#ue4-general
1 messages Β· Page 1097 of 1
Look up what I said
Get Effecting Key doesnt exist, i shall look for similar ones
Well, the name might be slightly different but it's there
It gives you what button was pressed
Then you check if it's the left or right button
Yeah, that's it
Now you drag off the 'Get Effecting Button' pin and use the 'Equal' node
got it
But im left with a red pin, and a blue pin
im probably a moron and have done it wrong
The red is a true/false boolean output. If the effecting button is right mouse then it will give you a true statement. And that you can use for branching
The red pin is your branch value
Also, you need to put the mouse event in the input of get effecting button
do i put the new branch after the sequence?
or after the right mouse button down?
got it
after the right mouse button down
man, thank you so much!
ive been at this 3 weeks xD
only last night did i think about a UE4 discord xD
final result -
Well, you can try removing it
ye
yep! still works
now, i need to make it that when i right click again, it disapears
but i should be able to figure it out
Thank you so much, there is other issues i have, but im sure you have better stuff to do than to endlessly help me xD
With the new widget that shows, can i get it to display where my mouse is?
I shall send a screenshot
instead of it showing in the center of the screen, i want it to be where my mouse is when it opens
im guessing i bind it to the mouse? or smt?
You would need mouse location in 2d vector (since it's a widget) and set the menu to appear with the location of the mouse
I think
Um is there a tutorial or something how I can make a save game or load game kind of menu?
So like I can load the recent saves
Thats back-end programming i think my friend.
using files
i think xD
i think
well, im going to go melt away in the bath to hopefully restore some brain power.
@humble salmon you'll need to get mouse location and use it as @mint monolith said
@timber fern just search Google for unreal engine save game
There are quite a few tuts on it
Here's the scene, trees are spawned with procedural foliage, grass is painted with default foliage, grass instance count is 333k, when I build lights ram goes up to 32 gb, everything just starts lagging. What's the optimal count for grass?
or how to optimize it
if u want nicer physics, use the voxel plugin. (not paid version) - the paid version is $300 and not worth. the free version is good enough
Subjective. The Pro version is very good.
the pro may be good, but not for $300
free is perfectly fine and adaquit for freelancers
he paid version is $300 and not worth Oh, I am afraid it is well worth it. In fact, it is likely the best thing one can buy around for Unreal.
Again, subjective, depending on your needs/use case. If you don't need all the features of the pro version then great! But the pro features are super useful.
then again, thats if u have $300 spare tho xD
retargeted with wrong settings?
it's not the placement
there's an extra window for bone mapping in the skeleton editor
there you pick humanoid on both skeletons, and assign the bones
i know
but that only applies if you did retarget that animation from one skeleton to another
is the rig correct and bones are properly weight painted?
yep
e.g. does rotating the head bone in skeleton editor move the head?
Aight thanks
no idea then, there's also bone specific retarget options, but i'm not exactly sure how they influence the result, so you may check them
just realised the hands arent becoming a fist either
Yeah, don't know how to fix it though
did you make the model yourself? @plush yew
Switching around UV parameter values like "source" and "destination" didn't do anything, and neither did recalculating normals, high precision UV and recalc tangents, and I wasn't even able to export and reimport the model after looking at it in blender (everything seemed fine to me, but I redid the UVs and the normals)
When I tried to reimport, it told me about "failed redirect" or something
Nah, first time I used models from sketchfab
if you did import it from fbx there's an option to auto generate lightmap uv's
I used their plugin, the exporter, maybe I should've just used the original unconverted file instead
I think the sketchfab importer works on gltf
And you don't get that kinda choice, very limited
ok, idk anything about sketchfab, so...
Lmao
Your options on import are only "import into a folder," "import materials," and "merge actors," and something irrelevant iirc
better UV Maps, or Lightmap Index
Yeah, I tried messing with lightmap index settings, but nothing
well you can open the model, and check the UV map channels
And as I said here, I tried exporting, fixing in blender, reimporting, but it didn't let me reimport it (failed redirect, or something around those lines)
the one which has non overlapping UVs should be your lightmap channel
Yeah, I thought they were fine, but I guess they weren't? I don't know how I'd handle the failed redirect thing though
It wouldn't allow me to put my exported fbx from blender back into the project, even into a new directory
(I'll try not using sketchfab's weird autoconverted gltfs, by avoiding using their exporter, and downloading the original export by the uploader)
anyone know of any tutorials on how to setup worlds like NW where players can fight over different areas/etc ?
Lol I'm glad I was helpful I actually never done it before but I just assumed that's the way to do it π
i am having some problems with scaling issues in control rig, the top image gives control but warps everything and the bottom is normal but gives no control, just dont understand why it wont work
its the simplest setup ican imagine and it just doesnt work
Do you make the skeletal mesh in Blender?
yes and it is scaled to 0.1 before editing
Unit scaling has to be 0.01, not 0.1.
Does anyone know how to open a .umap file? I've looked online and was pointed to Unreal Editor, but can't seem to find that application. The file doesn't appear in Unreal Engine's Content Browser.
Probably incompatible UE version for the .umap.
Also Unreal Editor = editor for Unreal Engine. It's what us devs used to make Unreal Engine games and what you're using to get Content Browser.
Thanks; I think I just found a pointer for that
I appreciate your help; I'll try other versions.
4.27 is the newest version though π€
Assets are supposed to be forward compatible
I believe the asset I'm trying to open is 4.5.x, but I'm not 100% sure
Is it an officially moddable UE4 game? Or a ripped/decompiled from already packaged UE4 game?
It has a DevKit, so I assume it's officially moddable. The game is ARK: Survival Evolved.
Okay, so you'd grab the devkit instead of the vanilla 4.27.
How exactly do levels work with Unreal Engine? I just deleted my entire level because I don't understand
I'm confused about persistent levels
I thought they worked more like Unity's scenes
Well, yes, at least from what I can remember from Unity 5 days.
Persistent level is basically THE level you load as the main level.
you sure? I had my menu as a separate scene and from that, it for some reason duplicated my first level, so I deleted it, and now I don't have any level in either of them
that sounds like streaming
I just wanted a menu as a separate level so I can load into my first level
I don't really have anything I want to keep persistent
this is just a test project so I can come to grips with unreal engine
so I just keep a completely blank void level as my persistent level
can you combine configration files for collcions?
Even then I had my main menu map a different persistent level.
because if i import one it deletes my settings
Collision channel?
I'm opening different levels and it shows me that my levels are blank again so I'm confused again
You could edit the .ini file in text editor.
okie :3
my screen is breaking apart
I donβt know what happened to my laptop screen but it like broke up off to vertical lines so I turned it off
TY @drowsy snow it works beautifuly now
Behold
they shoulda never made blender and unreal engine free lmao ive no f*cking idea what im gonna do with it
Anyone have much experience with the gameplay ability system?
I dunno what Iβm doing apparently
Are timers ok to use within an ability?
They donβt seem to replicate properly
Or well sort of, it works on standalone with two clients but not a listen server
Am I supposed to be using timelines?
hi was wondering if anyone know how to make a trigger that use to open door? any youtube link for it would be nice thankyou π
have you seen matt aspland's video?
you want a button that opens a door?
