#ue4-general
1 messages · Page 1100 of 1
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
Templates, if you're looking for one.
Templates, like project templates ?
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)
I bet someone looking it up inside Discord Search will be happy haha
Yeah. There are few C++ project templates for basic gameplay stuff.
The docs on C++ stuff are mainly just docs on the functions, vars, macros, structs and such, not much "example" snippets.
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?
Is it going to be physics based?
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.
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
As mentioned the approach is different, so here it might be enough to use a Timeline
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 ?
I'm afraid that's specific to UE5.
Is there any way to duplicate an actors appearance onto another actor? Either through Blueprint or C++?
on ue4 version 27 i have same issiue
Not sure what you exactly mean, but usually that's done by hand
I basically just need an actor to look exactly like an another actor, doing it by hand isn't really an option for this case scenario as it's supposed to work with any actor and the actors are dynamic, components are constantly being removed and added or their appearance is changing
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
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
I'm on a particle system tutorial... are these entirely within the Niagara system now?
You can use the 'Out Hit' variables to get the Actor that was hit
Then check if that actor is an enemy
There are two different systems?
Which tutorial are you using?
beginner stuff, I know, I'm just learning the interface and how things fundamentally go together
That tut uses the Cascade Particle system
It's the older one
Niagara is the newer one
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?
UE4 has both Cascade and Niagara
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
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
Right click in the content browser and look for Particle System
....ah. I missed that one in the main block and searched through all the subfolders ><
$job
(I am in fact almost completely out of juice and running mainly on momentum)
There's the Particle System below Material
yeah I got it
wdym by move forward in place?
The tick interval on cube is 1.0
Is it the same on the actor?
I’ll have to check tomorrow, but I mean like an endless runner
can we access pixel streaming from a packaged version? the client to be not a browser
any tutorials on how to make a nonogram puzzle game using unreal engine??
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?
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?
Unity being the more obvious one.
There's also LOVE 2D, which is also good for 2D games.
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
Isn't Unity 3D first? I mean, the first ever Unity game was a 3D game for OS X
Might be misremembering. I feel like unity generally has got better 2d stuff
It's basically Super Monkey Ball clone.
either way i cant seem to find any tutorials on how to get started with a nonogram game.
Nonogram / Picross is pretty simple tho
Just have a bunch of boxes to switch state.
You'd need... a grid, a way to make marks on that grid (black and white marks), and a solution checker.
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
If you want it to be smart, you need something underlying that that can tell whether the clues are being obeyed or not
Can anyone recommend books to learn from?
I know there's the docs, but I'd assume books are more structurally guided
@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
How to reduce size map?
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"
Does anybody know how to solve this? when I try to start the project I get an error and it appears on the console
Does anyone know how to import colors from a fbx? The model keeps getting a white shader. While the colors are varrying in houdini
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.
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...
If i have all the metadata from Revit
Just make the material again.
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 !
Well, project scope and target platform is one thing, but in most part UE4 will serve fine until years ahead.
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
Is the level sequencer the only way to do cinematics? You can't move the camera via BP/C++?
hello, quick question. in the 2dSidescroller preset the character is fixed to the XY plane. how is that done? or where is that setting?
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
found it, thanks!
to show debugging drawings and messages in a packaged game do I need the "development" configuration?
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?
None that I am aware of personally, I always just refer to the AWS Deployment guide that Amazon created for that https://github.com/aws-samples/deploying-unreal-engine-pixel-streaming-server-on-ec2
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?
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..
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.
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 🙂
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.
Does anyone know a program to create grass other than the blend?
Is there a way to link levels to variants?
how do you download unreal?
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?
does anyone know why my lighting just randomly does this?
https://drive.google.com/file/d/18cXWy9UY4mVE24nIt0_1_F20PPnAKuHn/view
it sounds like some files have been excluded fromt he project or haven't been opened yet
is this a serious question?
I have something called procedural terrain generator (never used it though)
I also have this
Is UDN now at https://dev.epicgames.com/portal/ ? or somewhere else I always loose the URL 😦
Hello, I want to learn Unreal Engine and I my first project would be 2D platformer, is Unreal hard engine to learn?
Not really hard to learn.
I know really basics with C++ language like some loops, but I think that I am able to learn that language
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
For 2D platformers and alike, Blueprints often enough.
@trail pendant you can almost do whatever you want in BP if need you expose some cpp function make them blueprint callable...
