#ue4-general

1 messages · Page 1100 of 1

atomic plover
#

But eXi, nice to meet another german here 😛
Looking forward to all those tips ❤️

#

3ds 2022 is a fair attempt to fix things

#

But anything beyond that gives me a mental crisis

#

It's like the same for me with UE4

#

It works, but the UI ain't my style.
I know UE5 is in preview, but it just is appealing

#

Wheres the best way to recieve code examples ?
The docs are dull explainations only

drowsy snow
atomic plover
#

Templates, like project templates ?

drowsy snow
#

Also a neat trick: Most of the UI elements are situated in Engine\Content\Editor\Slate, and in UE4, the files are in PNG format (UE5 used SVG instead, situated in separate Starship folder). You can replace those to theme the editor the way you wanted it (though it's rather a chore due to huge amount of images making up the UI, particularly the icons)

atomic plover
#

I bet someone looking it up inside Discord Search will be happy haha

drowsy snow
primal sun
#

hey guys, im trying to make it so that my cube rotates in a full summersault when i jump with it, anyone have any ideas on how i can do that?

drowsy snow
primal sun
#

what do u mean?

#

im new im sorry

drowsy snow
#

Normally this would be done with animated skeletal mesh or a 2D sprite. But because it's a static box, the approach would be different.

primal sun
#

i deleted the skeleton mesh and added a cube component

#

i tried adding a RotatingMovementComponent on jump but i couldnt figure out how to make it work

regal mulch
#

As mentioned the approach is different, so here it might be enough to use a Timeline

woeful plank
#

Hallo i need to help with unreal engine, when i loading textures decals or models to engine from quixel bridge want from me datatable options do anyone know how to do/fix it ?

drowsy snow
vestal anchor
#

Is there any way to duplicate an actors appearance onto another actor? Either through Blueprint or C++?

woeful plank
regal mulch
vestal anchor
regal mulch
#

With by hand I mean you gotta code that yourself

#

There is no function in UE4 that does that for you, at least not to my knowledge

primal sun
#

shouldnt this alone get my cube to move forward in place?

#

for some reason, i cant get it to just move in place, trying to make an endless runner, but with a cube

sour tide
#

I'm on a particle system tutorial... are these entirely within the Niagara system now?

stable path
#

You can use the 'Out Hit' variables to get the Actor that was hit

#

Then check if that actor is an enemy

stable path
stable path
sour tide
sour tide
stable path
#

It's the older one

#

Niagara is the newer one

sour tide
#

I figured that part out, and it's unclear how I get to cascade stuff at all if I want to actually do the tutorial. Buttttt... I think I'll just skip it? And learn niagara from something else?

#

Is that a good decision?

stable path
#

idk about UE5

#

Well, Niagara should be the main system going forward, but Cascade is still good to learn though

#

Tuts on Niagara are a little bit rare to find imo

#

But again, I'm not really versed in Particles, so idk

sour tide
#

Well... OK then, so where in this menu can the cascade particle system actually be found?

#

even though it sounds like niagara is going to completely eclipse cascade

stable path
#

Right click in the content browser and look for Particle System

sour tide
#

....ah. I missed that one in the main block and searched through all the subfolders ><

surreal eagle
#

$job

sour tide
#

(I am in fact almost completely out of juice and running mainly on momentum)

sour tide
#

yeah I got it

stable path
#

The tick interval on cube is 1.0

#

Is it the same on the actor?

primal sun
#

I’ll have to check tomorrow, but I mean like an endless runner

brittle tundra
#

can we access pixel streaming from a packaged version? the client to be not a browser

ionic onyx
#

any tutorials on how to make a nonogram puzzle game using unreal engine??

sour tide
#

Is there some reason you want to use UE in particular for it? I hear that other engines support 2d stuff a little better. Unless this is, like, a minigame in something else maybe?

ionic onyx
#

no reason in particular, just wanted to learn unreal engine as i create from small games to larger ones. is there another engine that would make this simpler?

drowsy snow
#

There's also LOVE 2D, which is also good for 2D games.

sour tide
#

Unity started with 2d and branched to 3d, unreal started with 3d and branched to 2d, and there's also Godot off the top of my head

drowsy snow
sour tide
#

Might be misremembering. I feel like unity generally has got better 2d stuff

drowsy snow
#

It's basically Super Monkey Ball clone.

ionic onyx
#

either way i cant seem to find any tutorials on how to get started with a nonogram game.

drowsy snow
#

Just have a bunch of boxes to switch state.

sour tide
#

You'd need... a grid, a way to make marks on that grid (black and white marks), and a solution checker.

digital anchor
#

Anyone knows if its possible to select a single instance of a ISM and move it? i see code related to it on the rendering side but i cant see how its used
nvm, its probably for the foliage editor

sour tide
#

If you want it to be smart, you need something underlying that that can tell whether the clues are being obeyed or not

stable sandal
#

Can anyone recommend books to learn from?

#

I know there's the docs, but I'd assume books are more structurally guided

trim cedar
#

@stable sandal if you want structured learning you would be better of with an online course imo.

#

At least when I first started the books seemed pretty dated for unreal

fleet sparrow
#

How to reduce size map?

harsh tiger
#

Does anyone know if such event exists where you take off your oculus quest headset and it goes to sleep. But when you put the headset back on and it wakes up, is there an event linked to the "wake up"

lethal light
#

Does anybody know how to solve this? when I try to start the project I get an error and it appears on the console

icy plaza
#

Does anyone know how to import colors from a fbx? The model keeps getting a white shader. While the colors are varrying in houdini

lilac hull
#

Hi. Since I am not a developer, but only use unreal to create cinematics - your help is needed. I have a modular character and animation package. Both use Unreal skeleton. But when I add a BP character to the sequencer, it still does not have access to the animations from the package. I would be extremely grateful if you could tell me how to fix this.

astral verge
#

Hey guys , anyone know how to visualize a 4D simulation like in that video ?
https://www.youtube.com/watch?v=_5mtkptqArw

Luxury Villa in Cernobbio (Como Lake, Italy)

VEE - Timeline 4D Realtime Simulation fully made in Unreal Engine from BIM and Microsoft Project Gantt data, connecting realtime digital twin IOT and GIS .

Let's keep in Touch!

Please visit our social channels:

Homepage: https://www.bimaking.it
Facebook: https://www.facebook.com/BIMakingEngIT/
Ins...

▶ Play video
#

If i have all the metadata from Revit

drowsy snow
fossil root
#

while i develop a new game, what things should i consider and which version should i choose based that? Just the engine version mainly. Thx !

drowsy snow
zinc shore
#

every time i hit open on this project named test unreal instead opens FPS why wont it open any other project except for my fps project like is the launcher bugged

plush yew
#

Is the level sequencer the only way to do cinematics? You can't move the camera via BP/C++?

clever flare
#

hello, quick question. in the 2dSidescroller preset the character is fixed to the XY plane. how is that done? or where is that setting?

grim ore
#

There are two parts. One is you are only giving it X and Y input so Z doesnt exist for this template. The second is in the Character -> Character Movement there is "Plane Constraint" which you can set to whatever axis(es) you want to lock movement to

mellow turret
#

to show debugging drawings and messages in a packaged game do I need the "development" configuration?

novel schooner
#

Hey folks,
Is there a cloud platform that provides GPU instances for Pixel Streaming? It looks like AWS, Google Cloud and Microsoft Azure have issues when I try to create even a single GPU instance? Is it just me?