I have a problem with ADMobs
Congratulations?
so
after dismantling everything bit by bit
i cant seem to make my mesh not rotate when the camera moves
and im starting to think its related to something i didnt add opposed to something i did
nope do u have a link?
funny π€
Getting loads of errors when trying to package my project like so:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/MSPresets/M_MS_Default_Material/M_MS_Default_Material.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Trash_Bag_vcblbchga/Preview/T_Trash_Bag_vcblbchga_1K_N.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Trash_Bag_vcblbchga/Preview/T_Trash_Bag_vcblbchga_1K_D.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Trash_Bag_vcblbchga/Preview/MI_Trash_Bag_vcblbchga_1K.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Electrical_Box_ujyqaelga/Preview/T_Electrical_Box_ujyqaelga_1K_N.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Electrical_Box_ujyqaelga/Preview/T_Electrical_Box_ujyqaelga_1K_D.uasset!
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Electrical_Box_ujyqaelga/Preview/MI_Electrical_Box_ujyqaelga_1K.uasset!
Can I find where these assets are being referenced?
Shoot, I'm running out of suspicions.
help, i'm figuring out the water system and the ocean has these white things like theyre clipping through or something. How do i get rid of this?
wait i cant really find wht im looking for
i want to learn to make something like portal where u put a box on a button then the door will open
is there any video for that?
for the car configurator project on marketplace, can I swap the audi with my own car model?
I don't see how you can't do that.
thats simple
I've finally got my game to package, but when I run the exe, nothing happens
Have you tried setting the default map in your project settings?
Yes
@modern drum look up box triggers
ok thx
@drowsy snow even without anim blueprint
or components
on a new character blueprint
same problem x3
Not even in a brand new, never used before, third person template?
well i didnt make a new project
i made a new blueprint
im thinking tis something i didnt set
as opposed to have set
I mean this
If a brand new never before used third person template somehow retains the mesh rotation issue, I legitimately have nothing else to suss out, based on what I'm able to see from your monolithic character BP
im thinking of just trowing the project at you and hoping for the best :3
But again, I experienced few times where one project just somehow cursed and I had to create a new one and migrate.
The transfer is going to be deterrent, though ;3
Like last time we tried getting through those hoops.
yeah..
if only github worked :3
sincerely tho
i think i may of forgot to set some magical node that makes the mesh stay in line with the capsule or sumfin
idk
anyways gonna pull from a back up
um... i cant PIE anymore, whats going on?
why did it happen? kinda funny, but why lol
check your Kill Z in world settings
It's what it says on the tin.
turned it down to like 5k, now it's fine thx
Hi, I'm having an issue with my character movement
It's for a class, and for some reason my character won't walk sideways properly. Here's a video showing how she walks weirdly to the side instead of turning
I've tried everything from my limited knowledge, and I can't find a solution. Any help would be greatly appreciated!
-5k or 5k?
-5k
Is your animBP able to do side walking?
Is there a way I can show you my screen? Or send you the project?
I'm relatively new to unreal
you'll need animations for front, back, strafing, possibly leans, and this is setup in a 2D blendspace. Being new, this can be rather tricky
Nope, just check your animation blueprint, see if you have sidewalking logic supposed to be working.
I have a state machine with animations for walking running jumping and transitions
this is derived from the third person template?
I'll send you a picture of my animBP
No
Send it here, no need for direct message.
That's confusing to look at, to say the least.
yeah, sorry, didn't really need this. what's happening here relates to the setup of the blendspace referenced within the the anim graph, not this graph. It's also its own asset if you can locate it
So you wanna see the blendspace?
Usually when I have a third person BP the mannequin walks to the side normally
ah, then the confusion is me thinking you wanted strafing. You are expecting they turn that direction?
Hey guys! I want the players hand to move to four different positions based on mouse movement. So far Im able to tell what direction the mouse is moved, but only once when pressed - I wanna check it per frame. Do you guys have any tips on how to add that to this? π https://gyazo.com/53ebfca495b937f4c4b01449d91ee528
Yeah
I just want the character to turn in that diraction, exactly like the mannequin
ah ok, sorry, this is not related to the animbp, my confusion, this relates to the third person character bp
No need to apologise, I really appreciate your time π
hoodieguy may know the setting, i cant recall it
I'll send you a screenshot of that
It's going to be either Use Control Rotation Yaw or something
Can't recall it either, I'm in full material mode lol
that sounds pretty close though
its a checkbox somewhere in the settings
Of which node?
nothing to do with the bp graph
Oh gotcha so the charactermovement thing top left in components
i think you'll want to select your capsule and then check the details panel for this checkbox setting - Control Rotation or Controller Yaw
nvm
it could be character movement, its one of those set it and forget type things, so i cant recall
alright, doesnt look like its here. do me a favor for the character movement and search "control" to filter it down a bit
looks right
ah crap, so that was my confusion, it was self not capsule
i knew it was in two places
(sorry I had to use small icons - large icons make me felt claustrophobic)
is that ue5 only?
UE4.
For this one did I need it to be unchecked?
Yes.
π€© how?
That worked! Thank you both so much for your help and time. My teacher couldn't find it and his solution was "Delete everything and start over" You're both life savers
@drowsy snow @bright sigil Tysm, have a good one! π
You're not misreplying, don't you?
i wanted to know how you changed them to small
Oh, it's in the Editor Preferences.
heres my settings
wow, its been there the whole time..
On self or the character?
the first two are character movement, the Yaw is on Self
ty
Had one of them still unchecked, just changed it to match. thanks for sharing
sure thing. cant recall the default setup for third person, but i think my settings also make the character turn when moving the mouse sideways, I think that's Orient Rotation to Movement doing it, but i dont remember
Hey guys. Im trying to check which of my four booleans that were TRUE last, and all four of them can be set to true during one input. How is that achievable?
If my input sets the boolean 1, 2, 3, 4 to true in that order, how can I check if 4 was the last boolean to be triggered as true?
@cloud pagoda i think you have my same issue lol
if you find a solution ill definitely come back and check
Well, I did give the solution.
#ue4-general message
#ue4-general message
ill check in one second :3
Hoodie and Conrad already found the solution, look up. Hope it works for you too π
:3333333333333333333333333333333333333333333333333333333333333333333333333333333333333
Is there a .bat or smthin that can generate a DDC Pak on closing the engine? Or not having to start it up with launch parameters?>
If it's for something like a main menu, might as well use an image widget to display the media texture.
Oh, I know nothing about XR.
#virtual-reality might now some things specific to XR stuff.
Except there could be something different with post process effect in XR that I don't know.
This could be solved with some scene depth trickeries in post process, but XR might have limitations in that tegard that normal display might not.
hi can someone help me with exporting a metahuman to edit in blender?
thank you
hey bros any know how to make a fusion in a Horror Engine? so the third person carachacter with the damage trigger? is to make an enemy that cause damage to the horror engine character thank you so much for the help.
When does the Unreal Marketplace 'Free This Month' selection cycle? It's definitely not the first of each month, and this selection has been available for two.
It's every first Tuesday of the month.
Are we sure this one was there for 2 i feel like there was something else last month i dont rembember what it was
Hey guys, I have a couple looping animations that are supposed to be looping until I release my input. Whats happening atm with the different outputs of the montage however, is that I cant find a proper output to meet that need: https://gyazo.com/fbe3038e757d8d7bb4ac5d181ab64680
Thanks, @pliant echo this was driving me nuts, too!
