#ue4-general

1 messages ยท Page 1101 of 1

rotund scroll
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I dunno

tender ember
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yeah I'm terrible at math so using visual things that Blender provides helps me a lot

rotund scroll
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I didn't actually look him up but might have seen him on my LI feed

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for some reason or other

tender ember
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On it thank you๐Ÿ’›

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oh also one more question

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so there's no such thing as UV editor and UV unwrapping in UE afaik right?

icy mulch
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Cause I honestly don't know how to fix it it works fine but I keep getting those errors

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Yeah but when ever I exit the game I get that

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Im using a wav for the sound wheb the ai chases you I have a sequence thats connected to the event begin play for patrol

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Okay I fixed the ai one but now when I go grab the object it reads this cause I have a sound effect to it

tender ember
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oh ok well I saw what UE is capable of so I'm sure I'll do without a UV editor just fine:)

icy mulch
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Have the default value set to 4 on set amo

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Apparently I fixed it but now It won't stay in once place it keeps flying off

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Oh well okay thanks but I do have one question how to add particles over the entire map cause I got a snow effect but I can't get over the whole map

lament tinsel
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okay so actually i wanna add a car in my environment which i made and also wanna add speedometer and trying to connect with the car like how much speed and all so can someone tell me like how

gloomy reef
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Hello! Apologies if this is in the wrong channel. I've run into an issue with landscape material layers, hitting a maximum of 6 before it stops compiling and I get the grid. I've set all the texture samplers to shared which seems to be the only solution I can find but doesn't change anything for me. Is there something else I'm missing to increase the increase the amount of material layers on a landscape?

lament tinsel
torn summit
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Hey all have someone get the same issue :Transfer my project to my new Pc with better components rtx 3060 i7 , my Camera in runtime gets flikkering at the part where Actor Face to Actor in BP and if i disconnect i havent this issue anymore, 4.27.1 version .

sturdy vessel
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Anyone know why my 4.27 project doesn't show in the launcher now. It seems to have to do with this string in the project: { "Name": "RTSEditorModule", "Type": "UncookedOnly", "LoadingPhase": "PostEngineInit", I have an editor module. When I remove this string from the .project file, it seems to show up in the Launcher and I can add plugins to it. When I put this string back into the project file, it stops showing up in the launcher and I cannot add plugins to it.

gloomy reef
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Nvm, I think I've isolated the cause... a custom MF, just need to work through it. Always works like that after I ask a question ๐Ÿ˜‚

tiny valley
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I see alot of cool free web templates online which look cool for a browser style ui. Can ue4 read these outside of just importing the textures

kindred depot
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anyone know how to fix this with groom? i imported a hair, and this keeps happening ๐Ÿ˜ฆ i will add a cap thats fine but the hair keeps like going into the head...

tiny valley
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I simply need the equations and math for this game type, if anyone has any resources it would be greatly appreciated

sturdy vessel
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After a bunch of testing, it is this: "Type": "UncookedOnly", If I change it to "Runtime" it works

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full project portion: "Modules": [ { "Name": "RTS", "Type": "Runtime", "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", "RTSPlugin", "CoreUObject", "GameplayAbilities", "AIModule", "NavigationSystem", "UMG", "ReplicationGraph", "Niagara" ] }, { "Name": "RTSEditorModule", "Type": "UncookedOnly", "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", "RTSPlugin", "CoreUObject", "GameplayAbilities", "AIModule", "NavigationSystem", "UMG", "ReplicationGraph", "Niagara" ] } ],

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Yeah odd. I am on UE4.27...

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I will just try that..

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Yeah that works

half sorrel
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not yet

sturdy vessel
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I'm just unsure why it was UncookedOnly

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thanks

half sorrel
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where can i publish?

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yes

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can i publish in the work in progress section?

rotund scroll
half sorrel
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ill post it on the sharing category, thanks

primal sun
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Can anyone tell me what node that is

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confused on how to get both those nodes

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how do i get it where the cube can flow into it

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this is the guys graph

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oh thats right, i can just copy and paste ๐Ÿคฃ

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but now my alphas are red...

modest trench
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That timeline_1 needs two float tracks I guess

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Edit it to have the tracks you want

primal sun
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How would one do that?

trail pendant
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Hmmmm. How would I model something like this?

dire cairn
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which graphical tablet would you recommend me to begin with? something around 100 euro

primal sun
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where do i go from here to add alpha and alpha 1?

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Ok, i figured out the alpha and jump alpha issue, but now im getting these two issues

icy mulch
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Help my game is not packing

drowsy snow
plush yew
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I made this for unity, it tracks the rgb values of your web browser to color a spot light, is something like this possible in unreal engine?
Could raytracing achieve this without my plugin?

drowsy snow
dawn gull
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What filter is this that separates the colors and shifts them towards the edge of the screen?

drowsy snow
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(anime used it a lot as well)

dawn gull
trail pendant
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Do you story board your creations initially?

oak shale
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hey guys whats the best resource to look for for this specific idea/mechanic. I want a building system based on grid where it can stretch, for example the game starship evo has a building system like this but where do I need to look exactly for information around this?

drowsy snow
drowsy snow
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Though I'd say there's not much information on exactly that (also chances are your search result got polluted by Fortnite's building mechanics recreation)

oak shale
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ok thankyou I'll have a look

trail pendant
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Hmm. Mine is more quick sketches just enough for me to design levels/cutscenes/etc. My idea is creating a "hearing journey " of sorts

kindred depot
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sooo how long was it?

hollow palm
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So

drowsy snow
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Though I should adopt manga like storyboard just to nail one scene

hollow palm
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I'm adding viewmodels

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how would I prevent them from being culled

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at all times

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they're close to camera

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you can see the gap

trail pendant
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Main character is discovered to be deaf at birth... goes through a hearing aid phase.... finally ends up with cochlear implants

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That's my story that I was thinking about

modest trench
hollow palm
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I set it to 0

kindred depot
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dont set it to 0 lol

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0.0001

primal sun
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anyone got any ideas on how i can fix these errors?

kindred depot
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is the best

hollow palm
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just saying

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doesnt solve the issue when I change the clip plane

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which is odd

kindred depot
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also

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your clipping out of your capsule ๐Ÿ˜‰

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you have to be in your capsule for it not to clip

drowsy snow
hollow palm
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I like the way my viewmodel looks by default

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I fixed it by increasing its size

kindred depot
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and your view model might be to far out of your camera.

hollow palm
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where the viewmodel goes back dynamically

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near a wall

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or just use a shader

kindred depot
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ahh

hollow palm
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to make it render through everything

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so it doesnt clip through walls

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like Source

sour tide
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So many parts. There's the pawn, the blueprint, the blackboard, and the tree. I feel like at least one of those could be combined with another

cunning hazel
kindred depot
cunning hazel
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It took around 16h on my old 6700k

kindred depot
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thats amazing tho

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i love how advanced tech has gotten ๐Ÿ™‚

fossil basalt
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I am trying to move items into another folder and keep getting this message for a blueprint component ... is there anything I can do to move it over?

rotund scroll
cunning hazel
fossil basalt
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hmmm

cunning hazel
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If that's the case, move it to some other folder, try again then if everything is successful, delete it.