Indeed I requested to increase quota on AWS and Azure but not sure how long to wait for the response...

Is there a better alternative for hosting Unreal Engine Pixel Streaming in cloud?

grim ore
still otter
#

Does anyone please know why I can't start TV? That TV is going to run ue4 editors. but I can't run TV in an already packed project. Does anyone know why?

vocal flume
#

I’m being hit with short path error when packaging. Usually when this happens i find the BP responsible and recreate the variables in that BP till the “NoneNone” disappears. Does anyone know the root cause of this issue? It happens randomly and it’s annoying..

neon magnet
#

Can someone test if they have the same issue with planar reflections in 4.27.1?

The issue is that the moment I zoom out enough to have planar reflections visible in TOP (or any ortho view), the output log spams
LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

If I zoom in to remove them from "view", then the messages stop.

#

I was having these issues before and deleted those reflections thinking they might be corrupt. The new ones I made (which I still have), did not show these errors. But now randomly they've begun again and I cannot understand the deal with them.

woeful plank
#

Hallo i need to help with unreal engine, when i loading textures decals or models to engine from quixel bridge want from me datatable options do anyone know how to do/fix it ? Thanks 🙂

nocturne ferry
#

Hey everyone! im working through the hour of code tutorial and was wondering if someone could answer a question. When i Predd 'G' the sky goes from blue to black. is there a way the sky does not change to black when i press g? i know it shoes the collision on stuff but didnt know why it changed the sky.

lethal light
#

Does anyone know a program to create grass other than the blend?

fallow hornet
#

Is there a way to link levels to variants?

terse snow
#

Docker pull unreal engine issue. Anyone Plz help.

plush yew
#

how do you download unreal?

narrow nexus
#

for some reason my project content folders are mostly empty and the files that are still there cant be opened. when i look inside the project folder via windows explorer all files are there

#

does somebody know what is going on?

hollow crescent
hollow crescent
hollow crescent
hollow crescent
#

I also have this

brittle tundra
dire cairn
#

Hello, I want to learn Unreal Engine and I my first project would be 2D platformer, is Unreal hard engine to learn?

dire cairn
#

I know really basics with C++ language like some loops, but I think that I am able to learn that language

trail pendant
#

I have a basic knowledge of c++ but am more comfortable using blueprints. But I'm afraid that this may restrict me somewhat in my endeavors

drowsy snow
#

For 2D platformers and alike, Blueprints often enough.

brittle tundra
#

@trail pendant you can almost do whatever you want in BP if need you expose some cpp function make them blueprint callable...

trail pendant
#

While I'm using UE to create an audio reactive project im looking at this as a self teaching opportunity so I can HOPEFULLY move to a different career

#

Blueprints to me are similar to modular synths: hook up different 'modules' that do different things

lethal light
terse snow
oak pumice
#

Warning: Force flushing command list to GPU because too many commands have been enqueued already - does anyone know what causes this error in the logs. it happens when i open a map from an asset on marketplace

native steeple
#

i want to try but i dont want to put my credit card, is a paid services or free ?

noble galleon
#

.

#

.

primal sun
#

What do i need to do in order to get my cube to flip 180 degrees everytime it jumps?

trail pendant
#

Rotation 180deg in the Z axis?

tawdry python
#

Hi! I have a general design question, in order to implement a headshot system in an FPS game with monsters that aren't necessarily humanoid, how would you define the "headshot" area?

#

I have been thinking about making the receiving enemy check the closest bone hit of the skeletal mesh and figure out through it's own bone hierarchy if it got headshot or not

drowsy snow
tawdry python
#

I've been thinking about that solution too, I feel like it would be nice to make headshots easier but as a downside it'll never be able to match the skeletal mesh, and I also have crossbow weapon with arrows that can stick to the skeletal mesh when they hit it, I guess I could make it stick to the collision but it could make it float 🤔

autumn latch
#

why text is like this bad?

#

i changed size 10 to 8

#

size 5

#

i can't understand

drowsy snow
autumn latch
#

yes this is widget from actor component

drowsy snow
#

Of course, it would be blurry as heck on that small size.

#

Especially with widget rendered in world space.

autumn latch
#

what can i do for no blurry

drowsy snow
#

Typically I avoid having widget rendered in world space, but you can increase the screen size used for the widget.

primal sun
#

honestly i dont know what u mean

lethal light
#

how do i move the water height? I try and I can only move sideways

brittle shore
#

So as I am expanding my project and bring in more assets and making more blueprint, I am running into an organization problem.

In the content browser specifically.
Like, when I imported my Mannequin for testing. Should I orginze wit by character or by content type, Like a folder for all meshes, all animations, ect

rocky epoch
#

it is always good to organise your content folder, but it a bit up to you how you do it

#

I found that back then, and it has some nice directions and advices in it

#

search for "2e1 Example Project Content Structure"

hasty fern
#

Hey I exported assets from a game but they come out as uasset and uexp. Does ANYONE know how to convert them into 1 uasset file??

proud current
#

I have a probably stupid question, regarding dedicated servers, Is it possible to use AWS to host the game server and the server shows in Steam ?

plush yew
#

How many people use unreal engine

drowsy snow
drowsy snow
trail pendant
#

Is this possible? I know that OSC from vcv into UE works but am not yet sure about feeding audio into the game engine

plush yew
#

Can someone help me? C++ is not showing for me and yes I have chose C++ project

#

wait

#

Sorry for the double monitor, that was the only way it would show the whole menu

drowsy snow
plush yew
#

ah ok

#

I thought it was in the content browser right click menu

drowsy snow
#

Honestly it doesn't make sense why it was in the Content browser right click to begin with. C++ classes are separate from Contents folder, and only certain classes can appear on Content Browser anyway.

plush yew
#

Ah ok sorry for being an idiot

drowsy snow
#

Nah, blame Epic for being stealthy about it.

dire cairn
#

what apps do you use, when you are working on your project in Unreal Engine to help you with it? I assume that it is photoshop, blender, something else? which app do you use to create 2d sprite for your games for example?

drowsy snow
dire cairn
novel ravine
#

Hello! This is a weird question but I wanted to ask if anyone could help me learn unreal engine 5, I watched hours of videos and read lots of tutorials, but its just hard for me to learn alone. I don't know if this is allowed on here but it's worth trying, sorry if it's spam.

grim ore
#

did you learn unreal engine 4?

novel ravine
#

not really, I found the UI weird and the lighting weird too, should i learn it before ue5?

plush yew
#

I don’t believe you

#

How many of those people gamedev

grim ore
#

Unreal Engine 5 isn't out yet, it would be best to learn 4 and then apply that knowledge to 5 when it comes out.

novel ravine
#

I have used it in early access for what i have managed to learn

grim ore
#

@plush yewyou said how many people use it, not how many use it for game dev

plush yew
#

Of people who use it who are game dev

grim ore
#

I would assume only epic knows that

plush yew
bright sigil
#

better to look at what games have been made with it

drowsy snow
plush yew
grim ore
#

last report I saw was 2018 for 7+ milllion UE4 licensees

drowsy snow
#

Unreal Engine for non filmmaking and even virtual production is still rather minuscule compared to game developers.

grim ore
#

but what percent of that is game dev or active is private data

drowsy snow
grim ore
#

they have some analytics so they can take a good guess

void sierra
#

Does the function UGameplayStatics::GetPlayerCharacter cost a lot in terms of performence?