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
I'll check it out later, but what I plan to do is create something 100% original of mine to try to sell in the future.
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Containers/ContainersQuickStart/
When I want contanerize my unreal server build.
came this error..
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
hi, anyone has tried this ? https://developer.microsoft.com/en-us/games/blog/announcing-unreal-engine-pixel-streaming-in-azure/?OCID=AID3029701&
i want to try but i dont want to put my credit card, is a paid services or free ?
What do i need to do in order to get my cube to flip 180 degrees everytime it jumps?
Rotation 180deg in the Z axis?
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
Use capsule collisions placed in the skelmesh socket/bone
is that what is usually done?
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 🤔
Is it a widget rendered in the 3D space?
yes this is widget from actor component
Of course, it would be blurry as heck on that small size.
Especially with widget rendered in world space.
what can i do for no blurry
Typically I avoid having widget rendered in world space, but you can increase the screen size used for the widget.
honestly i dont know what u mean
how do i move the water height? I try and I can only move sideways
i can't find the screen size
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
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"
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??
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 ?
How many people use unreal engine
Millions of people.
Nope. Do asset ripping at your own risk 😉
Is this possible? I know that OSC from vcv into UE works but am not yet sure about feeding audio into the game engine
Vcv = vcv rack (www.vcvrack.com), software synth
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
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.
Ah ok sorry for being an idiot
Nah, blame Epic for being stealthy about it.
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?
For 2D sprite, anything goes.
idk how to make proper 2D sprite and convert it to playable character tbh, I need to watch some guides about it
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.
did you learn unreal engine 4?
not really, I found the UI weird and the lighting weird too, should i learn it before ue5?
Nah
I don’t believe you
How many of those people gamedev
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.
I have used it in early access for what i have managed to learn
@plush yewyou said how many people use it, not how many use it for game dev
I want to know fraction
Of people who use it who are game dev
I would assume only epic knows that
Best guess?
better to look at what games have been made with it
Millions of them, counting studio employees and indies.
Please honestly don’t know about millions
last report I saw was 2018 for 7+ milllion UE4 licensees
Unreal Engine for non filmmaking and even virtual production is still rather minuscule compared to game developers.
but what percent of that is game dev or active is private data
And not even Epic could know about WIP projects.
they have some analytics so they can take a good guess
Does the function UGameplayStatics::GetPlayerCharacter cost a lot in terms of performence?
At least not negligible enough to cause a major dip.
test it? more than likely no but no one knows for sure but you and your use case
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.
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.
yeah, its just a single player game
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.
Anybody know where I can find some example game production calendars to study?
hey guys, is it possible to custom group these items?
yes
am i on the right track for making my character jump every time i hit the ground by holding the jump key?
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.
that branch is always set true, it will never be false
very nice!
yep, also check out the thing below it, sort priority, that can reorder them
oh yeah
and me too, lol
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
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?
thats fine, im just trying to get it to keep jumping if i hold the space bar
or otherwise to unload what was previously loaded without opening the map
yes, I have been using that feature to describe to difference in range from lower to higher numbers
'tis handy
nice! I assume you are also defining the ideal min/max ranges for scalar parameters as that also makes it easier to work with and not go beyond those values (usually just negative values). They can ofc type in a number which goes beyond that range
i think the issue is in how Jump works. Pressing jump launches the character up, holding it will actually elevate them higher in the jump calc before the reach their apex and fall back down.
scan lines aplenty
nah, retrowave only
huh? lol, nah i meant retrowave as in the colors
ah
i dunno what you're talking about now
Hey I got a question can you make a city in twinmotion the use it in unreal engine for a simulator game?
now I am thinking of a wave that runs throught he material, lol
neat, but isn't the top surface missing? or is there no top face?
I am very new 😛
uh, maybe some kind of panning gradient?
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
"You can use a timer that will call the jump (the timer can loop). When the char lands check the condition. It it's false clear the timer. So it'll not call jump again.
The input will change the condition from true (when hold) to false (when release)"
This is what someone said in order to do it, i dont really understand what he means
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
i dont wanna jump while in mid air, only as soon as i hit the ground
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
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
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!?
you got me curious ... whats the answer? lol
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
^
thank you!
not getting the same results as you but I will search for the titles you suggested
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?
oh woah, great at making shorelines, lol
https://www.youtube.com/watch?v=QybsOfCNLn8 hyou can take part of this
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...
and mix it with a ui target setup for example or object / place
and use it to track distance to objects or things
very useful
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
@livid hazel , hello sir
Concerning your question. Dont model everything
Blender tutorial on the steps required to make an interesting interior, including rules and advice for interior design!