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It usually happens if the engine crashed during a copy/paste operation that leaves the file permissions set to something that UE4 can't overwrite.

cunning hazel
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10-15% slower than the 5950x, which is nothing.

kindred depot
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yeah

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i needed it for this lol

cunning hazel
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In a few months, the 5950x will be 15% slower than whatever Zen 3d brings :)).

fossil basalt
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when I bought my 3900x is was half the price of the 5900

kindred depot
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2 hours making hair in maya >_< lets see how it looks in ue!

cunning hazel
fossil basalt
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yep

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'tis a beast too

kindred depot
fossil basalt
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omg, trying to move content around and REALLY messed things up for me ... I have multiple files in multiple wrong locations!

kindred depot
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This is why you do a advanced copy, then close the editor. Delete the folder manually. make back ups of projects or source control

fossil basalt
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indeed

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every day I develop, every day i learn a lesson ๐Ÿ˜›

drowsy snow
# hollow palm or just use a shader

There is a handy Camera Offset function for World Position offset. What it does is pushing the vertices towards the camera, but given how close your viewmodel arm is, I kinda doubt it served its purpose.
You can also rectify perspective warping with panini projection. There's some discussion about it in the forums.

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kindred depot
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in UE5, you dont have to do any of that.

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just keep it in the capsule.

hollow palm
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I won't be really using the Panini Projection

broken socket
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any idea whats heppening, idk what is going on
i did some retargeting yesterday and i have been having this bug ever since. idk if its an issue with the set master pose component?. the 2 models shown here have the exact same skeleton that i merged together and its been weird ever since.

celest hull
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Should it be possible to compile a Shipping build at any time, or is a unique identifier or similar required from Epic first?

hollow palm
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I'll instead just allow for manual viewmodel offsets

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with commands

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instead of a viewmodel_fov

hollow palm
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and trendy

fossil basalt
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why on earth would these assets have like half the file size several hours later? If I have changed them, it's only to add collision boxes to them which would surely increase file size rather than lower it?

hollow palm
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ยฏ_(ใƒ„)_/ยฏ

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looks good too

drowsy snow
kindred depot
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this has been like this for like 10 minutes. Any ideas on how long a hair import will be? its only 288,000 kb

drowsy snow
fossil basalt
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how can these file sizes be such a difference?

kindred depot
bright sigil
drowsy snow
# broken socket

Either:

  • Try disabling the animation BP on the shoulder piece; or
  • Use a new anim BP containing just Copy Pose From Mesh in its anim graph. Of course you'd also have to parent the cloth pieces to the head (or body) mesh.
fossil basalt
bright sigil
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for big moves, it gets kinda nasty, Unreal doesn't always take redirectors along with it - partly why migrate exists, and also the fix up redirectors option

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asset redirectors can be left in the original place, but not show in editor, they will show in file explorer as volod mentioned

broken socket
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i cant figure out why it wouldnt work

kindred depot
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i disabled multithreading for valorant, should i turn it back on for unreal workflow?

broken socket
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i can see that the bug happens when i set the master pose component

kindred depot
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that what it looks like

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try disabling collisions on the sholderpads and see if that works

marble mist
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Do you know of any page where I can download weapons that already have the firing and reloading animation?

drowsy snow
broken socket
marble mist
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ok thx

kindred depot
# marble mist ok thx

you can animate anything you want in unreal engine as well. If the gun asset comes with for example a trigger, you can create an animation sequence, with the trigger pulled back, hit the key button, put the animation to the next frame and put the trigger back to default. and key frame that. This is a easy method on creating animations for anything. Same thing with arms, you can move the arms around the gun anyway you want with a keyframe.

marble mist
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ok thanks, i'm learning how to create a video game and i'm a little new to this

kindred depot
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we all have been there ๐Ÿ™‚

drowsy snow
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Though I do have some animating proficiency, so it's easier for me to just create my own reloading animations as opposed to downloading one.

marble mist
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I will look at a tutorial to at least know how to make a basic animation

drowsy snow
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I guess it's one of the side effect of watching too many reload animation videos on YouTube...

kindred depot
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lol truth

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Then you go insane and throw 10 different ones in a random sequencer.

marble mist
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xd

drowsy snow
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You could start by watching those made by Ranon "hyper" Sarono, he's one of the more popular reload animators (also worked on Modern Warfare '19), and then go down the rabbit hole with the likes of Sully, MrBrightSide (worked on Insurgency Sandstorm), etc.

marble mist
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What Spanish time will epic put the new free things of the month?

drowsy snow
kindred depot
marble mist
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Okay, I will see it

trail pendant
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Hmmm. No models or assets that relate to cochlear implants and sound processors. I guess I'll be the first to model them lol

drowsy snow
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Given that we had Tuesday yesterday, I'd estimate it 7 days from now.

marble mist
drowsy snow
kindred depot
orchid hinge
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Hello is there anyone here who works on freelancer website ?

drowsy snow
primal sun
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Anyone have any experience with making traps? im just trying to make a simple spike trap. This doesnt seem to work for me

kindred depot
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this is only 3 bucks to find a solution

drowsy snow
kindred depot
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hair turned out awful ๐Ÿ˜ฆ

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8m verts LOL and it looks like crap

primal sun
kindred depot
wary wave
primal sun
jovial stag
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quick question. when i test my game, i always have to click into the window to gain control of the character. Is there a way around this? Thanks

lethal light
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Anyone know why some wires are invisible when I send to the UE?

fierce tulip
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they are planes, so they end up once-sided. apply a material with "2 sided" enabled.

lethal light
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ok, I'll try

fierce tulip
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i cant read that, but I assume yes

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though underneath it there is a small checkbox for enable two-sided as well

fierce tulip
# lethal light this?