@mint umbra it's easier to loop animations in the AnimBP. Have a state that runs the animation, tick it to looping, and then just set your transition rule according to if your input is held or released
Got'cha, I will give that a round tomorrow! π I tried checking if the input was NOT held down, and then looped back to the animation upon a notify end, which would be at the end of each montage. Probably more expensive than just using it in the anim BP, and it was far from perfect haha π
Thanks!
Montages are great, but yeah it can be painful trying to do some things
Anyone have recommendations on Outsource studios? Mainly looking for Co-dev UE4 engineering help. Tons of them out there all throwing around a bunch of names like WE WORKED ON HALO INFINITE but it's like...well what did you do on it? Tough to wade through all the crap and figure out who is actually the UE4 gods in the space
It's hit and miss really lol
I can't get any decent help and have been looking for ages. Admittedly I would have to do the revenue share thing, but if you want to pay people, then there is a few servers that you can advertise help wanted
Like GameDevLeague
Yeah I've checked the hire a studio but most these are tiny niche shops (no offense). Really looking for the AAA big hitters
Panic Button is one of them that came into mind.
As for UE4 stuff, they ported Jedi Fallen Order to Switch.
Exactly what I'm looking for, thanks.
Has anyone done a glass material that can have bullet cracks added to it on hit?
I think there is one free advanced glass material pack on Marketplace.
I'm having trouble finding Info on how to do it
Oh, yeah I have that, suppose it should check it out. I thought it was just glass that had pre-cracked effects
Well, it's precracked, but you could reverse engineer the precrack material, and use render target to drive the "crack" mask.
Hmm... Interesting idea - ok thanks man π
I tried just spawning decals on it, but they don't seem to show on a masked or translucent material
Yeah, decals is tough to work with, and not working in many situation. Render target and actor location based stamping might be your better bet.
Do you have a specific link for that stuff? Or should I just go down the Google rabbit hole?
Either is fine
@drowsy snow
Hi, which is easier to learn to make a first person shooter: UDK or Unity?
UDK ? Do u mean UE4?
ya UE4
Ig if u r a beginner unity wud be much easier to learn if u know coding and stuff
But if u hv some experience 8n gamedev u can surely learn UE4
In*
Thanks, i guess ill try to learn Unity
Ya sure
Wait, really?
We can work on it in a bit if you'd like in the middle of Rangling yuki xD
This wolf is a bit more excited than usual today
I'm in the middle of material scientist mode as well xD
But you can send me screenshots or Gyazo captures my way.
Will do <3
my bad
Hey, can anyone quickly help me with something? For some reason the meshdescription returned from this has 0 polygons. The static mesh being used is just the basic 1M_Cube and this is being called in begin play, the mesh is set in the blueprint
hello! I made this collision cylinder on my player blueprint to check if he is facing the direction of a tv so he can use a remote to toggle the tv, but ive come up with a problem that the collision cylinder now overlaps all trigger boxes in my map. Is there any way i can make this collision cylinder only overlap my tv blueprint but be disabled on everything else?
on the overlap event, check the Other Actor to be the specific one you want in a branch check
yes make a different object collision and set it to the TV and in the overlapping cylinder go to collision and make everything ignore except the new collision type (tivk it to overlap)
I would honestly even suggest using some math instead of a collision component to check if it is facing the direction of the TV
this could work too ,send a line trace from the character's head and see if it is hitting the tv
that is a good point, it solves the overlap filtering, but not the facing direction
Another dumb question, but I've followed a few tutorials on animation and blendspaces for characters, but it's always in the idle position. How can I fix this?
trying to set a variable on my pickup so stack sizes aint reset when i drop the item
but i cant set it cuz cant link return value on spawn actor to variable like this
how do i do it correctly
thank you! this worked!
welcs
instructions on previewing different anims in the blendspace are in the graph - hold your shift key down then move your mouse, that will control the green diamond
Sorry, should've explained better. I meant when I hit play, it's stuck in idle position when moving around, but works in the animation preview
are you setting the speed variable correctly?
is it not possible to cast the return value?
I followed as it said
from what i remember, Speed should be set by Get Velocity in the anim bp, that's setup?
Fixed the walking animation, but now jump isnt working haha
pretty sure all of this logic is already setup in the third person template. Are you using a different one or doing something else?
any one knows how to have games more than 2 GB and upload them on google play store ? like for example Black Deset you download some amount of game and when you open app it says game needs to download more data and then it downloads and then you have bigger game
I think I figured it out, but thanks again for the help Conrad
Yeah that's usually done via chunk loading
https://youtu.be/h3A8qVb2VFk
Michael Prinke is back on Inside Unreal to talk to us about the ChunkDownloader! We'll walk you through how to do a basic setup of ChunkDownloader, and why you'd use it. We'll be covering how to break up assets into Pak files, how to integrate ChunkDownloader into your GameInstance, and how to test out the system on your local machine.
ANNOUNCE...
how could I get if node on niagara editor?
@regal mulch i watched it with skips and i think that what i wanted π will watch it all later π thank you very much
wait who is that, i feel i know but can't recall
Does anyone know how to get attenuation to work in sequencer?
Hi, is there any way to set the location of the static mesh as a new zero orgin? Thank you
what do you mean with "as a new zero origin"? π€
I mean world orgin. Like have 0 for XYZ
either change its coordinates in the transform to 0, 0, 0, or i need to still completely wake up and i'm missing something obvious π sorry
if its a skeletal mesh, make sure the coordinates in the root and next nodes aren't offset (from the skeleton asset)
I found out, for those wondering
Go to [project]/saved/logs/[projectname].log, and post the last errors you can see there, it usually contains a stack trace as well.
Alright thanks
This is just double cursed. Portrait orientation showing screen photo in fit landscape.
Yeah i had to ss the pic :/
Hi all, is there a way to have my camera render to only a portion of the screen?
eg. I want to have a sidebar pop out from the side of the screen, but I don't want my camera view to be obscured by the sidebar
Unity allows for viewport rect settings on each camera that does this.
See this example image (not mine) - the sidebar takes up part of the screen but the camera render area has been adjusted to keep the vehicle nicely centered
You could shift the scene texture in post process with a simple TexCoord manipulation. That would shift the entire viewport sideways, and you can put your UMG sidebar to close the gap.
I worry that in doing that I would just lose part of the screen off of the left side instead of the right (with this example)
- Also I feel that this would mess with mouse click hit detection in the 3d scene
I think you could do some hacky workaround by adding offset with mouse to world position.
Also simple addition/subtraction to one axis with TexCoord is enough to pan the texture around.
This sounds like a bit of a nightmare hahah, surprised this feature isn't built in, I've seen a feature request from a few years ago referenced in a few places but that seems to have been deleted: https://issues.unrealengine.com/issue/UE-36928
Can i use Lua in Unreal 4?
in which blueprint do you handle user preferences logic for background music levels / SFX audio levels?
https://gyazo.com/0bb3fbc5d9c57c01a1a77651b58d37be 0 is = to 0 but it still returns false? Any idea why this could happen?
is there a way to get my GPU to not draw full power when i am not on the editor window?
like. if i flip to another program, my editor is still utilizing my gpu fully
I have a pawn that's moving around as a 3rd person character.
And I have a cylinder that's chasing it around with a bit of lag. My intent was for the camera to be childed to the cylinder so there was some visual give in the camera's focus as the character moves around. It's similar to the Spring Arm lag setting, I just wanted some more control.