Chapter Marks:
0:00 - Intro
1:27 - Part 1 Making an Empty Room
10:09 - Part 2 Where to find models
13:26 - Part 3 Interior Design Fundamentals
26:51 - Finishing Touches
GENERAL LINKS MENTIONED:
- CCO Human Scale Reference Mo...
This will guide you.feel free to dm
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
thank you very much for the answers! ill check that video out
Great
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
@primal sun , try https://app.frame.io/
Any reason not to use source control?
This should be convinient and should work
So we got GitHub and everything, but whenever he downloads the files and launches unreal engine, the assets are never there
Mm..how
Version mismatch? Is the .gitignore file blacklists .uasset files?
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.
Access To Property Denied
Why is that exactly ? Anyone have this message trying to download ue4?
I just wanna say ... I LOVE UE more than I love playing games!
I guess they found out I have unity installed 😔
I can't do unity ... I am more of a designer than a coder, lol
Where did you get the error?
Yeah I started to realize this but it's more a building frustration with unity.. like everything lol mainly the reason for trying to switch
login
through google
I do have an account so I'm so confused..
yeah, UE is much simpler
the blueprints make me 😬
and there are guides for everything you could imagine
I will miss C# 😔
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
you can install Visual Studio and still code in C#
Try logging in again.
its more of the OOP of Unity vs the COP/OOp of Unreal
It's an ongoing issue unfortunately, tried for a few weeks
C++?
what COP and OOP?
class oriented programming and object oriented programming
Can you screenshot the issue?
oh
No, first timers had to agreed to the licence first.
It's not even my first time installing, just reinstalling so it's weird
what kinda game are you looking to build @thorn spoke ?
Okay, so you just have to download Epic Launcher, the exact same used for ザゲーム
so no hope logging in, accessing marketplace ? 🤔
just messing around with it honestly.. thinking of porting a multiplayer game
cool
It's the same (exact) launcher used to access both EGS and Unreal Engine.
im building a factory game
neat, those seem complicated lol
my mind goes to factorio naturally
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
I'll install and use the launcher but still looking for an explanation to this denial
modding is a great way to break into it though yep
totally
I am in denial that you even have issues with denial! 😛
wish I did more before going full time dev
I sent the screenshot! Lol
😄
its been years here, so forgive the question, do you have to be logged in to download the engine?
No no, they give you the installer
wait, what part exactly are you stuck at?
No, it's always been download the launcher first
He stuck on logging into browser
"If you can install unreal why do you need to login" It was working and now it's not, natural curiosity
so you open the launcher and it doesnt give the login screen?
Probably browser security measure prevents it, though it's not Brave.
@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
is this like a bookmark link?
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
Not even sure how UnrealCLR is doing, but I'd prefer Lua over C#.
@livid hazel , concerning unreal archviz.please check out wessel huizenga on artstaton Learning
think I'll give blueprints another chance..
uhh, can you try a different browser? @thorn spoke
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?
delete all the pieces and when you import again, tell it to merge it all
ah, that's right, sorry long time
Prefab!? <.< Unity!? >.>
edge works fine, probably a cookie thing or something who knows. I'll refresh browser and see if that's it
I know I know 😛
hey hey, at least you can get it
There is a youtube series for people coming from unity try that it'll clear up a lot of the confusion and explain the similarities
maybe you're logged in on your phone or some wierdness
could be
I just forgot about the merge option is all 🙂
It's better to defenestrate all you know about Unity. You'll have easier time mastering Unreal.
as I was saying to David earlier, Unity is OOP and Unreal is COP/OOP
COP?
class
I rmember that! 😛
I'm speaking on the similarities like window, not core stuff like that he's just confused about what unreal's "prefab" is
I did sort of bring this on myself by using unity terminology to ask something in UE4 I guess 😛
Try this.
Wow, took your sweet time, Discord.
@steady fractal Here's part of what I was speaking of.
https://docs.unrealengine.com/4.27/en-US/Basics/UnrealEngineForUnityDevs/
So unity is a game engine like unreal?
well yeah
Just that Unreal do things differently from Unity.
it's amazing how often I see this LEGEND on Discord
So much so that defenestration of Unity knowledge is advised.