this is just a special shading model for two-sided foliage, like grass, leaves, etc
it'll require you to enable 2-sided as well.

lethal light
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ah, truthfully I forgot to put the UE in English, it has a box written on two sides, right?

lethal light
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worked, thank you : D

fierce tulip
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np :)

pulsar bison
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Hey everyone, I'm trying to make a True FPS but multiplayer capable. The way I'm doing it is using a Third Person Controller, then attaching the camera to the head bone. However, when I hide the head mesh, it hides it for everyone. Can anyone point me in the right direction to make this work?

neon bough
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set the mesh to only owner no see

spring pelican
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Im making a model with a skeletal mesh, should I create the bones in unreal or blender?

bleak zodiac
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yu means you want to rig a model? if yes in blender use armature

fair hornet
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So I am following this video https://youtu.be/QBGGeAPWgug?t=502

Its about creating a character model in blender for UR4

I was able to make the mesh then I built the armiture (bones) then paired them to the root bone (torso) But

The Head/leggs/arms work fine and they follow the root bone but the torso part of the mesh does not follow the rootbone

This is what it looks like https://gyazo.com/e5ceda76ed7fb483ada72637cb4cb88e

Anyone know why this is?

In this video you will learn how to make a full fledged character in Blender from start to finish.

This includes creating the mesh, rigging the mesh by adding an armature, creating a walking and an idle animation, and in the end I'll show you the correct export settings so you can import and use your character in Unreal Engine 4.

#Blender #cha...

โ–ถ Play video
kindred depot
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holy crap i did it! ๐Ÿ™‚ finally my meta human, can add weighted clothing from daz and bring it back to unreal.

plush yew
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step by step and your game will truly come to life before your very eyes~

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i'm astonishingly proud of you darling

kindred depot
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I know ๐Ÿ˜„ feels good

plush yew
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most indubitably~

kindred depot
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I spent 4 hours in blender importing from daz... and then thought to myself, wait daz add's the clothing as weights, why not try and get the meta model into daz, add the clothing, export to blender add the skeleton and import back to unreal?

plush yew
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yush yush also daz has a weight transfer utility as well that may be useful to you ^^;

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its under object and edit iirc

kindred depot
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not for meta humans, to the basic ue4 skel which breaks metas ๐Ÿ˜ฆ

plush yew
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Ah

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how unfortunate

kindred depot
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its all good tho, this method will save countless amount of hours.

plush yew
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i know the feeling it's near celebratory~

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i expect great things atomik โค๏ธ

kindred depot
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extremally excited for this plugin! Cant wait ๐Ÿ™‚

drowsy snow
kindred depot
drowsy snow
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I was certain built in cloth sim is pretty much bug free, but eh what do I know.
I'm mainly dealing with NPR where clothes are simulated with bones.

primal sun
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does anyone know how to change the shape of a hit box?

kindred depot
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you do that with the physical asset

drowsy snow
primal sun
drowsy snow
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Also sphere, but practically it's just height-less capsule

unreal comet
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Anyone ever try to export their character out of Unreal as an .fbx and when you open the character in Maya or Blender, it's missing parts of the mesh? I'm missing all the clothes for my character.

primal sun
unreal comet
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No it's just one mesh. It only exports the head, hands, and feet. No torso or hair.

kindred depot
drowsy snow
placid plover
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Any ideas how can i stop this push back behaviour when the character hits another pawn? It seems to be pawn to pawn related because with world static i don't get pushbacks. Simulate Physics is disabled for all characters, and physics interactions are disabled on every character movement component

hot maple
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When working with csv's for data tables, curve tables, etc. is it common practice to store the actual .csv somewhere in your project folder?

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or to just delete it and export it from unreal if needed for editting?

bright sigil
hot maple
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The folder you are exporting to them, is that inside the project folder?

bright sigil
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no

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I iterate on project folders, I back them up regularly so I'd rather keep those sheets separate

hot maple
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Makes sense

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I appreciate the insight

bright sigil
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sure thing, I treat the csv sheets as export objects just like fbx and texture files - in terms of folder management

charred halo
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Hi All, I am trying to get GPU lightmass to work, and have flipped all the buttons required according to the docs, running 4.27.1, rtx 2080super....is there another magic button I need to hit to finally get the button to render enabled? Something in post process?

thin tendon
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Ue4 foliage tool, the fill option does not seem to work with landscapes. Is there a way to enable this option?

pulsar bison
night oar
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Hi, guys have a question that when I am packaging my ue4 Game (Size 74Gb) it takes a day and ends up freezing my pc and at the ends fails and the condition the pc is in I cant even open the task manager.
And secondly can any one tell me good optimization techniques to decrease the size

fossil basalt
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hey guys, I saw red text that suggested I should build
now I have done that everything is white and I cannot see unless I look directly upwards?

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even in the editor it's messed up

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blinding even

hazy berry
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Guys, want to ask

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Can I install Unreal Engine on 2 computers using 1 account ?

bright sigil
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you don't technically need to have internet to use the engine, so why not?

hazy berry
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You never know, better ask

fossil basalt
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Conrad knows best

stark cedar
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ASAP !
Guys how to export png in ue4 through Blueprint code , so its can be opened normally on the desktop ?

woeful plank
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Hallo
i need to help with unreal ungine 5 when i loading textures or models to engine want from mee datatable options
do anyone know how to do/fix it ? Please ๐Ÿ™‚

steady bramble
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Hello, I have a question for you.
Does anyone have experience with an external device like a joystick. I would like to buy some joystick for flying games.
Does Unreal have a list of supported devices or can you recommend me some?

drowsy snow
drowsy snow
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X+

stark cedar
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Hey there!
What i am trying to do is , to save texture in the project to my Desktop as an normal image , that can be opened by any image application (photoshop , paint etc)

On the attached images its shown that the code is running with no issues , but actually images isnt gets saved anywhere . Any ideas why ? and how to fix it ?

teal parcel
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Hey All

Trying to design a background for and LED wall. Does not need to camera tracking date just a badass background. Anyone got any interior submarine templates?

fringe urchin
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hey guys, is it possible to output a result of stat commands (stat initview, memorystaticmesh etc.) into log or csv?

plush yew
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what's causing those weird reflections from candles? it's only from distance, very close up they are fine

regal mulch
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Was there a keyboard shortcut to open the context menu on a BP graph? ๐Ÿค”

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Welp, I think it's tab

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xD But that just checkf'd the editor

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Okay yeah tab works

plush yew
# drowsy snow Looks like SSR acting up.

fix for it? Could it be that the ceiling material affects it too somehow? It happened quite often before with a bit of shiny materials. I'm mostly just simply adding textures to walls and I feel like it's way too cheap lol and probably causing errors most of times.

drowsy snow
plush yew
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I don't have post process added to scene, so it's not SSR.

drowsy snow
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Assuming it's marble, it shouldn't be that reflective.

plush yew
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yeah, marble

drowsy snow
plush yew
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can I just make material a bit matte?