drowsy snow
grim ore
#

test it? more than likely no but no one knows for sure but you and your use case

drowsy snow
#

Also speaking of which, is there a way to improve Canvas performance? I noticed some marketplace stuff using Canvas cause huge framerate dip every so often.

grim ore
#

technically all the code does is iterate in a for loop over all active controllers till it finds the one for the player, then gets the pawn from it and returns that. If your list of active player controllers is just the 1 it should be very fast.

void sierra
drowsy snow
#

Looking at stat gpu, CanvasDrawTile (or any Canvas related thread) took up huge frame time, every so often.
Is there any way to improve this? This has been bugging me for few days, because I want my shader based fluid sim implementation to be easy on performance.

forest holly
#

Anybody know where I can find some example game production calendars to study?

drowsy snow
#

I don't want to have irony where fluid sim is not even buttery smooth

fossil basalt
#

hey guys, is it possible to custom group these items?

fossil basalt
#

how?

primal sun
#

am i on the right track for making my character jump every time i hit the ground by holding the jump key?

bright sigil
# fossil basalt how?

select the parameter node, look under Material Expression, Group > None. Just type in something else than None and that will add it to the list so you can add others to the same. Same concept as organizing variables/functions into groups in bp.

bright sigil
fossil basalt
#

very nice!

bright sigil
fossil basalt
#

even better!

#

just wanna make it easier for my designers 🙂

bright sigil
#

oh yeah

fossil basalt
#

and me too, lol

bright sigil
#

and for that matter, you can also add a description that will appear as a tooltip popup for that param!

#

all of which are in that Material Expression section

royal shadow
#

howdy everyone not sure where to ask this but is there a way to change what part of a map is loaded with world partition without opening the map itself?

primal sun
royal shadow
#

or otherwise to unload what was previously loaded without opening the map

fossil basalt
#

'tis handy

bright sigil
fossil basalt
#

yep, very handy

#

to know what recommended ranges are

bright sigil
fossil basalt
#

working on my hologram material at the mo 😛

#

I love it but others may not, lol

bright sigil
#

scan lines aplenty

fossil basalt
#

I'll allow em to change the colours themselves

#

yeah, lol

bright sigil
#

nah, retrowave only

fossil basalt
#

ooooh

#

that would love nice

#

any ideas on the code?

bright sigil
#

huh? lol, nah i meant retrowave as in the colors

fossil basalt
#

ah

bright sigil
#

i dunno what you're talking about now

fleet iron
#

Hey I got a question can you make a city in twinmotion the use it in unreal engine for a simulator game?

fossil basalt
#

now I am thinking of a wave that runs throught he material, lol

bright sigil
#

radiowave?

#

yeah that could be cool

#

like a ripple

fossil basalt
#

yup!

#

just no clou how to start

neon bough
#

neat, but isn't the top surface missing? or is there no top face?

fossil basalt
#

I am very new 😛

bright sigil
#

uh, maybe some kind of panning gradient?

fossil basalt
#

it's just faint @neon bough

#

also, looks more pink from the top

#

as the pink in this case is showing things behind the translucent object

primal sun
#

This is what someone said in order to do it, i dont really understand what he means

bright sigil
#

ah, well i would say similar

#

i dont know if that will work though because if you press the Jump input and then you are in the air, pressing jump again won't jump again right?

#

actually i guess you can allow it to repeat infinitely

primal sun
#

i dont wanna jump while in mid air, only as soon as i hit the ground

bright sigil
#

ohhhh

#

uhm

#

i think there is a "onLanded" event

#

there's still some issues with the current logic, but that will fire when they land so you can branch call jump from that even instead of input

prime willow
#

is there a way to count meters

#

in unreal

#

so the range of the player to a target or area can be calculated at all times?

#

nvm found it

celest hull
#

This must be bad information. 'You cannot build a server on Linux' "A Linux Server build must be done by cross-compiling on Windows". Is this true!?

fossil basalt
prime willow
#

any or mix all of these up

#

to have a sort of calculation system

#

you can even cheat

#

use the marker question video

#

use that tag on targetted players

#

than just like that you add some fancy ui work and you have a real time space calculation system between moving players or objects

#

so you can have that bootiful polished high tech math styled game

#

tbh i didnt even realize that until i started rambling about this above xD

fossil basalt
#

thank you!

fossil basalt
livid hazel
#

Quick question. When starting a building a house or even a scene. Should I always model everything in blender and use assets? Or is there a way to model in Unreal engine itself. Which way is the better way of doing it. How do I scale things in blender so that they fit the size of the scene or do i just model them and then scale them in unreal?

fossil basalt
#

oh woah, great at making shorelines, lol

prime willow
# fossil basalt not getting the same results as you but I will search for the titles you suggest...

Project Files : https://www.patreon.com/posts/47914485
In this unreal engine tutorial, I am going to implement a objective marker or a waypoint marker which shows an icon with the distance to that location in the screen space that match with the 3Dworld location of that point. As the player move closer and further, the distance will be updated a...

▶ Play video
#

and mix it with a ui target setup for example or object / place

#

and use it to track distance to objects or things

fossil basalt
#

very useful

bright sigil
# livid hazel Quick question. When starting a building a house or even a scene. Should I alway...

I like to use geometry BSP to model the base design, solve architecture problems, and solve lighting. The BSP can be exported, which is a route to then model the building, though this is better for unique structures. An alternate approach is to make a building kit in blender and assemble them in engine. they can be rather generic in shape and texture then iterated on to support more details or textures, mixed with decals to break up repetition and then clutter objects to flesh out the atmosphere

grave coyote
#

@livid hazel , hello sir

#

Concerning your question. Dont model everything

#

This will guide you.feel free to dm

void sierra
#

hhhmmm, I am just noticing now that the OnActorBeginOverlap and OnActorEndOverlap events work differently when using them on a static mesh with complex collision rather than simple collision

livid hazel
#

thank you very much for the answers! ill check that video out

grave coyote
#

Great

primal sun
#

Has anyone worked with the multi-user editing collaboration? for some reason im having a hard time sending over the assets to a friend. when he opens the project, the assets arent there

grave coyote
drowsy snow
grave coyote
#

This should be convinient and should work

primal sun
#

So we got GitHub and everything, but whenever he downloads the files and launches unreal engine, the assets are never there

grave coyote
#

Mm..how

drowsy snow
#

Version mismatch? Is the .gitignore file blacklists .uasset files?

grave coyote
#

If its say checking on renders and providing feedback on and off then app.frame should work for that sort of collaboration but if ita for sending assets only purpose then source control. However you need to be careful or quite savvy i guess.

thorn spoke
#

Access To Property Denied
Why is that exactly ? Anyone have this message trying to download ue4?

fossil basalt
#

I just wanna say ... I LOVE UE more than I love playing games!

thorn spoke
#

I guess they found out I have unity installed 😔

fossil basalt
#

I can't do unity ... I am more of a designer than a coder, lol

thorn spoke
thorn spoke
#

through google

#

I do have an account so I'm so confused..

fossil basalt
#

yeah, UE is much simpler

thorn spoke
#

the blueprints make me 😬

fossil basalt
#

and there are guides for everything you could imagine

thorn spoke
#

I will miss C# 😔

fossil basalt
#

I looooooooooooove the bluepints

#

visual scripting FTW

thorn spoke
#

had enough of visual scripting trying unity's Bolt and a bit of ue4 but yeah its just.. eh I've coded long enough it's frustrating to look at bigger stuff

fossil basalt
#

you can install Visual Studio and still code in C#

drowsy snow
bright sigil
thorn spoke
fossil basalt
#

what COP and OOP?

bright sigil
#

class oriented programming and object oriented programming

drowsy snow
thorn spoke
fossil basalt
#

you're trying to install?