But you can still do games in it right?
At some point you guys are going to have to realise I'm taking the piss
unity is going a more general route now with film etc.. but for the sake of saying so
I will never notice
Unreal has several facets as well
always trusting, lol
Had a feeling.. confused me
but yeah, make games
so anyways
Unreal Engine kind of did it first tho
simpsons did it
If you say so! 🙂
For one thing, Lazy Town was using Unreal Engine 3 for the backgrounds.
Now I'm curious, what features have been implemented into the new 5 that caters to animation/film?
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
nanite
Mainly Nanite (UE5's virtualised geometry) and Lumen (UE5's global illumination)
Need to be manually imported to my knowledge.. it's a huge pain that's a least one thing unity has over unreal imo
not exactly film specific but I'm sure that helps
Film people don't like game engine limitations imposed by UE4.
yeah, i said nanite though
What do u mean by manually imported? theres not much of anything online that i can find
ehh so I don't know a lot about it these guys will probably get you where you want to be
if the import process is not drag and drop from explorer it's beyond me lol 🤪
query... you're getting ue5?
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.
This really depends on how your GitHub repo was set up, and how your buddy accessed it.
The same can be said with more recent UE4 versions, TBH
Like, a lot of enterprise stuff are built in, and was a pain to remove from custom builds.
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.
yeah that non-game stuff exploded quick
At least with those removed, compile time can be reduced significantly, as I won't have to build almost 2000 non-game modules.
what's the size you get for a packaged blank game?
At least with super minimal content, around 64 MB or so.
That's with a lot of built in plugins disabled.
i basically just saved my project into my github folder and then added my friend to the github thing. and he saved the file as a zip
TF!? I turned off all plugins as well. I tested packaging the third person template fresh and still end up with 200MB or so
Okay, don't save the file as zip. GitHub's ZIP system is a bust for larger projects.
Use something like GitHub Desktop.
How does he save the file then?
https url is not working on some Windows any idea ?
Maybe the build config? I get 64 MB in 4.27, back when I do the competitive game jam
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.
You're using World Composition?
yes
whenever he accepts the invite i sent him, it brings him to the web browser. He cant seem to find our project on the desktop
That is very much expected.
Use Git client like GitHub Desktop to clone the project into the storace.
What's the fix?
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?
@modern drumis Box the trigger box on the floor?
@modern drumyes connect the print string to check if it is triggering
You might be looking for casting Other Actor to check if it's the box's class.
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
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?
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...
what exactly do you mean by "additive ads" ?
hello guys
iam using unreal 4.27.1 from epic
and today i created a new project and its just keep on crashing
That means the ADS is not an entirely different state, and adds up the hip fire animations. Notice in HLL how the player's able to keep shooting even when transitioning out of ADS.
@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.
Yes but is this "ADS" an animation pose that's additive or? And what part of it is procedural?
@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).
with all this crash reports
any answer to this question? @drowsy snow
hello guys an any one help me with this
u mean like this?
is there like a youtube video or sth cause im kinda really new on unreal
uh help?
@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.
all of them?
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?
How can i achieve this in unreal engine though?
not really
anybody?
does basic python count?
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?
seriously can anybody answer the first question of how games do their aim down sights?
and how i can achieve it?
@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
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
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
So why would you attach it to your gun and not instead attach it to your player that moves less?
No lol i mean if i go to aim down sights it would have to attach to my gun
and that looks really really weird
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?
i want to know the animation method
@patent cobalt
like @drowsy snow explained however i have no idea how i can make an additive aim down sight animation and how it works :/
@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
ok thanks
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?
@scenic foxhttps://www.youtube.com/watch?v=5uCbkv1tNvA
Procedural aim down sights system made in UE4 with Blueprints.
In this video, we make a procedural aim down sights system that includes iron sights and optics. We also skim over the basics of building functionality for hybrid sights/multiple optics.
Demo: https://www.youtube.com/watch?v=tHIHoU0pdFQ
00:00 Project Prerequisites
00:37 Aim down ...
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?
@scenic foxplease see the tutorial above. Spamming the channel with the same question over and over is against the rules.
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?
Am I missing something here? Why not just make an animation blueprint and pass a variable for aiming?