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this lamp has that big ball, idk what is it and now I moved the ceiling high up but it gives this reflection

drowsy snow
plush yew
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alright

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well, that material is meant for floor so I guess you get what you ask for lol

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this looks fine, but those chair shadows go crazy

lethal light
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How do I import the texture from the blender?

quiet sphinx
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anyone knows how to fix that problem, after adding plugin from github? engine modules cannot be compiled at runtime. please build through your ide

grave coyote
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@lethal light , creat a folder just as you have before and drag texture there

lethal light
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thx : D

grave coyote
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Cool

drowsy snow
quiet sphinx
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i opened visual studio, but i cant compile it

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i literally looked through everything

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and i just cant compile it

drowsy snow
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What's the output log?

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(NOT the Error List)

quiet sphinx
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i mean

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theres just no button to compile it

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maybe im just blind

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but i just cant find it

drowsy snow
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Build toolbar menu -> Build <your project name>

quiet sphinx
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thers just one thing in build, its run code analysis on solution

drowsy snow
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In the Solution Explorer, select your project, right click, and choose Build.

quiet sphinx
drowsy snow
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Screenshot your VS.

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(If you're in Windows 10, just press Windows+Shift+S to screenshot)

quiet sphinx
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can i dm you?

drowsy snow
quiet sphinx
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ok

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maybe thats because i transported bp project ?

drowsy snow
quiet sphinx
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oh

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ty

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how can i add c++ smth to a blueprint project?

kindred depot
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right click on it.

drowsy snow
quiet sphinx
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yeah

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already did everything

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ty for the help

dusky inlet
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Worth noting, it's not enough to create a cpp class inheriting from None in the cpp class creation wizard. It won't be a UObject, so the engine will also not consider the project a cpp project in some code snippets that could be relevant to what you are trying to do. So always do something like an actor, game mode etc. As a dummy class

dawn grove
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How do I execute something every n seconds?

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Or is there maybe a timer built in?

wary wave
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it's literally called 'Timer'

plush yew
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I started my project with a blueprint character, but now I need to access the C++ for this character. What is the best approach to do this while still keeping all the work I did in blueprint for this character?

dawn grove
plush yew
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Thanks. Will give it a shot, hopefully will be as easy as it sounds.

glad loom
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My main character is a pawn class, how do I cast to it? Get player controller doesn't allow me to cast to it, get player character gives me an warning saying it doesn't work.

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Nvm there's a get player pawn

river salmon
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Been scratching the surface with grooms lately, but have a general question of where documentation would be at in regards to object collision with said hair groom. I.e. If your character is wearing a hat can you make the hat push down the hair?

vast pine
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Anyone ever do a veh where all the wheels are the same but only one collides with the world? lol. and it seems to be a problem ONLY when using the veh class

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maybe wheels are backwards hmm

vast pine
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well, gotta say. its nice when problems like this come around. forced me to learn how to see all these axis's and modify them in blender. and now it is working. - thanks for listening ๐Ÿ˜„

hidden dew
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Just curious, does UE 5 still force comment-area bubbles to display in Materials?

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(or is there a way to stop that in UE4?)

fierce tulip
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you can disable them on creation, though not many people bother with that.

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apparently it was a discussed feature to hide them trough an option, but it seems that never got to fruition

hidden dew
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Odd that they just never got the same option in Details as exactly the same thing has in Blueprint graphs

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Not sure what you meant by disable on creation. Is that UE5 only? or something I've missed in UE4

fierce tulip
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when you create a comment in the mat editor there is a small icon somewhere next to the text that can disable the bubbles.

hidden dew
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You mean this?

fierce tulip
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it only works for the bubble you toggle it on though.
Dont know if its only for the user and if someone else sees the full bubble.

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yea

hidden dew
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Yeah.. that's for individual nodes' comments

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But when you make a big comment box.. like this...

fierce tulip
#

thats a lot of comments :p

hidden dew
#

that's the one that's a pain in UE4 in Materials

#

Yeah lolol

fierce tulip
#

I agree. dont know if the option is in ue5, if not, might be worth suggesting once more. (on the forums)

hidden dew
#

aight

trim geode
#

helloo people

#

I have finally decided to embark on 3D art and my first stop is unreal engine. If anyone would be willing to assist me with my nooby questions i'd be grateful

quiet sphinx
#

i added c++ object to my ue4 project, but i dont get the sln file. why is that happening? Created a new one and it worked perfectly

grim ore
#

how did you add it?

quiet sphinx
#

Open up the New C++ Class Dialog by using File -> New C++ Class...
Choose a new "None" class and hit "Create Class."

#

oh, in the file it says that i dont have any c++ objects

#

but i added like 4 of them

grim ore
#

try using a parent class, not none

#

you can also try file -> generate/regenerate solution/project file

#

but that wont work if it doesnt find any valid C++ files

#

also did you put them in a folder or just the default? that can have issues with 4.26+ and the create class dialog

quiet sphinx
#

everything worked with previous one with none, ill try another type

grim ore
#

I have a none C++ and it created the SLN, but nothing will show up in UE4 as expected as none of your classes are children of UObject

strong schooner
#

I wish Epic would acquire trello and have a plugin link within the editor to easily take note of stuff while editing.

quiet sphinx
#

LogVSAccessor: Warning: Couldn't access Visual Studio
Candidate modules for hot reload:
MyProject3
Launching UnrealBuildTool... [C:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -ModuleWithSuffix=MyProject3,9266 MyProject3Editor Win64 Development -Project="C:/Users/denis/Documents/Zoom/MyProject3/MyProject3.uproject" -FailIfGeneratedCodeChanges "C:/Users/denis/Documents/Zoom/MyProject3/MyProject3.uproject" -IgnoreJunk]
Using 'git status' to determine working set for adaptive non-unity build (C:\Users\denis\Documents\Zoom\MyProject3).
Creating makefile for MyProject3Editor (no existing makefile)
Parsing headers for MyProject3Editor
Running UnrealHeaderTool "C:\Users\denis\Documents\Zoom\MyProject3\MyProject3.uproject" "C:\Users\denis\Documents\Zoom\MyProject3\Intermediate\Build\Win64\MyProject3Editor\Development\MyProject3Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\denis\AppData\Local\UnrealBuildTo
ol\Log_UHT.txt" -installed -FailIfGeneratedCodeChanges
ERROR: 'C:/Users/denis/Documents/Zoom/MyProject3/Intermediate/Build/Win64/UE4Editor/Inc/MyProject3/MyPawn.generated.h': Changes to generated code are not allowed - conflicts written to 'C:/Users/denis/Documents/Zoom/MyProject3/Intermediate/Build/Win64/UE4Editor/Inc/MyProject3/MyPawn.generated.h.conflict'
CompilerResultsLog: New page: Compilation - Dec 1, 2021, 8:11:29 PM