#

I would do it from the Epic Launcher rather than web

thorn spoke
#

causes that

fossil basalt
#

oh

drowsy snow
fossil basalt
#

I see

#

must have done that years ago, lol

thorn spoke
#

It's not even my first time installing, just reinstalling so it's weird

fossil basalt
#

what kinda game are you looking to build @thorn spoke ?

drowsy snow
thorn spoke
#

so no hope logging in, accessing marketplace ? 🤔

thorn spoke
fossil basalt
#

cool

drowsy snow
fossil basalt
#

im building a factory game

thorn spoke
#

neat, those seem complicated lol

fossil basalt
#

😛

#

I love a challenge

thorn spoke
#

my mind goes to factorio naturally

fossil basalt
#

doesn't matter how hard it is, or how long it takes

#

mine goes to Satisfactory

#

but Modded Minecraft, then Factorio, then Satisfactory

#

loved those 3 games ... all others I got bored of easily

thorn spoke
#

modding is a great way to break into it though yep

#

totally

fossil basalt
#

I am in denial that you even have issues with denial! 😛

thorn spoke
#

wish I did more before going full time dev

thorn spoke
fossil basalt
#

😄

bright sigil
#

its been years here, so forgive the question, do you have to be logged in to download the engine?

thorn spoke
#

No no, they give you the installer

bright sigil
#

wait, what part exactly are you stuck at?

drowsy snow
drowsy snow
thorn spoke
#

"If you can install unreal why do you need to login" It was working and now it's not, natural curiosity

bright sigil
#

so you open the launcher and it doesnt give the login screen?

drowsy snow
#

Probably browser security measure prevents it, though it's not Brave.

thorn spoke
#

@bright sigil so say you want to login to the website for whatever reason, marketplace a common one. I can't login through my usual google for whatever reason

#

just presents this

#

googling this, nothing comes up so I thought I'd drop a line here see if anyone has seen this before

bright sigil
#

is this like a bookmark link?

thorn spoke
#

no it's a popup for when you sign in through google

#

Anyway, someone mentioned C# dare I ask if this is viable in 2021? Probably just a community tack on not fully supported I'm guessing

drowsy snow
#

Not even sure how UnrealCLR is doing, but I'd prefer Lua over C#.

thorn spoke
#

That's fair

#

creature of habit I guess lol

grave coyote
#

@livid hazel , concerning unreal archviz.please check out wessel huizenga on artstaton Learning

thorn spoke
#

think I'll give blueprints another chance..

bright sigil
#

uhh, can you try a different browser? @thorn spoke

steady fractal
#

Aight. Noob question. Trying to import a house model via GLB or FBX, comes in as a thousand different parts...

#

Is there not some sort of prefab created to drag it into your scene with?

bright sigil
steady fractal
#

ah, that's right, sorry long time

bright sigil
thorn spoke
steady fractal
#

I know I know 😛

bright sigil
thorn spoke
bright sigil
#

maybe you're logged in on your phone or some wierdness

thorn spoke
#

could be

steady fractal
#

I just forgot about the merge option is all 🙂

drowsy snow
bright sigil
steady fractal
#

COP?

bright sigil
#

class

fossil basalt
#

I rmember that! 😛

thorn spoke
steady fractal
#

I did sort of bring this on myself by using unity terminology to ask something in UE4 I guess 😛

drowsy snow
#

Wow, took your sweet time, Discord.

thorn spoke
steady fractal
#

So unity is a game engine like unreal?

bright sigil
#

well yeah

drowsy snow
#

Just that Unreal do things differently from Unity.

fossil basalt
drowsy snow
#

So much so that defenestration of Unity knowledge is advised.

steady fractal
#

But you can still do games in it right?

thorn spoke
#

ofc

#

both are game engines by design

steady fractal
#

At some point you guys are going to have to realise I'm taking the piss

thorn spoke
#

unity is going a more general route now with film etc.. but for the sake of saying so

fossil basalt
#

I will never notice

bright sigil
#

Unreal has several facets as well

fossil basalt
#

always trusting, lol

thorn spoke
bright sigil
#

but yeah, make games

steady fractal
#

FACETS????

#

IT CAN"T DO SMOOTH SHADING????

bright sigil
#

so anyways

drowsy snow
bright sigil
thorn spoke
drowsy snow
#

For one thing, Lazy Town was using Unreal Engine 3 for the backgrounds.

thorn spoke
#

Now I'm curious, what features have been implemented into the new 5 that caters to animation/film?

primal sun
#

idk, just cant figure out how tom get my assets on his computer, like in his file explorer, it says they are on his pc but when he launches unreal, they arent in the project

drowsy snow
thorn spoke
thorn spoke
drowsy snow
#

Film people don't like game engine limitations imposed by UE4.

bright sigil
primal sun
thorn spoke
#

as they say

thorn spoke
#

if the import process is not drag and drop from explorer it's beyond me lol 🤪

bright sigil
thorn spoke
#

Not to my knowledge, the question wasn't regarding who is better at what BTW I was genuinely curious

#

since you mentioned they started into that lane first

#

I personally hate that unity is doing that, but I get it

#

just bloats the software for the core enthusiasts.

drowsy snow
drowsy snow
#

Like, a lot of enterprise stuff are built in, and was a pain to remove from custom builds.

thorn spoke
#

Sure, maybe it's changed that is one of the gripes I hear at least earlier on that unreal in comparison to other engines was not as solo dev friendly, whatever that means

I don't know the unreal workflow well enough to comment, I do know engines like GM or godot, unity, about as basic as it gets so maybe people are just spoilt.

bright sigil
drowsy snow
#

At least with those removed, compile time can be reduced significantly, as I won't have to build almost 2000 non-game modules.

bright sigil
drowsy snow
#

That's with a lot of built in plugins disabled.

primal sun
bright sigil
drowsy snow
#

Use something like GitHub Desktop.

primal sun
#

How does he save the file then?

lapis tulip
#

https url is not working on some Windows any idea ?

drowsy snow
thin tendon
#

I need a little help. I have a landscape using 121 landscape proxies. Breaking each segment and putting it into a sub level. When I try to use the landscape tool to resize, I want it to stretch each landscape tile to match the new resolution. Instead it combines tiles until each tile is the correct resolution. Is there a way to make it stretch instead.

drowsy snow
thin tendon
#

yes

primal sun
drowsy snow
#

Use Git client like GitHub Desktop to clone the project into the storace.

terse snow
#

What's the fix?

modern drum
#

hi so i want the box below to react when the box from above drops on it which function should i use?

#

i did sth like this im just missing the middle part

#

or am i doing it wrong?

patent cobalt
#

@modern drumis Box the trigger box on the floor?

modern drum
#

yes

#

@patent cobalt

patent cobalt
#

@modern drumyes connect the print string to check if it is triggering

drowsy snow
modern drum
#

but wht if i only want the box to trigger it and not anything else?

#

like all i want is when the box in the air hits the trigger box it will print hello

scenic fox
#

How do fps games make their aim down sights? do they use procedural animation, do they use an animation pose and just blend between it?

drowsy snow
# scenic fox How do fps games make their aim down sights? do they use procedural animation, d...