But since the pawn is the default pawn, and the cylinder is just an actor that's not actually needing player input, Unreal makes its own camera for the pawn and uses that, while ignoring the actual camera I've put on the cylinder.
_
What kind of thinking should I be taking here, where I want a camera that is on a different object to the main character's pawn?
Or if what I'm thinking is fine to do... how do I do it?
Can't tell what's feeding that first pin, but comparing floats with == is very, very often a problem.
Look for the "Nearly Equal" node for comparing floats.
I was following a tutorial on YouTube maybe a week or so ago but lost the channel. In the first picture I made these 3 things. The 2nd picture shows the βcategoriesβ that everything will be listed under. The 3rd picture lets me fill in the items for each category and apply stat changes I want but do I list everything that will be in my game or only the things that I want available to the player from the start? And the 4th picture completely gets me lost and I donβt remember what I was doing with it π
Any help and advice is appreciated. Just want to start working on my project again.
I don't know anything about those objects you've made I'm afraid... but you have a PC! Use PrintScreen! omg
Thank you!
Hello. I am currently creating a character animation in cinema 4d r25. I'm using mixamo to auto rig it as well as pose morphs within cinema 4d to animate the face. I was wondering if anyone on this channel had any experience baking a joint based / pose morph based character animation in a way that's acceptable for migration (with textures) into Unreal Engine 4? I've tried Datasmith, FBX, and Alembic and for some reason Unreal Engine can't quite migrate the animated character rig with textures and joint hierarchies properly? Any advice on this matter would be greatly appreciated!
i assume you searched your history? time to time i lose tuts or channels and i am super bumbed... always save tuts in a playlist when you can
Please help me. I have a constant crash when animating the camera.
provide more information please
using movie render queue? sequencer?
I use a sequencer.
go to #cinematics and il talk to you there
So I just use SetViewTargetWithBlend in the Pawn's BeginPlay to immediately tell the playercontroller to use the different actor's camera.
Feels a bit inelegant, but I get the sense that this is one of those things where Unreal wants things to be done the way it wants things to be done
Hi, is there any way to avoid problems with no dynamic shadows in ortho mode?
I tried making a perspective camera, setting a very small FOV and set the camera in a very big distance, but this makes many problems related to shadows disappearing after a certain distance etc.
Someone said that I should try forward shading, but it doesn't work for me too
what's the easiest way to make a texture jitter effect, like a ps1 shader?
@tepid helm Don't do it like that. there is an option in camera settings, to make the camera orthogrphic.
ye, that's where the problem with shadows appears
Orthographic camera has no dynamic shadows whatsoever
and only workarounds here are making a perspective camera with little to no FOV
but it generates even more problems
dynamic shadows primarily use cascaded shadow map, which has a limited distance.
if I set the camera distance to about 200 and ortho with to 512, there still are no shadows
it's a known bug that otho camera doesn't have dynamic shadows
hmm, there is no (good) choice then.
yo guys
i tryed to find
ue5 videos
about particle system
likea aghost trail
like this
i cant find any video
all are ue5
there are potions
options*
are in ue5
can somone help me
im rlly confused rn
How can I "Interrupt" an animation montage? I want it to loop until I release my input or a state is changed π I tried with a Stop Anim Montage, but that didn't do the trick https://gyazo.com/b58989dbebab15ee2f7957a3156990fb
good question, I'm not sure either but I always minimize when I go afk, don't want to fry my GPU with the current price situation π
all right, i tried the FOV method and it works REALLY fine, except for few things.
shadows are very blurry, despite taking about half of screen space
Could an ortho camera be mocked by a camera super far away but with super low FOV or high zoom?
i did it, as in the photo above
the only issue i am facing is with shadows, because those are still distance based, not screenspace based
Pivot. Player is the god, the only source of light. IE no shadows.
Sorry I can't help you though!
Would a secondary camera nearby, but not rendering to anything force shadow rendering? π
Hi, does anyone understand how the vaulting system in Unreal Engine 5 Valley of Ancient sample works ? I have some questions.
tried that, nope lmao
I would like to apologize in advance for any stupid question I can make. I am currently working in a small project. I spawn some actors on runtime, but the first time the actor spawns the game kind of stops for a fraction of a second. The rest are fine.
My guess is that the first actor is not loaded in memory so it takes extra time to do so.
I am thinking maybe i should prepare a little room hidden in the game and load that particular actor but with no AI etc. That should help with my issue, but I am also thinking that maybe it's not the most elegant solution. I know with sounds you can "pre-cache" them, is there anything similar for loading actors into memory when the level loads?
Again, thanks in advance for your help and sorry if I made a silly question π
Cheers
as far as i know it preloads everything that is referenced in every blueprint you're using
except streaming levels
Could it be that when i spawn the first actor i change its material on the begin play?
I mean...could it be the material then?
Thanks, I will start with that
Anyone know how to check and see if three variable equals each other and add that as a branch condition? I already can check if A equals B but cannot figure out how to check check if A equals B and C in blueprints
Check A == B and check its output with C?
I mean are we talking of booleans?
in case of float if I get it right
Note: generally bitwise equal is not what you want with floats
that is true
You want to compare the values to be within .001 or something of each other
Sorry, just being nitpicky
no, you were totally right
it could cause some issue and would be pain in the back to find it if we are not aware of that
Find for UE4 tutorials.
i use ue5
Doesn't matter.
It's all the same
.
Most of the surface level stuff are interchangeable between UE4 and UE5, save for minor UI differences.
Except if you're using UDK (UE3), that's another story π€
@rocky epoch thank you for a fast reply let me try and. And see if it works
cheers :)
well they changed some things for particles
that's why pretty much everyone in here recommends UE4 for learning
Which is better:
To apply Pawn movement/rotations as part of the code that responded to the input event?
Or to take that input and store it in something like the Add Movement Input node, then consume and apply it in Tick ?
Hey there! I'd like to have some general feedback on this problem I'm currently facing. I'm building a laser system in which you can take this laser mirror by the tripod legs and place it elsewhere in the world AND rotate the mirror head around on the two axes shown in the picture.
The problem I'm facing is what the best controls would be for this. Right now, you can click on the tripod legs to pick it up, and click again to place it on the ground, and when you click on the laser mirror head, you enter a "control mode", in which you can use W,A,S,D to justify the laser head's rotation. Clicking again will leave that rotation mode and give you back the full game camera control back.
That solution however has the problem that you can't justify location and rotation of the mirror simultaneously, so it's kinda hard to estimate where to place this in the level. Also, there's no grid snap for position or rotation as that would make it even harder to try to focus a target which is a couple of meters back.
Feedback is greatly appreciated π
How about, instead of WASD to rotate it, hold RMB and then the mouse axes rotate it in the 2 directions.
That way the player can constantly move around while flipping between camera and mirror rotation pretty quickly, without having to actually put the mirror down first. Ie, it's constantly previewing the result.