#

CompilerResultsLog: Using 'git status' to determine working set for adaptive non-unity build (C:\Users\denis\Documents\Zoom\MyProject3).
CompilerResultsLog: Creating makefile for MyProject3Editor (no existing makefile)
CompilerResultsLog: Parsing headers for MyProject3Editor
CompilerResultsLog: Running UnrealHeaderTool "C:\Users\denis\Documents\Zoom\MyProject3\MyProject3.uproject" "C:\Users\denis\Documents\Zoom\MyProject3\Intermediate\Build\Win64\MyProject3Editor\Development\MyProject3Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\denis\AppData
\Local\UnrealBuildTool\Log_UHT.txt" -installed -FailIfGeneratedCodeChanges
CompilerResultsLog: ERROR: 'C:/Users/denis/Documents/Zoom/MyProject3/Intermediate/Build/Win64/UE4Editor/Inc/MyProject3/MyPawn.generated.h': Changes to generated code are not allowed - conflicts written to 'C:/Users/denis/Documents/Zoom/MyProject3/Intermediate/Build/Win64/UE4Editor/Inc/MyProject3/MyPawn.generated.h.conflict'
Lo

#

i got this error

grim ore
#

close down the project, right click the .uproject in the projects folder, and generate the project files from there and see what happens

quiet sphinx
#

this project does not have any source code. you need to add c++ source files to the porject from the editor before you can generate project files.

grim ore
#

maybe try starting over with it. delete the intermediate, binaries, and source folders (assuming you have no C++ files you care about). then open the project again and try adding a new C++ class

grim ore
fathom bone
#

Can anyone help me? I want to move 15 actors at once to make an animation from it. I want to move the transform center - left-center ( LOOP) ,but i don't want to move them one by one.
I tried to do it with level sequence. I select them all ,but it's not setting the current position for all just for one of them.

stable path
#

Swapping the level will unload everything except the GameInstance
You'll have to catch those references again

storm yoke
#

hi guys, i havent used unreal for a few update, and today i did update to 4.27 but now i lost the connection between my bridge and unreal, i was trying to export metahuman into the 4.27 metahuman sample project, but it keeps failing, any thought?

lethal root
#

is there a guide of how to retarget non human skeletons?

zinc cipher
#

When is the player loaded? In the sequence of Main Menu to Loading a Level. At what point is the player class loaded? Does the level have to load first and then the player? If something is on Being Play in the player, can you assume the Level has loaded at that point?

zinc cipher
#

cool. I"m loading some level vars from save and just making sure I can.

plush yew
grim ore
#

if its in the PP volume, you can click on the icon on the top right in the details panel and change it to modified properties only and then break it down from there

plush yew
#

thx

#

it's color grading

#

i didn't have post process volume sized properly lol, had it only in that one area

hidden bloom
#

so guys in 4.27 I making an open world. I have my persistant and all my sub levels made and placed. however in the 0,0 I added my heightmap but it doesnt give me the option to add a heightmap to my other sub levels. when I click on the sublevel make it current, goto landscape it is like thers already a landscape actor there and give me sculpting options but none for creating a landscape ?

#

and I am assuming that orange box around my map is the 20km by 20km max area box?

fossil basalt
#

hey guys, this happened after I rebuilt lighting ... how can I fix please?

grim ore
#

did you change anything before you rebuilt?

dawn grove
#

why tf can you not undo after saving map?

fossil basalt
grave coyote
#

@dawn grove, i think one can delete build data

vast pine
#

meh i hate you wheelvehicle

sturdy trench
#

Is the only available 4.26 version Chaos one?

grim ore
#

no, it should be at the top if its not installed

sturdy trench
#

Ah, yes. Thanks

#

I was asking for a friend so I confused when I did not see my own installed version

grim ore
#

yeppers

lethal light
#

Can anyone tell me if it is normal to take importing a blender tree to unreal? almost 2 hours or more to import

#

;-;

#

is there any way to speed this up?

grim ore
#

it shouldnt take 2 hours

#

check your task manager, see what it shows

drowsy snow
vast pine
#

Tree looks like it has enough geometry for an entire level.

lethal light
#

;-;

#

is there how to make it optimized directly from mtree?

lethal light
grim ore
#

yeah sounds like its trying to optimize it and its a heavy heavy model

#

so you need to optimize it in blender, what are the specs of the model in blender?

lethal light
#

Ryzen 5 2400g
24gb ddr 2800mhz
SSD120gb + HD 1tb
GTX 1660S

grim ore
#

oh yeah your going to be using a single core on that 2400g probably which isnt very powerful, your going to need to optimize a ton for that machine

fossil basalt
lethal light
#

;-;

vast pine
#

I'd take a guess blender is instancing the leaves but on output it is all separate leaves.

bright sigil
#

if its anything like maya paint effects...

drowsy snow
vast pine
#

I bet with a good trunk. some vert groups. and then put on some planes on the branches to extend up and off like hair's and optimize the sheets to be thinner branches with alpha textures on em.

lethal light
#

I don't have this knowledge yet, that's why I started using Mtree, before I used TreeIT

vast pine
#

I'm no fan of realism in games tho. so i default to those trees that have orbs of planes with the hollow inside ๐Ÿ˜‰

lethal light
#

I will try it

vast pine
#

over realistic games are like... stealing the players ability to go hog wild with imagination ๐Ÿ™‚

bright sigil
#

in the past, I had a plugin for max that would make trees, much to the expected density as any other tree maker - every leaf and such - and what i did was treat the leaf generation as branch cards. That way i could generate whatever trunk and then blast it with large poly planes that aligned with branches. I made/used branch textures on those cards

vast pine
#

Also take into consideration the project. how close can a character get up to a tree. are they going to be up in the branches to notice things etc. the solution should be optimized for its need. and then you can squeeze detail out of it. much like designing a theme park.

lethal light
#

I intend to create with zelda / genshin style graphics later, I started with realist because you don't need to change a lot in blueprint, just to practice at the beginning

drowsy snow
lethal light
#

i want to learn how to do is stylized somewhat realistic not too simple

#

I think it would be beautiful : D

#

like that

fossil basalt
#

I am wanting to express a players way of driving on the road such as left in the UK and right in America ... is there a term for this?