For instance, Hell Let Loose uses more procedural / additive ADS.
https://www.youtube.com/watch?v=thgx7mGQ5HI

Let's check out all the weapons in Hell Let Loose!

If you enjoy my content and want to support me somehow, buy me a coffee :
https://www.buymeacoffee.com/PCGaming

00:00 Luger P08
00:12 M1911
00:24 P38
00:35 BAR
00:52 MP40
01:08 Thompson M1A1
01:23 STG44
01:41 M3 Grease Gun
02:01 Gewehr 43
02:15 M1 Garand
02:30 M1 Carbine
02:45 M1919 Browning...

▶ Play video
scenic fox
plush yew
#

hello guys

#

iam using unreal 4.27.1 from epic

#

and today i created a new project and its just keep on crashing

drowsy snow
plush yew
#

its saying this when iam trying to open map, or new c++ class or saving

#

and crashing

patent cobalt
#

@modern drumif you want to recognize the box on the top, there are few ways of doing it. For example, you could give it a tag and check if the actor causing the overlap has that tag.

scenic fox
patent cobalt
#

@modern drum Or you could turn the top box into a blueprint and check if the actor causing the overlap is that blueprint (you can use a Cast for that).

plush yew
#

with all this crash reports

scenic fox
plush yew
modern drum
scenic fox
#

uh help?

patent cobalt
#

@modern drumhave a look at the pinned messages in this group. You should take a short course about the basics of the engine and an intro to blueprints.

modern drum
#

all of them?

patent cobalt
#

What you did above is just printing the name of the actor triggering the overlap, but to recognize your actor as the top box you need to compare it with something

#

@modern drumDo you have any programming background, in any other language?

scenic fox
modern drum
#

not really

scenic fox
#

anybody?

modern drum
#

does basic python count?

thin tendon
#

What is the largest you can make your map size before unreal stuff starts breaking? I had a level roughly 10km x 10km and its not nearly big enough for my needs. Would I see lots of stuff breaking if it was around 400km * 400km?

scenic fox
# scenic fox anybody?

seriously can anybody answer the first question of how games do their aim down sights?

#

and how i can achieve it?

thin tendon
#

@scenic fox You want to have some kind of trigger. and a variable to read saying you are aimed. When triggered you want your character to animate into the aimed down sight. Then you want your camera to move to a saved position so it looks like you are aiming down sight

scenic fox
#

Honestly that method is really bad because i'd have to attach my camera to the gun and it would make my camera wobble and i do not want that

#

i've done that method before

red gyro
#

Hello everyone I have a windows desktop, which has "Use mouse for touch " enabled in the settings. When i double click the right mouse button , my right mouse button becomes unresponsive, and only starts working again when i click the left mouse button

thin tendon
#

So why would you attach it to your gun and not instead attach it to your player that moves less?

scenic fox
#

and that looks really really weird

red gyro
#

this is the error i see in the logs, when i click the left mouse button. Disabling "Use mouse for touch" fixes the issues, but i need this option enabled for other functionality to work in the app. Anyone seen this before?

scenic fox
#

i want to know the animation method

modern drum
scenic fox
#

like @drowsy snow explained however i have no idea how i can make an additive aim down sight animation and how it works :/

patent cobalt
#

@modern drumwell, yes. At least you should be already familiar with code flow and basic operations (like comparisons, branches, etc.) I would take the basic Blueprint course on learn.unrealengine.com

scenic fox
#

Can literally anybody help me?

#

How can i make aim down sights animation similar to big games? How exactly are they made in big games?

patent cobalt
scenic fox
#

and how can i achieve it in unreal engine?

#

How can i make aim down sights animation similar to big games? How exactly are they made in big games?

patent cobalt
#

@scenic foxplease see the tutorial above. Spamming the channel with the same question over and over is against the rules.

scenic fox
#

I have seen that tutorial before the problem with that tutorial is that i want to go with the animation method the only procedural animation i want to do is left hand IK and Right hand IK, but for aim down sights how can i make my own animation for aiming down sights?

#

No i know how to do animations i just don't know how they would work with unreal, for example would they be additive what exactly is the methodology here?

thin tendon
#

Am I missing something here? Why not just make an animation blueprint and pass a variable for aiming?

scenic fox
thin tendon
#

yeah which is all done in the animation blueprint. So like what am I missing why doesn't this work for you?

scenic fox
#

I want a proper transition between the two poses i want it too look smooth and not too linear, and "blend poses by bool" doesn't really give me that

thin tendon
#

The only suggestion I got then is manually make transition animations. And pass transition variables the same way you would an aim variable

stable path
scenic fox
thin tendon
#

You would have a state machine. With transition parameters. Making aimed one of your parameters across all states. If your not aimed then transition backwards

carmine crystal
#

I have a question, Im a Web Based programmer, Ive been looking into unreal, Ive seen people saying although Unreal uses C++ as its user language, there is a plugin for C# and Javascript, is it okay to use these for larger games? It seems to me like it would hinder performance quite heavily or am I misunderstanding

scenic fox
#

how would i revert that transition backwards in the same place it was when i stopped aiming

stable path
drowsy snow
carmine crystal
scenic fox
#

i want an animation in between

#

Can i not have an animation in between for the transition?

drowsy snow
# carmine crystal lol, okay guess that answers my question haha

If you want to really use JavaScript, go with ancient Unity versions (before Unity 5 where they ditched JS in favour of C#)

Otherwise use Blueprint visual scripting. Or use Lua scripting on top of the C++ scripting, if you're allergic to cables and literal spaghetti

scenic fox
#

Hmm i mean i haven't tried a method like this is there a documentation for curves/

#

is a curve like a timeline or something cause that would be perfect

carmine crystal
#

oof

scenic fox
#

but if i use a curve how can i insert this into my blend poses by bool node in the anim graph?

drowsy snow
scenic fox
#

Don't games usually have some animation like

AimIn
AimOut
Wouldn't it be possible to do that in ue4?

sour tide
#

Is there anything that UE categorically couldn't do? I imagine that since the source code is available, worst case you implement it from scratch

scenic fox
#

Yes but i only need one of them

#

i want to go from aim in to aim idle

#

and aim idle to aim out to idle

sour tide
#

Also, I started looking at the AI system today. Why on earth is it so convoluted?

scenic fox
#

i don't know what route i should go though

#

how could i go the route of using an aim in and aim idle and aim out animation?

sour tide
#

If you want to make sure that you never do anything that won't be in your finished product... you are studying the wrong subject.

#

Just try one

scenic fox
#

All i want is a transition between two poses, i want the transition to be an animation, all i want to know is how i can achieve that, that is all

#

That isn't what i was looking for though, that uses a timeline and sets the relative position of the arms mesh, instead i want to have a proper animation transition between two different poses, is it that hard to read my question?

scenic fox
#

there was?

rotund scroll
unkempt cedar
scenic fox
#

nevermind the link you posted was about additive animations, i mean generally how can i use a animation as a transition between two poses?

patent cobalt
#

@unkempt cedaryou seem to be ragdolling your character with the root bone still being kinematic and attached to the capsule. What are you trying to achieve exactly?

dire cairn
#

Is there any rule in which resolution should my pixel art character be in my 2d platformer game?

unkempt cedar
#

@patent cobalt

#

im just trynna get him to be able to move inside of that tunnel looking space

#

and he wont be able to touch the walls

patent cobalt
#

@unkempt cedarbreak it down in simpler tasks. For an ordinary character to move like you seem to need, it has to be flying.