An alternative could be mousewheel = rotation while carrying the mirror, but if there are thoughts of ever using a gamepad as a controller, it's pretty much going to demand removing one thumb from a control stick anyway, unless the right stick temporarily flips to mirror control in the same way as the above suggestion
thats the thing!! I minimize my window and it still draws full realtime if i forget to override realtime or close viewport
@drowsy snow I fell asleep :3
Thanks! Also thought about both of your suggestions. For the first one, the problem is that you'd not have control over the camera while adjusting the rotation. I'm not sure whether it throws the player off if you suddenly are not able to move the camera around freely. Your second idea: mousewheel worked out pretty good, but the mousewheel unfortunately has this natural "stepping" cause of the way mouses are built. It'd definitely need some smoothing
A similar title, "The Talos Principle", therefore removed this physical limitation of how mirrors naturally work and just has a "click the source, then the target, and you get a laser connector device which will connect up the two"
Yeah I've got that game heh
It's great, and I think they probably had the same design decision to make π
I only have the VR version though lel, so I actually can't relate haha
How much it throws the player off would depend on how things generally feel in the game I think. If it's the only time it happens, yeah could feel annoying. But in Apex Legends for example, it's really common to flip into your inventory while still running around, even though your camera control is disabled (in order to enable inventory control).
It would happen for every laser mirror at least, so that might be a few per puzzle / level
Hello. How could i see the same assets i see in Standalone Game but selecting Simulate? I mean they dont seem the same, they look different
If not the mouse or mousewheel, any other control is going to force the player to move their hands
Like, they can't keep walking if they need any keyboard keys at all for the mirror
Exactly
So I think it's down to yeah.. mouse or wheel
It's kinda hard for people to figure out where to place the mirror, cause the position is depending on the rotation, and vice versa. So ideally, you'd be able to control both while walking
Anybody? π
Sell the game with pedals π
Not sure Black Mercy. Still fairly new to Unreal myself
Heh. It's pretty hard to figure out you see? π
pretty sure @hidden dew when simulating my particle systems doesnt use lights
like those modules dont exist
Any clue how to fix that?
No clue :/
ok, thx anyway
Hello does anyone know a way to move the 4.26 water level up or down with blueprints or otherwise?
what's gonna be in 4.27.2?
how does unreal engine produce super realistic graphics? what render engine is it using?
Its own.
lol
wow
i mean, that is what you get when you have more than 100 people working for you
i bet that it is closed source
and several iterations of the engine for 30+ years
the entire engine code should be on git
And you do it for 5 major versions and an uncountable number of minor onesβ¦
The entire code is on GitHub, including the one being currently developed on
But it is not open source in the traditional sense
right
yeah
if anything, unreal engine is not the engine you would want to use as reference for your personal one
even the rendering engine?
are you making your own engine?
Everything is on GitHub. The full source code yes.
But you cannot legally steal from it.
not at the moment
but you can borrow code?
But you can study it and learn from it
got it. so no forks
No you cannot take pieces of it and use them in your own game
You can fork it but you cannot release it with changes like it was yours
i see
so private forks
But if you make useful changes you can submit them back to Epic as PR.
can you make a fork, customize it to make it yours, and then release it as closed source
its not open source >.< as a programmer you should look into the engine user agreement
ik ik
i was just amking sure
For any doubts/questions you can contact Epicβs legal department. I am sure they will be happy to assist you.
When I package my project, DebugGame works fine, Development works fine, but packaging it for Shipping produces this when I try to run the .exe:
Anyone know what this is talking about?
@hidden dew no errors/warnings in your Package log?
I just realised my mistake
I was trying to run the .exe from the binaries folder, not the .exe in the WindowsNoEditor folder.
The latter comes with its own 'Content' folder and the required .pak file.
Hadn't tried packaged builds before so was just fumbling around
Thanks for the attention though
Hey guys, my game save system works fine, but if you close the game all data is lost... anyone know how to get around this?
Is it possible to access/modify mesh vertices from blueprints or niagara module scripts?
Trying to export a simple animation I created in Maya into Unreal but its messing up the pivot point as it sets it to the world origin on import. I have tried setting the local space/world space pivots to 0, 0, 0 within Maya but that just messes up the animation in Maya
im getting a weird null error...an enemy is "pending kill" and considered null....in an is valid check...as in the actual check for "is valid" is giving me a null error....
isnt that the whole point of "is valid"...to check if its null or pending kill...kinda weird that IT would give me the null error
obviously this is the unreal discord, but it UE better than some other options for 2D projects?
unity was originally designed as a 2d engine
it is more fully featured for 2d support than paper 2d
heya, does anyone know if theres a callback thats fired when the scene goes from being clean to dirty?
i'd rather not poll IsDirty on my Level, and would rather just subscribe to whenever it is modified. i dont think a PostEditChangeProperty will work
unreal would not be my first choice to make a 2d game in - though it would depend on the art style as well
id imagine it is tied to the same issue, hard to say, as you describe it is best mitigated with an isValid check, there's too much to guess as to what may cause it without seeing ALL associated BP logic
isvalid checks for pending kill
you probably have a chain of nodes before the IsValid, and one before the last is actually invalid @sly coyote
I've seen in many games where you have character customization and same clothes fit them all. How is that possible?
One way is possible by keeping the body same and only changing the face.
He uses shader, but same principle for skinning or morph targets
This is old, but should get you going:
https://answers.unrealengine.com/questions/295318/how-to-use-procedural-mesh-component-in-blueprint.html
There's a plugin called Runtime Mesh Component (RMC) that is meant to be better than Procedural Mesh Component (PMC). I used RMC in blueprints a while back, worked fine for what little I did, and it was deliberately designed to imitate the way you do things in PMC.
But RMC has changed a chunk since 4.23. I don't know if it's as easy to pick up nowadays
Eh, sorry, I just woke up π₯±
Thank you @hidden dew thatβs helpful! Actually I was digging into Nvidia Flex and AMDβs FEMFX for mesh deformation and both of them implements FEM algorithms but thatβs GPU dependent and it becomes complex to accommodate functionality for both in the project. I was thinking if it can be achieved using Niagara assuming Niagara can perform gpu bound calculations on any gpu!
I have seen people implementing softbody simulation in Niagara, so I thought that it could be possible to implement Finite Element Models in it. Again, I am not sure it will work, but itβll be a fine addition to my knowledge
@runic snow Pranav, have you got UE open right now?
No but I can open it
Ah not that important, but here's a headache I'll prevent for you:
The first ever Unity game is a 3D game π€
https://en.m.wikipedia.org/wiki/GooBall
GooBall is a video game developed by Over The Edge Entertainment for Mac OS X and published by Ambrosia Software in 2009. The player assumes the role of an alien stranded on Earth. "Goober", as the alien becomes known to the CIA, is stuck inside a life support device made of protoplasm. The gameplay is similar to the Super Monkey Ball series in ...
what are the names of these two nodes? sorry lmao
@runic snow
Mesh Editor --> Details --> General Settings --> Set "AllowCPUAccess" to true
Subtract
Add
(In search menu, you can type the symbol instead, and match the numeric var type)
ty!!
Got it ππ»
I've been aware of this for ages and STILL got stuck for about an hour yesterday forgetting about it
I almost deleted production database at work, almost π
That sounds anti-productive
I have no idea about Niagara, etc
Sounds like something I might want to look into at some point
Confusion because of bad naming convention in a legacy system π , I was intern!
Legacy systems
Always a blast
Where I used to work there was an if statement that was over 2000 lines. It was like the boogeyman no-one wanted to upset
There was recursion within the statement, and functions that existed purely to subvert C++'s limit on how deep if nesting can go
Am I the only one that can't get the latest versions of Send 2Unreal by Epic to work? I had to roll back to 1.6.6.
If you're talking about the Blender plugin - I don't even use the damn thing, and I'm a frequent Blender-UE user.
Blender-UE?