#

or a short expression?

#

nice, thank you

marsh canopy
lethal light
#

;-; 2 hours importing, to crash at the end

#

stonks

marsh canopy
#

When I compile from visual studio it says "ShaderCore" module not found in build.cs

fossil basalt
#

ouchie

kindred depot
#

i have this and love it.

fossil basalt
#

omg

#

thats way too cheap for me not to be sooooooooooooooo tempted

lethal light
#

OJO this type I want to do, with a little realism

fossil basalt
#

haven't even got to world design as yet

#

still working on mechanics

kindred depot
#

its a great base to start your world with

lethal light
#

cheap isn't it ;-;

#

at least here e.e

#

R$100 ;-;

kindred depot
#

EVERYTHING IS CHEAP RIGHT NOW! I spent over 500 dollars in 2 days.. keep me AWAY FROM HERE

#

I worked last week for free LOL

lethal light
#

in 2 weeks I spent 10 reais, about 2 dollars ;-;

marsh canopy
fossil basalt
#

I visited the market place and am now in a rabbit hole of goodies!!!

fossil basalt
#

I spend ages in there sometimes, lol

lethal light
fossil basalt
#

why would mods have an issue?

kindred depot
fossil basalt
#

well, I am glad it was posted, lol

kindred depot
#

making clothing is no longer fun ๐Ÿ˜ฆ

#

this is a FOREVER process.

lethal light
#

.-. 8M

kindred depot
#

you are subdividing WAY to much

#

haha

fossil basalt
#

hmmm, I really like the idea of the cartoonish stylized packs

lethal light
#

e.e

kindred depot
#

So do i they look cute

fossil basalt
#

buuuuuuuuut

kindred depot
#

make you feel warm and fuzzy

fossil basalt
#

not sure it fits with my theme of building a factory game, lol

#

they do!

kindred depot
#

In the end tho, you can add a post process shader, that does the same thing.

fossil basalt
#

nice

kindred depot
#

Ever wonder why valorant runs awful? and heavy CPU usage?

#

they have a post process per character

#

everything in that game is all post process.

#

lol

#

I may have looked at something i should of not seen ๐Ÿ˜‰ with a key

fossil basalt
#

it's not too cartoony

#

pretty sure most assets could fit well in there

kindred depot
#

When in motion, your fps go from 200 to 100 depending on where you are looking. Many people on reddit said it is post process.

kindred depot
fossil basalt
#

I wonder if that stylized pack can texture rocks appropriately depending upon the biome they're in such as snow, sand, moss, etc

#

yeah, already watching the demo which spill into how to set it up

#

he is very good

kindred depot
#

Go ask in his discord ๐Ÿ˜„

#

its all RVT based

#

so i am sure you can add biomes.

zinc shore
#

so yesterday UE ran perfectly fine but now its runs insanely slow and if i play my project its like im watching it in slow motion. why is UE doing this like no other application is doing this

violet goblet
#

Strand based hair:
i have two chars (one subdiv and two subdiv)

i made xgen hair for the "two subdiv" character.

am i able to use the hair in unreal with my "one subdiv" character too??

kindred depot
fossil basalt
#

ok, I climbed out of the rabbit hole ... back to coding I go! ๐Ÿ˜„

violet goblet
#

never have done that :) is that mesh independent then??

kindred depot
fossil basalt
#

lol

violet goblet
#

always thought you can only use the abc with corresponding mesh? ๐Ÿ™ˆ

kindred depot
#

works with anything ๐Ÿ˜›

#

attach hair to a weapon if you really wanted too

#

lol

fossil basalt
#

no way am I getting into hair

#

I hear it's very tedious

violet goblet
#

how the heck is ue doing that that it knows where the scalpt is so it moves with mesh when animating?! thats unreal lol

#

mayas xgen is actually pretty awesome! alot good tutorial out there

kindred depot
violet goblet
#

๐Ÿคฃ ah yes...why not

fossil basalt
#

yeah, those assets do save a lot of time

violet goblet
#

indeed

fossil basalt
#

one of my fav assets is an icon thing

#

kinda helps to make em all look similar

#

not explained well at all from me, lol

kindred depot
violet goblet
#

the best tutor for xgen as i find is a guy called jesus on youtube ๐Ÿ‘

kindred depot
#

Oh groom binding, yeah thats just right clicking and binding to your character

fossil basalt
#

@kindred depot

kindred depot
fossil basalt
#

love ways to standardize things

#

lol, I got that for free, then bought almost all of his other assets

kindred depot
#

So I am reimporting my metahuman with clothing on... Back from the source with ue. I wonder if i take the sweatshirt, then retarget to the base ue skel. transfer it to blender. Open daz, ue daz script to retarget a clothing to ue4 bone structure, click import to blender, from here merge into the pose of the meta in blender, reimport to ue with ue4 skel retarget to meta.... hmmmm...

fossil basalt
#

lol, sounds complicated

kindred depot
#

making custom clothing is no fun man.

#

i rather buy it

#

and edit it with substance painter.

fossil basalt
#

yeah

#

I can relate

#

always better to buy than start from scratch

#

well, to buy a base that can be heavily modified

kindred depot
#

i mean i bought this tool for 30 but idk, its just a lot of work that i dont care to do.

fossil basalt
#

be sure to give it a review, lol

kindred depot
#

im pretty sure, if my game ever got big. some one out there is looking to create clothing for characters. Thats all some people know ๐Ÿ˜›

#

All you got to do is export the body and head, open blender select both, CTRL + J save as obj. bam full meta to play around with

violet goblet
#

just watched the vid, and was asking the same, where does he bind it to the mesh? :-D

kindred depot
#

yeah you can not reimport the morphs but for clothing the morphs do not matter. its really only the facial rig that is more important.