#

Otherwise it will keep looking for the floor to stand on.

plush yew
#

Can server functions have parameters? 🤔

scenic fox
#

Uhhh

#

Yeah?

#

ofc they can

unkempt cedar
#

@patent cobalt ok added a control to move along the x access, seems to be a collision thing I guess. but I don't understand how. I searched for all collision settings and turned everything off that I found. I came to this discord too soon, I'll keep looking on my own for awhile before heading back in here, Thnks for being willing to help

scenic fox
#

I mean whatever you send to the server can be exploited but yeah it's possible

patent cobalt
#

@unkempt cedarif that is a Character the primary collisions are with the capsule around it (root). You can revert to overlaps if needed.

plush yew
#

I got a compile error for it but rebuild solved it thanks

snow berry
#

So a bit off topic here, but my friend just informed me that using the red cross on a white health pack is a violation of the Geneva Convention. Which is absolutely wild, albeit understandable. But like, wow

#

Soooo, time to alter our health pack. hahaha

wary wave
#

game developers aren't subject to the terms of the Geneva Convention, so that's nonsense

#

it is however a registered trademark

fierce tulip
#

^

snow berry
#

had to fact check that one.

#

Also the story about the devs of Prison Architect in the UK. Which is an interesting read.

fierce tulip
#

the red cross is trademarked though.

snow berry
#

Yea probably not geneva violation. However, still not a legal battle I'd be interested in fighting.

carmine crystal
wary wave
#

yeah, local laws may vary based on the respective states being Geneva Convention signitories

#

the UK does have some poorly defined shite that's similar, but they usually fall back to the trademark because it's a lot easier to enforce

rocky epoch
#

I am not a lawyer and I would not burn my time with research, but I believe using a red cross insignia on the battlefield and confusing people and shooting them would be definitely a Geneva Act violation, but using the red cross in a game would be simply a trademark infringement.

snow berry
#

After reading why the ICRC is so staunchly against it's use in games, I actually respect it even without the threat of trademark infringement.

wary wave
#

yeah, that's another thing entirely

snow berry
#

Not something I ever considered before. Really interesting stuff

rocky epoch
#

I was surprised by that as well when I learn that, and yeah, I accept it as well.

drowsy snow
#

So there's this Anim Distance Matching plugin, it was supposed to be a lift from Paragon's locomotion system. But there's nothing in it, even after all these years.
The C++ files are just boiler plate empty C++ plugin code.

Baffling!

#

Even in the GitHub repo all the commits to AnimDistanceMatching are just housekeeping.

autumn latch
#

how can i make underline text?

drowsy snow
#

In many cases, one can actually put image resembling line on top of the text.

autumn latch
#

nice idea thx

hazy berry
#

Hello guys I want to ask something

#

Can I make videos in Unreal Engine for commercial ?

#

Like import my models and stuff from Blender and add in unreal and make video

drowsy snow
hazy berry
#

Thanks a lot

patent cobalt
#

@hazy berryif your question was more "are there tools in Unreal to make videos for commercials", the answer is also yes

hazy berry
#

Well the thing is here

patent cobalt
#

Look into Sequencer, Virtual Production, Animation Rig

hazy berry
#

I use blender to make videos commercial

#

like some animated stuff and so on

#

but blender can't handle big scenes

#

so I thought if i baked and imported everything in unreal and work there

#

faster rendering and easier to work with big scenes

#

plus I can build assets

#

I see on youtube lately unreal begin used for video

#

Just wanted to ask if It's needed to pay subscription or something

drowsy snow
hazy berry
#

it says unreal its free but i dont know my limits

#

How free is it

drowsy snow
#

There's practically no limits, even in lesser safe for work scenarios.

hazy berry
#

That's sounds so great wow

#

Thank you for answering my questions

#

I guess I should be excited now

#

Import some of the stuff I already have and make a short test video

drowsy snow
#

Also in regards to profit share, again, it's only applicable if you're selling a playable video game, and making at least $1 million from said game. No royalty share is charged for linear animations, including animated videos.

hazy berry
#

I am not into that

#

Just the videos

#

I use Eevee now

#

but what if it can't handle big stuff

drowsy snow
hazy berry
#

Interesting

#

Wait my actual models reduce geometry on distance ?

#

Like decimate

#

The further they are?

drowsy snow
hazy berry
#

One more thing

#

I installed Unreal umm Client

#

I got some free month content

#

am I allowed to use those also ?

#

Damn dude, thanks for taking time for me

drowsy snow
#

In UE4, you can generate 8 LODs for one model. That could allow the engine to swap the model with its lower poly counterpart if it appear small enough on screen.
(UE5 has Nanite, which does the decimating from super high poly, but that's kind of its own thing)

Yes, you can use Marketplace stuff for your project. Attributions aren't strictly required, as you technically own the use licence.

hazy berry
#

Is Unreal Engine 5

#

Production Ready ?

rocky epoch
#

far from it

drowsy snow
hazy berry
#

Well maybe for some high end stuff, I am sure it works fine for simple content

#

or no ?

drowsy snow
rocky epoch
#

Totally up to you. I am using it for some personal and learning projects, but I am aware the fact that features can change during the updates and maybe will broke my projects. It may happen, maybe not.

#

But I would not use it for anything serious.

drowsy snow
#

The only reason film people (including YouTubers) attracted to UE5 is mainly just Nanite and Lumen.
The stuff they do with UE5 so far, I could do practically the same in UE4.

fleet iron
#

Anyone good at making detailed assets

#

For unreal 5?

hazy berry
#

One last question I promise

#

What's my limit with Quixel Bridge ?

#

Can I use those 3D scans in my videos ?

drowsy snow
hazy berry
#

Things could not get any better than this

#

Haha

drowsy snow
#

You can make edits to them in Blender and alike, and make custom assets with Megascans surface textures, but with Unreal licence, final renders of them has to be made with Unreal Engine. That's about it, really.

hazy berry
#

So I can modify them

tender pecan
hazy berry
#

but final work should always be done in Unreal

drowsy snow
hazy berry
#

I thought of using them in Cycles Render

#

but I guess that doesn't work

fleet iron
#

I'm making a simulator game called life itself

#

So

#

Ye

hazy berry
#

Sometimes I just do concepts

#

Doing that in unreal, I still have no idea how

#

Hmmm

#

I am going to install this shit after work

#

I so want to know it's capability

#

I been using Blender for 10 years already

#

Adding a bit of spice to my pipeline

#

Wait Unreal is begin seriously used in

#

Filmography ?

fierce tulip
#

begin?

#

has been for years

hazy berry
#

Guys you make me feel so outdated

#

hahaha

fierce tulip
hazy berry
#

Uhhh, so having unreal in your skillset (porftolio) is quite a thing

hazy berry
#

😮

fierce tulip
#

even Star Trek: Discovery and such use unreal engine for some scenes.

stable path
hazy berry
#

Guys this is scaring me

#

It makes me feel like I might have to drop of me using blender by more then half

#

Not sure how well my pc is going to handle all of this

#

But won't know until I try

#

@plush yew Most of the time I didn't take a step

#

cause I am do not know how this licensing thing work

#

I know Blender is open source so I have no issue doing anything with it

#

Damn it

#

I might pee a little

#

hahaha

#

This is exciting

winter wedge
#

blueprints are hard

stable path
hazy berry
#

Guys, thanks so much for motivating me

#

I don't even know why and how I got here

#

I just wanted to ask a question that's all

#

I ended up getting convinced to start Unreal

stable path
hazy berry
#

@plush yew Does it matter if they were made in older version of unreal ?

