression setting to work with raytracing?

loud berry
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I wouldn't imagine so, whats the problem? @paper cobalt

manic owl
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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

loud berry
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Is orb at the end the same orb that spawns initially?

manic owl
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it appears to be

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i cant tell a difference from the world model

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i only have one orb asset

loud berry
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Change the material to something unique on the original and see if it's the same

manic owl
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okay

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same colors

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im wondering if it being an actor component instead of an actor is the problem

loud berry
manic owl
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yeah?

loud berry
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You can see at the end of all that there is a bool to determine if the item is spawned

manic owl
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i noticed that

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i also noticed the getworldlocation node which is way more conveinent idk how i didnt think to use that

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my dumb self was hard coding coordinates

loud berry
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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

manic owl
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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

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thanks for helping me though motoko youre a legend i appreciate you

loud berry
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It doesn't seem to contain any information for a false result... one sec.

oblique flame
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Anyone here good at networking, i got a few errors trying to make my game Multiplayer.

bright sigil
manic owl
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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

bright sigil
manic owl
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well it may be hard for you to see but here is the whole bp for the orb

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i circled the more relevant part of the bp

stable path
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I think instead of destroying the component
It'd be better to just hide the mesh and turn it back on again

manic owl
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mmm smart

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however, id still like to know why this method doesnt work

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because my dumb self still thinks this should work in theory

bright sigil
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i think by hiding it, which also means turning off and on the collider check, would address it

prime willow
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um

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@manic owl where is the target referenced?

manic owl
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conrad it doesnt delete the collider i checked

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but smart suggestion

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on destory component node

bright sigil
prime willow
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have you checked to make sure the sphere is refernced and saved in variable for the sphere?

stable path
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@manic owl also which bp is this in the pic?
Is it the orb bp

bright sigil
manic owl
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@stable path yes its the orb bp

bright sigil
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actually, thats still not going to fix it all

prime willow
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he could also right in the orb a simple setup

bright sigil
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what you spawn is a new actor and not a component

prime willow
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where sphere is referenced

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and saved as self

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so when this function is called

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itll check sphere

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who is saved as the target

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than the rest of the function should flow as intended

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maybe

manic owl
bright sigil
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it would be AddStaticMeshComponent

loud berry
# manic owl mmm smart

Also im back. Here is this:

https://youtu.be/dbLFHflVleg

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.

โ–ถ Play video
stable path
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There is an add component node

bright sigil
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but this whole thing is better as a hide and show method

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deleting and spawning like this just clutters garbage collection. hiding/showing keeps its referencable

manic owl
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okay hang on guys

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youre awesome lemme try some stuff and ill get back to you

bright sigil
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good luck

loud berry
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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

prime willow
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we have expanded his mind~

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mission accomplish guys

loud berry
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I read that as "explained his mind" almost died ๐Ÿ’€

prime willow
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๐Ÿ‘€

manic owl
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@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

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the only one that does is the Spawn Actor node that im currently using

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(to my knowledge)*

bright sigil
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after the add static mesh component, use the output to set Orb Sphere