#

renamer for bones ๐Ÿ˜›

violet goblet
#

you can make cloths in DAZ?

kindred depot
#

yeah thats why i said, it should not be hard to reimport the clothing with daz doing the method posted above. I already have my meta as a daz morph, but its buggy.

violet goblet
#

like really customized cloth? or just predefined stuff?

wooden apex
#

quick question

#

where does unreal default project location is

#

i forgor

kindred depot
kindred depot
wooden apex
#

thanks

kindred depot
#

Yeah I just hope the meta human editor gets a upgrade to make this process easier.

zinc shore
#

LogInit: OS: GenericOSVersionLabel (GenericOSSubVersionLabel), CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz, GPU: GenericGPUBrand i have a nvidia GPU but the log says this dose that mean its running integrated graphics

kindred depot
# zinc shore `LogInit: OS: GenericOSVersionLabel (GenericOSSubVersionLabel), CPU: Intel(R) Co...
grim ore
#

check your gpu use to know for sure which one its using

zinc shore
#

well ok this is weird if i run any of UEs build tools they just crash after a couple seconds

#

this all seems to have happend after my stsem did a update

kindred depot
zinc shore
#

like this all ran fine yesterday but now nothing works

#

i am using a version compiled from source on linux maybe i need to recompile it?

kindred depot
#

no idea, someone else might know

grim ore
#

you could check in #linux , see i anyone else has an issue. you shouldnt need to but another driver/system might have broken in the update

zinc shore
#

whats weird is than no other programs have a problem like if i load godot it runs intensive 3d scenes at 60 fps and says its using my Nvidia gpu

grim ore
#

restart your machine and try again, who knows

zinc shore
#

so i tried to package the project to see if packaged builds run fine and now i get this ERROR: Could not find definition for module 'FPS', (referenced via FPS.Target.cs)

bold holly
#

yo can someone please help me with the crouching function?
The crouch animation plays but the actual capsule size doesn't.
How should I fix this? I made sure the character can crouch in the inherited character movement but it didnt work.
Anyone got any ideas please?

bright sigil
#

it's suppose to change based on capsule half height

bold holly
#

Yeah thats the problem

#

it doesnt

bright sigil
#

this fps or tps?

bold holly
#

fps

bright sigil
#

what animation is playing then, a skeletal mesh?

bold holly
#

Just a camera animation

bright sigil
#

oh weird, so its moving the camera but not changing the capsule

bold holly
#

yeah exactly

bright sigil
#

are you overriding the Crouch function?

bold holly
#

I dont think so

bright sigil
#

so how do you notice the capsule not changing?

bold holly
#

I made a sort of tunnel that the player can walk through

#

then I coudnt fit in

#

I made it bigger and bigger

#

until It was taller than the un crouched height

#

and thats when it worked

bright sigil
#

is this the default settings for capsule half heights - crouch and uncrouch?

bold holly
#

My crouch height and crouched eye height is set to 15. The half height is 88

#

The half height is defaul

#

while the crouch height and eye height I changed

bright sigil
#

try a number that's bigger than your capsule radius

bold holly
#

yeah my capsule radius is 20

#

I changed crouch height to 32

#

didnt work

bright sigil
#

and this is all default logic otherwise? are you doing any kind of timelines or variable changes for specific reasons?

bold holly
#

I use a crouch timeline

#

could that be the problem?

bright sigil
#

well, test without it

bold holly
#

alright one sec

#

yeah it worked

#

but doing this will require for me to change a great deal of blueprints

#

is there no way of fixing the timeline crouch?

bright sigil
#

thats a new question. what does the timeline look like

bold holly
bright sigil
#

alright, well zoomed out, obviously im not sure of the details. but i can see that for the timeline, there is a set rel location for the camera

#

that makes sense then, the camera animation plays but not the crouch

bold holly
#

ohhh i see

bright sigil
#

are you calling the crouch function at all?

bold holly
#

so how should I actually make the capsule change

#

I dont think so no

#

but it doesnt exist for my movement graph

#

Actually nevermind let me try to call it

bright sigil
#

well, you can add a lerp in addition to the set rel location, this lerp would set capsule half height

#

actually

#

if you set capsule half height instead of the camera lerp you have, that should handle the camera

bold holly
#

I see

#

Thank you ๐Ÿ˜„

bright sigil
#

hope it works!

bold holly
#

same

#

again thank you

bold holly
fossil basalt
#

is there a way to change the camera so that the player feels like they have shrunken down?

kindred depot
#

imagine not using enhanced inputs xD

fossil basalt
#

lol, didn't think it would be so simple ๐Ÿ™‚

drowsy snow
#

You may also want to adjust the field of view a bit too.

kindred depot
#

i mean that wont work with scaling tho

#

yeah

#

lol

fossil basalt
#

yep, will do both

#

sure I will get a few surprises along the way playing with FoV

kindred depot
#

ugh

#

i hate you metas ๐Ÿ˜ฆ

fossil basalt
#

lol

kindred depot
#

the only method i can think of and why have i not thought of this before....

#

make the daz character the same shape.....

#

then add clothing. then export... duh.

neon bough
#

yea, have fun with that...

#

guess thats not gonna work out with a reasonable amount of after work

#

what you can do is put everything in blender and try your best with shrinkwrap, but even that is a pita

kindred depot
#

lol

#

its been 2 days xD

#

ill make a method. I got the model in there, but clipping is still an issue

stable path
kindred depot
idle mantle
#

hey there are a tv serie powered by UE4 but I forgot his name

#

it's not ZAFARI but the characters are like Fortnite - stylised characters

#

oh and the story is about video game competition if i'm not mistaken

#

thanks lol the animation work was great!...

neon bough
#

there's no real way to avoid clipping with meshs overlapping that close

#

you would need exactly the same geometry for the cloth + character with the same weightpainting

drowsy snow
plush yew
#

how do you add particles to air to make it look dusty, foggy, airy and create that classic, vintage vibe?

neon bough
#

didn't knew that the term airy exists ๐Ÿ˜„

plush yew
#

๐Ÿ˜„

#

you know what I mean

#

when light shines

#

you can see the particles

neon bough
#

theres multiple ways, you could spawn some niagara particles

plush yew
#

some projects have some kind of glitter in the air

neon bough
#

post process shader would probably work, too

plush yew
#

but it looks weird

idle mantle
plush yew
#

shader?