Blender and UE4 workflow.
ive not ran into any problems myself with blender to ue4 and i dont even use any plugins π€·
I had to roll back to 1.6.6 which works
Tried importing skeletal meshes before? π
not yet lmao π
No. too afraid lol
im still making the avatar character so ive not got into that yet
Of course π
lmao
If you don't set the unit scaling before it's too late, you're going to have a hell of a time, particularly with skelmeshes.
Thanks for the addon didn't know about it
Typically you'd want to set it before doing any kind of animating.
Hey is it okay if i ask for help in packaging my game in here, and show you the logs?
There's a specialised channel for #packaging
Thanks, a bit new here
Is Rinterp fps dependent? because on lower fps it's a lot slower compared to higher fps
That depends on the delta seconds it used. Usually delta seconds is the frametime.
hmm i was making some weapon sway and it is at lot slower on lower framerates
not sure what's going on
I think you could get better mileage with anim BP stuff.
yeah but im doing procedurally
but im pretty sure it is framerate dependent how can i not make it framerate dependent/
You can do some procedural stuff in anim BP. It's not just about picking the right anim sequence.
Yes but i move the root bone around for weapon sway that requires me to calculate a location and rotation which is done by rinterp
i was asking if rinterp is framerate dependent and it is
i want to know how i can make it non framerate dependent
@scenic fox could you run your own custom loop? Tick it at 50/60 Hz
True but then my sway wouldn't really be accurate, i could use a timer but what time would i put?
1000ms / $(tick rate) - $(current frame calculation time)
is 1000ms hard coded or?
It's how you convert EG 144Hz to sec / frame. 1000 = 120 == 8.33 ms per frame
how exactly can i convert that into ue4 though?
also a timer is dependent on framerate too :/
Apologies if you already mentioned this, but how are you doing the sway magnitude calculation?
using tick
using the animation blueprint's event tick
You're going to need to be more specific than that, show me!
basically i have a rotator that will be used to set my loc sway and that rotator uses finterp to smooth
finterp is def framerate independent as it uses delta time
Hmm I can't read the first screenshot, maybe Discord has an image size limit.
What's finterp speed set to? Have you tried 0?
Could you also upload it here: https://blueprintue.com/ and share it please?
finterp speed is 10
Could you try 0?
0 works
but it's not smooth anymore :/
Well that's your problem sorta solved then, 10 is way too high interp for low frame rates, it ends up losing some of the intended rotation. Frame rate drops are going to throw people's aim off, for example.
IDK what you're trying to do though, smooth out aiming?
No lmao im doing weapon sway
That is actually not the problem even if i made my finterp lower, on lower framerates the thing still moves much more compared to higer framerates, yes it's clamped on all framerates but if i move my arrow keys on lower framerates the sway is much higher
If you want to keep smoothness but also not lose input entirely, you could branch your logic. FInterp (speed 10) that updates display, and F Interp (speed 0), or just a manual rotation, that updates the old rotation.
Current one is for example, where each tick you are adding .2, would do something like this:
old -> cur (calc) == interp'd result
1.0 -> 1.2 (1.0+ .2) == 1.1
1.1 -> 1.3 (1.1+ .2) == 1.2
1.2 -> 1.4 (1.2+ .2) == 1.3
With a manual add for updating the old it would be something like
1.0 -> 1.2 (1.0+ .2) == 1.1
1.1 -> 1.4 (1.2+ .2) == 1.25
1.25-> 1.6 (1.4+ .2) == 1.375
Sorz for the horrible example, but I've got a work meeting in a few minutes and just want to do game dev myself lol
I think the main issue you have is that the old is being set off the interpolation, which means how much the delta rot affects the next one is dependant directly on framerates.
the delta rot has nothing to do with it lol, i just read online and figured out that yes indeed rinterp is framerate independent i mean why would it need delta seconds? delta seconds is the second since the last frame, that means it is def framerate independent
I want it to move at the same exact speed on any framerate no matter what
delta rotator just subtracts two rotators lmao
I'm not referencing that node. I mean βRotation as in the change in rotation you would be desiring. You're adding on to an interpolated value, which inherently ties the end result to the frequency of the interpolation.
No i am not adding on too my rotation, i am literally setting it?
I don't think being dismissive of people trying to help is every helpful, but you do you.
Smoothly interpolate the visual element, not the calculation.
Yes you're setting it to the result of a per-tick interpolation, which makes it frame-rate dependent.
i want my end result to be where it isn't framerate independent it'll move the same exact way in every single frame
i want to know how that is possible
Wouldn't that mean 240Hz players would get around 9x more motion bobbing than 30Hz ones? Sounds wack
*more frequent
No lol, on lower fps it has more movement on higher fps it has less movement
Sounds wack
why shouldn't i be dismissive about you when you say stuff like this? you call this help lmao
More movement in terms of what, the angle changes more per-frame, or that the sway goes further out
Can i send you a video to show?
Go for it
when i set my max fps to 30 it sways a lot more
why is that happening?
it moves around a lot more compared to 120 frames
probably a calculation that doesn't account for delta time
will that fix the issue or is that the issue?
that is the issue, if you do something every tick to move something a certain amount it should probably account for how long each frame is
How can i account for how long a frame is in rinterp?
without seeing any of your math I can't say anything
ah, I should have scrolled up
so uh?
I believe on your lower tickrate the delta will be higher between now and the previous frame
If you want constant rotation, I think RInterpTo Constant is what you'd be after no? Looking at vid frame by frame in a second to double check
Yes on lower framerate the delta is a lot bigger
does rinterp to constant require delta./
still no change on lower framerates it moves a lot more
i guess there's no way to fix this π€·ββοΈ
Have you looked at how to use it, or just dropped it in connecting wires whatever way looked right?
What exactly do you mean? i have tried multiplying delta seconds by a certain value and that doesn't work either that won't work cause delta seconds is different on every framerate
Is there anyone that could help with replication for multiplayer? Im just trying to open a door, and its not working correctly. the server seems to be fine, and replicates door opening in client, but trying to open / close the clients door does nothing for the server. Heres the code within the door BP
is unreal 4.25 the worst ?
cant edit animation frames correctly, weird savetimes on some assets
niagara is hell
I skipped from 4.24 to 4.26 lol
same
Me too
i'm am working in 4.26
Me in 4.27
interesting aye guys check this out
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
This is a list of notable games using a version of the Unreal Engine.
Yep.
so whats with this game you picked. im guessing you have involvement with this game ?
No, it's just one of my favourite game from my favourite series.
ahh nice. ima GTA freak. but i like others also
what??? π€ͺ
``Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
kernel32
ntdll``
now it's just like "ok I'm just gonna crash now and tell you nothing anymore"
Though the series give me a lot of inspiration and influence to me, and had more personal attachment, to say the least.
that awesome. itss kinda going downhill now if u ask me. should have kept the IV team but ahh well
i think its time for another team / company to make a realistic open world
thats where i come in eeeeeeheh
is there any easy way to control emotions/expressions of metahuman? I have no iphone and not planning to buy one, should I take something like iclone?
Debug symbols Inc.
I have the debug symbols
this is the first (or maybe 2nd) time it's reported such information-less errors
I don't understand why these are happening in the first place. These are all core- or engine-related errors. My engine is completely vanilla, I'm just using BPs and nothing complex.
contrast this with UE5 which is a preview lol and it has never crashed
ERROR: Unable to find installation of PDBCOPY.EXE, which is required to strip symbols.