Yeah that was an old way i used to do it, it doesn't look smooth whatsoever since i use blend poses by bool
yeah which is all done in the animation blueprint. So like what am I missing why doesn't this work for you?
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
The only suggestion I got then is manually make transition animations. And pass transition variables the same way you would an aim variable
Why not have a state machine then?
You can have smooth transitions with those
What if i aim and then stop aiming while the transition is playing?
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
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
No, if i have a transition animation that is one frame where it's in the idle pose and then another frame into the ads pose i want to freeze the animation when it's in the ads pose.
how would i revert that transition backwards in the same place it was when i stopped aiming
One state for ADS pose
One for Normal pose
Transition between them as needed
I won't be confident with C#, and let alone bloody JavaScript.
lol, okay guess that answers my question haha
How would the transition fit in? it'll just blend between the two poses in a linear fashion
i want an animation in between
Can i not have an animation in between for the transition?
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
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
I mean, I dont have a problem with learning come C++, always wanted to, Just wanted to see if I should
oof
but if i use a curve how can i insert this into my blend poses by bool node in the anim graph?
You could get away fine with just BP, but if you want to be serious with UE, you should learn both BP and C++.
Together they form a powerful fusion.
Don't games usually have some animation like
AimIn
AimOut
Wouldn't it be possible to do that in ue4?
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
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
Also, I started looking at the AI system today. Why on earth is it so convoluted?
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?
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
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?
this one?
there was?
what's convoluted about it?
https://gyazo.com/16cf7e0a066753ae3eca085a38856538 So i'm new, making something that looks really bad rn. Does anyone have a clue as to why my character, and the cameras distance to my character, moves like this once I start moving. all collision is turned off i think
nevermind the link you posted was about additive animations, i mean generally how can i use a animation as a transition between two poses?
@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?
Is there any rule in which resolution should my pixel art character be in my 2d platformer game?
https://gyazo.com/d7c0fae7f32a9d4c4b6fa7d7b4260e64 https://gyazo.com/bd4c3f9ad65134c86ee4e7870af372cd I'm not ragdolling him, he's flying and the wobbliness is from a plugin in the anim blueprint
@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
@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.
Can server functions have parameters? 🤔
@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
I mean whatever you send to the server can be exploited but yeah it's possible
@unkempt cedarif that is a Character the primary collisions are with the capsule around it (root). You can revert to overlaps if needed.
I got a compile error for it but rebuild solved it thanks
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
game developers aren't subject to the terms of the Geneva Convention, so that's nonsense
it is however a registered trademark
^
Thats actually incorrect. At least in the US. Also hence why Halo, Doom, and quite a few others have previously updated or even re-released games to alter it.
https://www.law.cornell.edu/uscode/text/18/706
had to fact check that one.
Also the story about the devs of Prison Architect in the UK. Which is an interesting read.
the red cross is trademarked though.
Yea probably not geneva violation. However, still not a legal battle I'd be interested in fighting.
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
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.
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.
yeah, that's another thing entirely
Not something I ever considered before. Really interesting stuff
I was surprised by that as well when I learn that, and yeah, I accept it as well.
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.
how can i make underline text?
There is none, actually.
In many cases, one can actually put image resembling line on top of the text.
nice idea thx
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
Yes.
That belongs to the creator licence, and unlike games, you don't owe royalty share from linear media made with Unreal.
Thanks a lot
@hazy berryif your question was more "are there tools in Unreal to make videos for commercials", the answer is also yes
Well the thing is here
Look into Sequencer, Virtual Production, Animation Rig
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
Well, if you're living in 2014 and used UE4, you did have to pay $19/mo
It has been free since 2015, so don't worry about subscription.
There's practically no limits, even in lesser safe for work scenarios.
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
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.
I am not into that
Just the videos
I use Eevee now
but what if it can't handle big stuff
You could deploy some video game tricks like LOD (level of details. reduced geometry on distance) and many others.
Interesting
Wait my actual models reduce geometry on distance ?
Like decimate
The further they are?
Yeah, but with correct LOD setup, it shouldn't degrade the viewing quality.
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
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.
far from it
Not as close as people say.
Well maybe for some high end stuff, I am sure it works fine for simple content
or no ?
Nope. UE4 will do just fine, even for higher end stuff.
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.
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.
One last question I promise
What's my limit with Quixel Bridge ?
Can I use those 3D scans in my videos ?