#

I see

winter wedge
#

still hard

#

been trying to search for tutorials on certain stuff but seem to not find any

tender pecan
winter wedge
#

general tutorials are still hard to find

stable path
winter wedge
#

need some tutorials that explain sequence director things

stable path
kindred depot
#

Does anyone know how to get the additive layer tracks to apply to an animation sequence inside the anim BP?

hazy berry
#

I should join here with my main account

sage bane
#

hey! can someone help me with blender to UE rigging? its a low poly character with uh..separate meshes into one model..but im new to ue rigging,not new to normal rigging for unity tho

hazy berry
#

one more question

sage bane
#

:(

#

pls help

hazy berry
#

We can use meta human also ?

#

with unreal

stable path
sage bane
#

copy pasta

stable path
hazy berry
#

How did they decide on making Unreal Engine 4 free

#

all of a sudden

#

all graphic software are so expensive

autumn flame
#

Love and Friendship 🌈

drowsy snow
hazy berry
#

You know so much dude

#

About Unreal

drowsy snow
drowsy snow
hazy berry
#

Are you be willing to share with me some of your content ?

#

I mean gallery

#

Instagram something

#

I would love to look

#

@plush yew Very hard to understand, not native english speaker

#

I have to translate a lot

drowsy snow
#

I personally don't have a one stop gallery per se (and I quit Instagram for a long time)

hazy berry
#

Anything would work

#

I want to see some Unreal stuff from it's artists

#

Okay, going

#

How do I know it's made in Unreal ?

#

ohh found it

drowsy snow
sage bane
hazy berry
#

How do people make so amazing unreal content I see on Artstation

#

I barely see this in games

drowsy snow
# sage bane why

Cross posting without prior redirects can confuse other people who want to answer.

buoyant graniteBOT
#

:triangular_flag_on_post: PRG-TM#8434 received strike 1. As a result, they were muted for 10 minutes.

stable path
hazy berry
#

That makes sense

stable path
#

But still there are a lot of stunning games made in Unreal Engine too

winter wedge
#

a lot of stunning games

#

except from rockstar

hazy berry
#

I like Asssasins Creed

#

is it unreal?

#

My favorite game

winter wedge
#

i don't think so

drowsy snow
# hazy berry Anything would work

Well, I used to do anime rendering experimentations in UE4, using Idolmaster characters. Mainly battle testing the material and tools like control rig.
Unfortunately due to my inconsistencies, it's scattered between Pixiv and Reddit.

drowsy snow
stable path
#

and Fortnite 🙂

hazy berry
#

Anvil

stable path
hazy berry
#

Is that better then Unreal ?

drowsy snow
#

Also Idolmaster Starlit Season uses UE4.

#

And goddamn I'm still drooling over its anime rendering 🤤

hazy berry
#

I love this style

lethal light
#

how do i move the water height? I try and I can only move sideways

fallow hornet
#

is there a batch script to turn on generate lightmap uv's in a static mesh properties

lethal light
#

oh

#

I'll try here thanks

young mirage
#

is something like 4.28 on the roadmap or is 5.0 is the immediate future?

buoyant graniteBOT
#

:no_entry_sign: WOK#0298 was banned.

drowsy snow
# hazy berry Dude that looks so cool

Also I'm still happy with one of my recent discovery, this time it's from my original project. Anime eyebrows visible through hair.
#work-in-progress message

#

Say that to those screaming about Frostbite and RAGE 🙊

#

The master branch still had 4.28 version, right?

#

Nope. Frostbite always been exclusive to EA.

tender pecan
#

You can license anything if you have enough money

drowsy snow
tender pecan
#

😆

drowsy snow
#

Not even third party studios under contract with EA get to use Frostbite.

hazy berry
#

Do you use programming in unreal ?

young mirage
#

I think anvil and other "in house" engines would be very specialised, needing people trained and dedicated to using that engine to operate it usefully, compared to the generalist framework and the massive community that UE4 has

drowsy snow
#

There's a forum post about making cel shading model with modifying the engine, but it's just one of many ways to do it.

#

It also helps that character models use modified normals to make the lighting less "realistic".

young mirage
#

I think there are a plenty of tutorials and post about cell shading with UE4 without modifying anything in the engine, just not sure how successful those techniques are

drowsy snow
hazy berry
#

@drowsy snow I like Guilty Gear shader

drowsy snow
hazy berry
#

Don't know if you have watched this, it's old

drowsy snow
#

Already watched it numerous times 😆

hazy berry
#

Hahaha

#

I guessed so

fierce tulip
#

same

hazy berry
#

Wait so you have a gameplay ?

drowsy snow
#

It's just the method they presented don't exactly worked for my purposes.

#

Yeah, still in the works.

hazy berry
#

You do it solo ?

drowsy snow
#

Still had to rework part of the procedural animation stuff.

drowsy snow
#

I do hope to gather a team one day, but I can't guarantee steady payment for now.

hazy berry
#

Is it fantasy

#

or slice of life ?

drowsy snow
#

So from the direction, writing, some artwork, character design, animations, technical animations, sound design, graphics programming, visual effect, gameplay programming, all of them are on my own at the moment.

drowsy snow
#

I do plan to have a bit of slice of life aspect to it, as it's also an isekai fantasy. But no real romancing mechanics (it's a chore on both writing and gameplay programming)

#

Maybe exploring bit of the protagonists's personal life before and after transported.

hazy berry
#

IF you makae this

#

i am so playing it

#

Final Fantasy plus isekai fantasy

#

That could not be any better

#

haha

drowsy snow
#

I think it also help that one of the main goal with the project, graphics wise, is to try capture the visuals of anime TV shows and movies, in Unreal Engine 4, while also still allowing for more open ended gameplay (full third person camera rotation, dynamic lighting, etc.).
It was in part avalanche from the Idolmaster "fanrender" experimentation that has been going on for more than a year.

Though not gonna lie, finding a decent resources in English about it is quite sparse.

lethal light
#

I made this grass here using blender and a photo, can I use this grass in the unreal engine?

#

;-;

grizzled yoke
#

I'm trying to get perforce set up as a VCS but UE doesn't seem to have the option. Is there a different way for helix core?

real heath
#

Should be there by default. Check project plugins and make sure the perforce one isn’t disabled.

grizzled yoke
#

Whoops, you're so right. I went in a couple weeks ago and disabled a bunch of plugins I wasn't using and it must have gotten caught in the crossfire. Thanks!

real heath
#

No probs

kindred depot
#

Ill give you a reference what to do

kindred depot
lethal light
#

: D

#

Thx

#

Another thing, I started to move a tree in the blender, but the leaves and trunk come in a single material, is there a way to separate them?

cunning hazel
#

Putting the 5950x to good use

kindred depot
#

but that takes a lot of skill to use the texcord of materials on a static object.

lethal light
#

I better use treeit ._.

kindred depot
#

naw learn how to do it yourself

#

learn it. its good knowledge to know.

zealous spade
# lethal light : D

You could alternatively just remove the leaf texture from the atlas. You would still have the mesh but it would be transparent

kindred depot
lethal light
#

hummm, I'll try to do that later, I'll go back to grass now using that project as a base

#

it will be a bit complicated because it uses a lot of blueprint, and I know very little e.e

kindred depot
#

you want a good base project?

zealous spade
lethal light
kindred depot
kindred depot
zealous spade
#

Ahhh lol. Sorry I’m super behind on UE. I just spent a year on the 3D asset side of things for a side project

kindred depot
#

all good buddy 🙂 i feel ya i did that for a whole year in 2019 lol Forgot EVERYTHING i knew.

zealous spade
#

I swear by hook or by crook I will build an RTS in UE 😜

novel wedge
#

Hi! I'm facing an issue. My game crashes after 5-10 times of dying and restarting the level.

kindred depot
novel wedge
#

Hi Hegi! I'm facing this issue for about 3-5 months right now. My game crash after 5-10 times dying which is it will load the level back and ofc it will also load the save game files back.