Anyone seen this before?
Hello I'm not sure where to post this I have a nasty crash when building my lights:
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I have a problem when I open the project created on a windows pc on a Mac. It gives me everything washed out, it seems to be a gamma problem I think. The lights are all movable and the parameters are identical for both files. Exported via Unreal archive (Zip). Anyone know what the problem is?
Looking for some advice - I'm developing a game wherein I need to swap from Day and Night seamlessly with a button press, however I'm a bit stuck on how the best way to go about this is.
Nothing needs to be dynamic, ideally I'd like two saved and baked states that I can switch between, is this possible?
Hello, how can I make sure a cooked project is running at full cinematic quality?
Nvm found the cvar's.
I'll give you the dynamic way anyway, because as of 4.24, you can use Sky Atmosphere (NOT Atmospheric Fog) to get a dynamic day night cycle in almost no time.
https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/FogEffects/SkyAtmosphere/
It comes from a data table
Then set the class in the data table
Did
and all items will have children of same shit so they will all have the variable
but it wont let me link it cuz it could not have it
Hey, just wanted to re-ask my question: wot will be the basic workflow of creating A full fledged game in UE4?
@vestal anchor I got another problem tho
it only sets the stacksize variable if im playin as server
if im on client it sets it to 0 nomatter what
If your return value is still Actor, you still haven't set it up properly.
It's probably not getting set because you're just setting it for the server and never the client but I haven't done much replication so dunno
@warm salmon π
?
Hello everyone,
I added a member to a blueprint struct and can play in editor and launch successfully without errors, but now I get "unknown structure" errors when building. How should I handle adding members to existing and frequently used structures and how do I efficiently handle the build errors? thanks!
Unknown structure is a common bug with structs made outside of C++. I was able to fix it by going into the blueprints that are getting the error and going into "File -> Refresh all nodes". But that is just a temporary fix, it might come back. I've never had the issue with structs made in C++.
yikes that's not good π thank you for your answer and fingers crossed I can fix it by refreshing the (multiple) classes. Won't be touching blueprint structures again... :/
Can anyone help me as I can't commit my project, I am new to ue4 still and especially new with source control
It's what it says on the tin.
but what about the lock file like wtf do i do with that
Can someone help me on how to fix the up and down rotation of the solar panel? Basically on one side of the mesh the tracking direction is opposite to what it should be. The first rotation transform on the blueprint works correctly on it's mechanical "joint" shown first on the video, but this second one doesn't, panel tracks to opposite direction. If I track the pitch value basically it returns the same value on both sides of the mesh, not the opposite. If just add some multiply by negative/positive depending which side of the axis we are, it just cause the panel to mirror flip itself instantly when the side changes so that didn't work. I've been trying to track these values, try negating some of the inputs and outputs in different combinations but can't figure this one out. (I know on screenshot one node is World and one is Relative rotation but it doesn't matter here which one is used)
Delete it in the git directory
Also, googling that error should give you the answer
Kinda stupid question, can you rollback a project from 5.0 to 4.27?
5.0 Early Access to 4.27, no.
But you can rollback 5.0 Early Access to 4.26.
Really? Thanks
Regarding Creative 2.0 aka Valkyrie, and as far as we know we'll be able to dive into blueprints (materials / vfx etc.), do you think Epic Games is going to give us the possibility to use fortnite assets for personal project outside of Fortnite ? Or a at least use them as examples ?
Is there a way of combining two skeletal meshes? I have two assets, for example Left foot and Right foot, is there a way to combine those together so they can just be "Feet". Trying to create an equipping system and dont want to have Left and Right foot slots
is there any easy way to control emotions/expressions of metahuman? I have no iphone and not planning to buy one, should I take something like iclone?
"Combine" them in your pawn/character BP.
Should i upgrade from ue4 to ue5? is it stable to use and better?
As of now? No.
UE5 is still unstable at current state, despite what some people want you to believe.
Also unless you really need specific UE5 features, it's still cool to use UE4 and ship the final product with it. I certainly would.
that makes sense. i just wish there was a way to make the UI in ue4 more smooth and simplified, i guess
Eh, I felt UE5's UI is way too claustrophobic, lots of unused space, not much wiggle room in 1080p.
UE4 felt more compact, roomy, and all around more space to work with (even more so with small icons)
what i mean is like, the icons look dated to me, if that makes sense. i know a lot of people like it but its just weird compared to other programs.
See #instructions on how to post to job board channels.
I have a material that puts a heightmap into the vertex offset, how do I get it to light correctly? (ie cast shadows)
@solid robin this is not the correct channel. please see #instructions for posting jobs.
Opppss soo sorry
Hello guys, I have this problem and no idea how to fix this, I used same engine version. how should I fix this?
Have you restarted the editor?
1kb sounds pretty small, are you sure that the files aren't corrupted?
Sounds like tiny scripts, not that small is it?
I've imported some Megascan assets from the UE4 marketplace, and any time I open any asset from the pack, even a material instance, my CPU maxes out and it takes ~5 minutes to open the single asset. I've never had this issue before. Any tips?
are there any tricks how to colorgrade greenscreen footage so that the "lit" mode actually makes the scene light the greenscreenshot the way it would feel naturally with the light of the scene?
yes
its just some data tables
but many files like those disapeared in engine and in folders still there
I verify the engine
its conected to the github and the others have the same problem
we all using 4.27.1
use a heightmap or use a mountain brush
Ya
i do use those
but like i make it
detailed
my moutains looks like this
use a higher resolution landscape
use git history, and see maybe there was a merge that went wrong. try and restore a previous version to see if it comes back. those files are probably corrupted from git merge my first guess.
According to google: In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling.
Actually I don't know the correct definition
But they surely make mountains realistic
And there are many softwares to make heightmap
World Creator is another. They are all good . and they are all bad. π
also can use smooth on your landscape the edge
How can I change the root component position on an actor?
SetRelativeLocation doesn't change anything
Or maybe if that doesn't make sense, can I change how Setup attachment works so it doesn't attach it to the center?
I believe there's an Attach To Component node that lets you attach something to a specific component
Have you tried SetActorLocation ?
It's cool I just had to set the relative location of the floor piece
Had a brainfart is all π
does deleting the DerivedDataCache in %localappdata% break the engine
my TObjectPtrs suddenly do not work π¦
and my Git doesnt reflect any changes that would break TObjectPtrs
yeah
a pointer to a TQueue
specifically a TMpscQueue
unfortunately not
i looked through the changes I did in Git and nothing should have broke it
it was actually running perfect up till i deleted ddc because it was eating up like 200gb
can't even restore the ddc now, the folder was just deleted bc it was too big
Maps are not compatible though
anything missing in DDC would be rebuild anyways?!
Um I accedentally deleted the ue4 SaveGames directory folder is there a way to get it back or do I have to start a new project?
accidentally*
It should just recreate it automatically
You also should probably look into using source control software if you aren't using one
weird because I tried recompiling and saving my game and it wont appear and no .sav file would be created. But I'll look into some source control, its something I haven't really thought about.
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Hello, recently i started a project with my Friends. and i'm preety new to Multi User Editing.. And one of us kinda messed up somehow? I mean, NO one could see his Personal Folder where he started to work. And now no one can join the server.. Cuz it's insta crashinsg... Any clue?