Just make sure Megascans assets are used for Unreal Engine renderers.
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.
So I can modify them
are you looking for modelers, or have a specific question in mind?
but final work should always be done in Unreal
Yup.
Just like modern assets all kinds
I'm making a simulator game called life itself
So
Ye
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 ?
ZAFARI is the first TV show ever to be created in a game engine. See how it's done with Digital Dimension's team of artists using Epic's Unreal 4.
Every once in a while, Mother Nature creates animals that are born completely different... In NBCUniversal's ZAFARI, one of them, a young elephant magically born with zebra stripes, is shunned from ...
Uhhh, so having unreal in your skillset (porftolio) is quite a thing
even Star Trek: Discovery and such use unreal engine for some scenes.
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
blueprints are hard
https://www.unrealengine.com/en-US/faq
This might help
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
Not as hard as C++
still hard
been trying to search for tutorials on certain stuff but seem to not find any
If you looking for people to help you can always check on the #hire-a-freelancer , or are you looking for assets? 😆
general tutorials are still hard to find
What are you looking for?
need some tutorials that explain sequence director things
You can try asking on #cinematics
Does anyone know how to get the additive layer tracks to apply to an animation sequence inside the anim BP?
I should join here with my main account
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
one more question
Just ask the question
If someone knows about it, they'll answer
Or you can try asking it in #animation
copy pasta
Thank you
yes
How did they decide on making Unreal Engine 4 free
all of a sudden
all graphic software are so expensive
Love and Friendship 🌈
Not sudden, it has been free since 2015.
That's a no-no, per rule #7
Been using it for almost 5 years now 😄
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
I personally don't have a one stop gallery per se (and I quit Instagram for a long time)
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
Usually the person will mention about it in the post, or their profile about the tools they used.
why
How do people make so amazing unreal content I see on Artstation
I barely see this in games
Cross posting without prior redirects can confuse other people who want to answer.
oh sorry
:triangular_flag_on_post: PRG-TM#8434 received strike 1. As a result, they were muted for 10 minutes.
Because Often games have performance limitations,
when making art for showcasing, they can go nuts
That makes sense
But still there are a lot of stunning games made in Unreal Engine too
i don't think so
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.
Nope. It's using Ubisoft's own engine, Anvil.
Nope
But Gears 5 is
and so is Batman Arkham series
and Fortnite 🙂
Anvil
This is a list of notable games using a version of the Unreal Engine.
Is that better then Unreal ?
Also Idolmaster Starlit Season uses UE4.
And goddamn I'm still drooling over its anime rendering 🤤
Dude that looks so cool
I love this style
how do i move the water height? I try and I can only move sideways
is there a batch script to turn on generate lightmap uv's in a static mesh properties
is something like 4.28 on the roadmap or is 5.0 is the immediate future?
:no_entry_sign: WOK#0298 was banned.
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.
You can license anything if you have enough money
No, EA higher ups already committed to make Frostbite only available to EA's first party devs.
😆
Not even third party studios under contract with EA get to use Frostbite.
How did you do that, that looks 100% anime
Do you use programming in unreal ?
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
Well, there's a lot of ways to do anime rendering in UE4, and I went with modifying the engine to get the best looking anime shading.
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".
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
I already mentioned a while ago brief pros and cons on various method that I know of
@drowsy snow I like Guilty Gear shader
@drowsy snow https://www.youtube.com/watch?v=yhGjCzxJV3E
While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completely different approach with Guilty Gear Xrd in pursuit of an impressive art style that would stand out even in this competitive environment. The team's mission was to rebuild a classic 2D figh...
Though I don't do the same thing as ArcSys would, due to my gameplay being more open ended (action RPG) than just side scrolling fighting game.
Don't know if you have watched this, it's old
Already watched it numerous times 😆
same
Wait so you have a gameplay ?
It's just the method they presented don't exactly worked for my purposes.
Yeah, still in the works.
You do it solo ?
Still had to rework part of the procedural animation stuff.
For now, yeah, it's all by myself atm
I do hope to gather a team one day, but I can't guarantee steady payment for now.
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.
It's leaning on fantasy more, mainly inspired by Final Fantasy.
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.
IF you makae this
i am so playing it
Final Fantasy plus isekai fantasy
That could not be any better
haha
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.
I made this grass here using blender and a photo, can I use this grass in the unreal engine?
;-;
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?