Error code : EXCEPTION_ACCESS_VIOLATION writing address xfb265000

Maybe you can help me if this issue are related to this plugin. Thanks

kindred depot
#

you need to look at the log files

#

the information you gave us is kind of useless to debug your issue.

#

open your games dir, look inside Saved\Logs

lethal light
#

how do you organize these folders?

brisk pollen
#

is there a way to dump logging output into the console? quake console style?

lethal light
novel wedge
grim ore
#

does it crash in debugging/development build?

novel wedge
#

I haven't tried it yet.. But I found this logs when running on PIE (Crashed on PIE)

kindred depot
novel wedge
#

Yeah I will try that for sure, Thanks btw

kindred depot
#

hopefully that will flag the .cpp or bp causing the issue 🙂

dawn grove
#

i want to check a variable every tick and if that variable is set to true to continue the code

#

the variable is from another blueprint btw

#

but i don't know what block to use for what i wanna do

#

also what do i set in Object?

kindred depot
#

print string?

dawn grove
#

how does that help

kindred depot
#

so do a is valid

#

and print string.

dawn grove
#

which "Is Valid" there's like a hundred

blazing willow
#

Hi everyone im new here and to unreal. I have an idea that i want to create an open platform video game or virtual world but allow designers to upload or release their own renders and objects into the game. Is that something that would be too advanced to handle?

kindred depot
# dawn grove which "Is Valid" there's like a hundred

Here we show you how you can use the 'Is Valid' node within Blueprints to check to see whether or not objects are accessible to avoid crashes within your scripts.

Unreal Engine 4 Level Design Series: https://www.youtube.com/watch?v=GNjpkQpN6HE&list=PLL0cLF8gjBpo3EUz0KAwdZrDYr6FzfLGG

♥ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

♥...

▶ Play video
dawn grove
#

sure, how do I get the object that I want?

sterile lichen
novel wedge
#

Sure!

#

Thanks

dawn grove
#

i don't know how to reference an object outside of the one im working with

#

?

kindred depot
#

just provided a answer to a solution

dawn grove
#

im trying to follow the tutorial

neon bough
#

you can only reference object instances when your object is placed in the world

dawn grove
#

so the error is saying this object isnt placed in the world?

#

but it is

weak urchin
#

What is processing exports? Saving my project takes forever when it hangs up on processing exports. I know it isn’t about exported assets because I was saving one asset, a Niagara system.

neon bough
#

the screenshot is from the blueprint, right?

dawn grove
#

yeah

#

okay all of a sudden its working

#

i can set it now

#

i literally did nothing

#

how do I check if the variable on the bottom right is true

#

and if it is, to continue the code

#

otherwise don't

neon bough
#

branch

dawn grove
#

thanks

#

these blueprints are so needlessly confusing

#

its killing me

grim ore
#

what parts of them are confusing compared to traditional code?

dawn grove
#

code for me is more clear

#

this is just a mess when i look at it

#

1 line in 3 blocks

#

ew

grim ore
#

your 1 line is compacting multiple statements tho isnt it?

dawn grove
#

yeah that's why it's more clear

#

i would rather just write code

#

than work with these blueprints

neon bough
#

then go ahead

#

you can write c++ code for unreal

grim ore
#

you can condense this code into one block then for the same effect, or yes just use C++

rotund scroll
#

yes disgusting wires

dawn grove
#

yeah i tried that

#

everyone in this channel told me to use blueprints

rotund scroll
#

you can do cpp

dawn grove
#

so there you go

rotund scroll
#

in many cases you get better results and more depth

grim ore
#

you should learn the engine with blueprints as its part of the engine, but there is no reason you cant use c++

rotund scroll
#

but it might bite you in the behind too

neon bough
#

the thing is that blueprint teaches you in an easier way to the engine works (imho)

#

which makes it easier later on to do stuff in cpp

dawn grove
#

i guess but i would rather do that

#

but someone said referencing stuff was a pain

#

and it takes a while to load

#

so i opted for the blueprints at the end

grim ore
#

well unless you try it you wont know for sure

#

but yes blueprints is faster iteration times in general, and the engine is designed around it as parts of it are blueprints and are a pain to try and do in C++ and are just silly in C++

#

learn how the engine works using the blueprint system, then you can introduce C++ as your coding system once you know what you need and how to do it

neon bough
#

you will still use BP with c++ stuff anyhow

#

because both together are the real deal imho 😄

rotund scroll
#

BP makes it easy to prototype, and with the right base classes you can port stuff to cpp later on for optimization

dawn grove
#

i think its just bad design from unreal engine

#

it should be based around code not bp

rotund scroll
#

it isn't though

#

it's really good design

grim ore
#

jumping into the engine without knowing how it works and trying to understand unreals macro and template heavy C++ while trying to get your head around how the engine itself works then trying to make an anim instance in C++ while doing a behaviour tree and UMG in C++ is.... banging your head on a wall for no reason

rotund scroll
#

for the most part

#

some things I disagree with, but mostly to do with access modifiers

sterile lichen
#

it is much more accessible to drop components on screen in umg editor that code Slate UI tree

grim ore
#

there is no reason for a gameplay designer or a tech artist to ever touch C++, thats why BP exists and work well for that process

dawn grove
#

sure

buoyant graniteBOT
#

@rotund scroll, :8ball: Signs point to yes.

rotund scroll
#

!8ball will 4.27.2 drop before the hols

#

there you go

thorny ermine
#

Is there a way to shift numbers? E.g. I have 0-9 values. If it reaches 9 it should go down to 0 again.

So if i add for example +3 to 9 it should go to value 2 -> 0, 1, 2 shifted by 3 units

real torrent
#

where can I ask a question about how to make my character a ragdoll when it dies?

tender ember
#

Hello. I'm following an Unreal Sensei tutorial and in this node tree he uses Scalar parameter to emulate offset and tiling scale/size. but he uses the same node. how does Unreal understand when to offset and when to scale the texture? I'm a bit confused

grim ore
#

@thorny erminelook at the mod/modulus node

thorny ermine
#

ty

narrow igloo
tender ember
#

I was like magic but I kinda thought that was the add and multiply ahah tho I don't understand how it does it but yeah thanks dude

icy mulch
#

Does anyone know why this is happening

dawn grove
tender ember
#

thank you!

narrow igloo
tender ember
#

oh yeah I'm using Blender and it does the math for me so this is new to me

icy mulch
rotund scroll
#

I love that he's working for Unity but still makes UE4 vids

tender ember
#

I subscribed to those guys thanks

rotund scroll
#

for a while I think?