~UE4~
Hi. Im trying to follow the basic tutorials but they all show up as completed. And i click them but it doesnt work. Can anyone help me? Is this a bug? Should i reinstall it?
Only the first one worked. the others dont work. i click them but nothing happens it says they are completed π¦
Hello everybody, I have a question for my friend, how do I combine/merge .uasset and .uexp files into one? The developer of the game allowed us to mod it but we don't know how.
does anyone know if saving a material will actually make the shaders compiling faster?
rather than waiting for them to finish in the background
because when I save a material it will freeze the editor until all is compiled
would it be faster or not?
No. Increasing ShaderCompileWorker priority in task manager could speed things up instead.
okay thanks will do that
Hey guys, my game save system works fine, but if you close the game all data is lost... anyone know how to get around this?
@sharp crest I mean that when u go to the main menu after saving the game, u can then rejoin from that savepoint but when u close the app, all data is lost and u cant join
I get that but I dont get how thats possible if u actually have a save system
my whole pc is running at 1 fps now but at least the shaders are compiling faster π already at 9.7k
well that would be because the app doesn't save data when closed since all data is cleared. i'm asking what is the way to make it save data when closed.
Well, the shader compiler actually uses the most out of your CPU once the priority is high, so it kinda affect the desktop performance, but at the cost of the compiling being faster.
Can I do virtual video production with a short throw 4k short projector instead of LED walls? Will I be able to get parallax effect?
Yep makes sense, worth it XD
Hey I am in need of some help im trying to create ai were it catches you it plays a punch animation then its game over
What do u need help with exactly
Parallax effect, no. But maybe you could use some backside projection?
Or book an event organiser to rent some huge LED panels.
Rear projection better than front projection?
I'm trying to make a blueprint for example i have the ai chasing my character but I I want to play a animation when it catches the player then a widget appears like saying game over
I mean, the image is projected from behind, kinda like how vintage filmmaking works.
There r so many things u just described that u want to do. Be specific
Do u need help creating a widget or what
Logic: If distance between player and AI is less than or equal to certain amount, disable input and execute game over events.
Anyone know why Waterbody exlusion volumes aren't working?
how can you increase rain size, so it rains over bigger area? this method is pretty crazy and time consuming, and will probably end up in crashing lol. When I change it's size by dragging, the quality changes and turns it into very big, kinda fog/tornado rain drops that give major fps drops. I want to keep the same rain drop size, just make it fall over a bigger area.
or should I just get weather system instead for a big map
Increase the emitter area in your Cascade editor and adjust the spawn rate accordingly.
Which setting exactly?
i don't think this will work, map is way too big and pc fans are going crazy when I add rain just in the front
thinking about this one
I wager you could get better control with Niagara, but I won't stop you from buying ready to use solution.
i want to create fog, rain, storm and a bit of tornado
like things are flying around, but not too crazy
i tried niagara, but it was confusing
also I was thinking about niagara effect packs instead
Hey is there an way to Turn off backlighting of Groom?
guys, what may cause this mesh to be deformed like this?
weights?
Hey guys is there a documentation or a good tutorial on how to use these effectively to make an environment look good(how to use them properly)?@me
How did you rig this?
my artist did it in blender
does it work properly in rigify in blender?
i might be wrong but i think the weights are messed up, tell the artist to mess around with weight painting in blender and see if that works
when you imported this did you make sure you assigned a skeleton @sterile garnet
its in the options under mesh
yeah, animations work
I've done it several times already
only this model has a problem
Looks like scaling issue to me.
And yeah, Unity don't have to worry about Blender's unit scaling, but Unreal does.
Is there a trick to collaborating on a project with plugins that some of the team may not have bought?
someone knows where to download weapons that can be animated other than on the unreal engine page
Sketchfab is another site to go, but pay attention to the licence.
why do you want to animate weapons and how?
I did not express myself well, to be able to do the reload animation, because in some weapons it does not allow
Also in Sketchfab, sometimes weapon models do feature separate meshes for the parts, but not rigged.
UE4.27 has dynamic lighting via bloom?
Looks like SSGI to me.
And yeah, it's screen space, so not a true emissive illumination.
ah
wtf
kirby loves you
is there a way to clear the output log before opening it?
otherwise unless I opened the editor recently, I have to reopen the editor to be able to opne the output log without crashing cuz all the text it tries to load
hey it's Kirby
Hey! So I'm pretty new to unreal, but what are some good places to find assets? other than the marketplace of course
I don't think there are good places specifically for unreal except the unreal marketplace but ya u can find 3d models independently...... not getting the site's name! Will ping u when I remember
And also unless u model some 3d assets by urself
Oh that's true, do you recommend any programs for that?
Blender is the one that's free and usable.
Also I'm surprised there's not much resources on this online. This WPO node is like magic and perspective defying.
thanks you! i'll check it out
somebody can help me how to make a fusion the photo trigger with an enemy to destoy with the cameroid when a take a photo ? thak you so much.
If my translation is correct, you want to replicate Fatal Frame / Dreadout 1 mechanics?
thanks my friend for answer, I never played Fatal Frame xd but yes basically I just want to destroy or disappear my third person enemy with the cameroid after taking pictures of them.
Hey y'all just joined this discord -- I'm super desperate for help right now with a rendering question
Is it ok if I shoot it y'all's way?
I suppose you could improvise from third person shooting logic, but instead of guns, the weapon is a camera. Also line tracer could be replaced with sphere tracer.
Just to shoot my shot -- I'm currently using a construction script for material switches, iterations, and static mesh switches
I have it all keyframable in the sequencer, and the camera cuts/scrubbing validates that the BP is working
but when I render in the both the sequencer renderer and movie render queue it seems the construction script doesn't fire for every frame (it just hangs on the frame most recently constructed). Any thoughts?
Construction Script only got executed in construct time, which means it only run once the moment the actor is getting constructed, NOT every frame.
You might want to look for Event Tick instead and put your update logic there, which is executed every frame in runtime (but not in editor).
thanks im novice in this xd but i can undertand and learn fast is not for money is for passion you know is the most value thing for me, yesterday my head was hurt seraching how to the third person can kill me with one touch and i could do it, so if you put love in what you do, you can reach the top of the mountains , thanks again π
Well, you should take some rest at times to let the idea flow through, y'know :3
yeah you are right π
Hey guys, so i got this free slide animation, but id like for the animation to stay sliding just a little longer, is there a way to increase the length of the slide?
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4905] UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178] UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] UE4Editor!LaunchWindowsStartup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273] UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
Completely unusuable now
There is a #ue5-general and #metahumans channel, might get better help there
Blender
Errr any thoughts on why my wireframes have gone black and no yellow outline is coming when selecting an object?
Thankfully a restart fixed it ... but my word ...
anyone have any suggestions on unreal engine courses i can take?
See the first pinned message on this channel
thank you!
thanks mate
Anybody here experienced using the Path Tracer and Movie Render queue? Having some issues, would be excellent to have some aid from anyone who knows.
DMs accepted and appreciated if so
can someone help me in casting, im trying to cast to a actor but object for it not working, here i explained it https://youtu.be/lWuh4eaLw5U
What is object for a actor bp? some solution i tried and failed.
This is absolute hell on earth I cannot understand why it keeps crashing for the most random things possible
This happened now when I switched a light on. Something that has never caused a crash before.
and look at the things that it's referencing - add widget? Paint? Wth ...
Why does Force Delete always crash my Unreal? What else should I be using?