Should be there by default. Check project plugins and make sure the perforce one isn’t disabled.
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!
No probs
YES! all you need to do is set up the shader to work with the material 🙂
Ill give you a reference what to do
here is a free asset from the marketplace. take a look at the grass material and see how they set it up, and use yours the same way 😛
: 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?
Putting the 5950x to good use
only way to do this is in blender. your materials are all connected as one you would have to create multiple materials, i mean you CAN add the leaves to this as well
but that takes a lot of skill to use the texcord of materials on a static object.
I better use treeit ._.
You could alternatively just remove the leaf texture from the atlas. You would still have the mesh but it would be transparent
this is how they made the ear holes for WindwalkerEcho 🙂
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
you want a good base project?
I don’t know what that is
yes OJO
Windwalker echo is the character used in the ue5 demo, they created a single base character project called windwalkerecho
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
all good buddy 🙂 i feel ya i did that for a whole year in 2019 lol Forgot EVERYTHING i knew.
I swear by hook or by crook I will build an RTS in UE 😜
Hi! I'm facing an issue. My game crashes after 5-10 times of dying and restarting the level.
good luck bud!!! keep your head up high and your mind on dev. Dont play games just open the editor!
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
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
how do you organize these folders?
is there a way to dump logging output into the console? quake console style?
I discovered 😄
Umm I'm running on a shipping mode so there's no crash log
does it crash in debugging/development build?
well, this is the best thing i could find for ya.
Description of how to debug a cooked/packaged build with visual studio
Yeah I will try that for sure, Thanks btw
hopefully that will flag the .cpp or bp causing the issue 🙂
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
so far all I could figure about with searching the internet is this Cast To thing https://i.imgur.com/Zu0Lx9F.png
but i don't know what block to use for what i wanna do
also what do i set in Object?
print string?
how does that help
you want to check every tick to see if it is valid
so do a is valid
and print string.
which "Is Valid" there's like a hundred
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?
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
♥...
sure, how do I get the object that I want?
debug the minidump, or attach debugger to game process and make it crash and see result. or you can use Dev/Debug non-editor builds with cooked assets
answer: use debugger
i have no idea what you are trying to do bud
just provided a answer to a solution
what am I doing wrong https://i.imgur.com/gCgUm92.png
im trying to follow the tutorial
you can only reference object instances when your object is placed in the world
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.
but this is not the details panel of your world object
the screenshot is from the blueprint, right?
yeah
okay all of a sudden its working
i can set it now
i literally did nothing
Okay so I have this https://i.imgur.com/hRjA4af.png
how do I check if the variable on the bottom right is true
and if it is, to continue the code
otherwise don't
branch
what parts of them are confusing compared to traditional code?
code for me is more clear
this is just a mess when i look at it
1 line in 3 blocks
ew
your 1 line is compacting multiple statements tho isnt it?
yeah that's why it's more clear
i would rather just write code
than work with these blueprints
you can condense this code into one block then for the same effect, or yes just use C++
yes disgusting wires
you can do cpp
so there you go
in many cases you get better results and more depth
you should learn the engine with blueprints as its part of the engine, but there is no reason you cant use c++
but it might bite you in the behind too
pls tell me how
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
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
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
you will still use BP with c++ stuff anyhow
because both together are the real deal imho 😄
BP makes it easy to prototype, and with the right base classes you can port stuff to cpp later on for optimization
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
for the most part
some things I disagree with, but mostly to do with access modifiers
it is much more accessible to drop components on screen in umg editor that code Slate UI tree
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
sure
@rotund scroll, :8ball: Signs point to yes.
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
where can I ask a question about how to make my character a ragdoll when it dies?
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
@thorny erminelook at the mod/modulus node
ty
The scalars are just the values. It's the add that performs the offset and the multiply that performs the scale, assuming I am understanding that screenshot
yes thank you I'm just not good with nodes yet ahha
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
okay so I got this and i tried a lot of stuff but i cant get it working https://i.imgur.com/DNk30tq.png
this is the code in another blueprint https://i.imgur.com/wuoNNER.png
thank you!
If you want to understand the math behind shaders watch a series called 5 Minute Materials on YouTube. That guy is very good at explaining why materials work
oh yeah I'm using Blender and it does the math for me so this is new to me
I love that he's working for Unity but still makes UE4 vids
I subscribed to those guys thanks
for a while I think?