#

add dirt mask ?

bright sigil
#

how about a particle system of small specks attached to the player but the particles are spawned in world space

neon bough
#

i'm not an expert in shaders, but it would have to consider the world position to look good

#

just an overlay would look weird when you move

kindred depot
neon bough
#

yea, but if you attach it to the player it would probably rotate with the player

#

"airdust" is stationary, more or less...

bright sigil
bright sigil
#

it would give a sense of moving through the space of the dust

plush yew
#

i have this dust example, scaled it bigger

#

it looks bad and kinda shiny

bright sigil
#

reduce alpha

#

and blast it with slightly greasy solar atoms

plush yew
#

put particle cutout osm alpha to 0

#

but how do I do the other?

bright sigil
#

the other one is a joke, dont worry about it (brain failing)

drowsy snow
#

That's way too dense for dust speckle anyway

bright sigil
neon bough
#

that looks more like snow

plush yew
#

yeah i know lol

bright sigil
#

haha ok cool

neon bough
#

havent suggested a trigger yet, but yeah

#

you could use a trigger ๐Ÿ˜›

bright sigil
#

didnt mean to link, sorry, meant atomik

plush yew
#

using this same material with trigger? like place trigger points in map

neon bough
#

hm, one of the asset packs i have came with some airdust particle system, they use it under street lanterns

#

if im not wrong it was that big city park asset, which is free

#

maybe take a look at that

plush yew
#

ok thx

neon bough
#

but beware, it's heavy

#

if you can wait ~30minutes, i can double check, compiling the engine atm

bright sigil
plush yew
#

I use P_dust from Classic Mansion pack

#

City Park probably would be better

#

Vector fields look about right

bright sigil
#

"The most interesting feature of GPU particles, aside from their efficiency, is vector fields"

neon bough
#

yea also it was another asset, sorry

plush yew
#

using that same particle

#

but it looks out of place a bit

bright sigil
neon bough
#

is it niagara? then you could play around with the scale of the particles

plush yew
#

like not matching colors of environment and blending in

#

I think yes

#

just a particle file

neon bough
#

well, matching color of environment is probably because it's not translucent to keep render costs low

raven estuary
#

Does anyone use brushify and know why my foliage is spawning like this

plush yew
#

ok thanks

#

maybe particles is not even what I'm looking for lol

bright sigil
#

they are cutout, you can tell at 0:34

plush yew
#

this feeling

#

like

#

light balance and that foggy atmosphere

bright sigil
#

the fog comes from the lights, they're using indirect volumetric scattering

#

its a setting in the first section of the light

#

pp can always be used to adjust env

#

though id imagine it should be consistent

plush yew
#

volumetric scattering intensity?

#

will check it out

neon bough
#

wouldn't that also work with height fog?

plush yew
#

tried, but it was a bit too much at the time

bright sigil
#

if i can remember the name...

plush yew
#

volumetric scattering made room brigther

bright sigil
#

scroll down to where you find this picture

#

i remember not needing a fog volume though

plush yew
#

yeah, I dragged that and indirect lighting intensity up too

#

will try with volumetric only

bright sigil
plush yew
#

so both?

bright sigil
#

i dont recall ๐Ÿ˜… i think its the indirect

#

gotta build lights to see it

#

and i think they cant be static? pretty sure it grays out but still works or something wierd

plush yew
#

yeah, I'll get there

#

need to mix light colors

#

to create that candle burning feel

bright sigil
#

should be getting more fog effect, maybe a vol fog is needed and needs to be set to work with volumetric lighting

plush yew
#

it worked

#

nice

#

๐Ÿ˜„

stable path
#

Which is better to use for Inventory Items?
Actors or Objects?

#

I've been using Actors and just referencing them in an array for the inventory but recently found out that you cannot save references in a SaveGame (which is kinda obvious, but I never thought of that ๐Ÿ˜ )

#

I wanted to have Item specific actions which are implemented as Functions in the actors right now
Blueprint Structs don't allow functions in them

#

So, I guess, they're out the window (I don't want to go C++ yet)

bright sigil
#

i am using bp structs, i spawn/destroy the actors

stable path
#

They allow functions inside them

bright sigil
#

if it works for save data, then all good. I have actors with functions spawned from bp structs, but i dont think it's system you'd want to implement

bright sigil
#

i guess no reason, the bp struct fetches the actor to spawn based on a data table

stable path
#

Is there a specific reason for not being able to Inherit from Data Asset class in Blueprints?

bright sigil
#

you can derive from primary data asset

plush yew
#

yo, thanks for helping, you all the real mvp ๐Ÿ˜„ now I can't decide between different versions

#

I guess you just have to go with how it feels at first, if it's good don't mess around with settings too much.

midnight cloak
#

Hi, I'm in UE4 why when I place my objects in the sub level they no longer in the persistent scene in PlayMode?

autumn flame
#

Else you need to use Blueprint logic to Load / Unload

midnight cloak
#

thanks you!

tiny valley
#

Can someone explain the math behind this

exotic thicket
bright sigil
#

i count 7 for each, and 15 total

sour tide
#

15 nodes. It's the handshake equation.

bright sigil
#

its missing the shocker

drowsy snow
#

Correction then
7 * 15 = 105

sour tide
#

Number of connections = (n-1)(n)/2; that's 14 * 15 / 2

#

(which is 105)

bright sigil
#

1, 2, 3, 4,..... 105

sour tide
#

n=1: 0
n=2: 1 (+1)
n=3: 3 (+2)
n=4: 6 (+3)
Each new person adds as many connections as there were ALREADY people in the group.

cunning light
#

Hello! I'm new to unreal and I'd like to know if I can export my project to Android project ( Note: I'm talking about android project export and not generating .apk or .obb files or windows batch files)
I'd really appreciate any help on this front! Thank you ๐Ÿ˜„

drowsy snow
drowsy snow
silver oar
#

I know this is probably a rookie mistake, but ue4 is changing my uv map without me knowing. Is there a way to get around this? Any help would be appreciated.

drowsy snow
silver oar
#

Images for reference, and strangely it doesn't happen to other static mesh

silver oar
#

Also I double checked the light map coord index and it's set to the right one, which looks the same as it was in blender

prisma brook
#

Hi I'm just getting started on my first UE project and want to know if pixel streaming is compatible with most projects?

#

Is there anything I should be aware of in regards to the limitations with pixel streaming?

drowsy snow
prisma brook
#

Gotcha, I plan on testing with Furioos

#

Can I build off any UE 3D template and then use pixel streaming?

#

Hoping to start with something simple, just like a 3D room I can move around it

sour tide
#

I got a second monitor. I can't express how nice it is to not have to tab between reference material and the editor, or subdivide the screen between them

exotic thicket
#

I wonder what's the most cost-effective pixel streaming solution

#

Running an EC2 instance with a GPU is expensive as shit

prisma brook
regal zephyr
#

Hey guys

Having a problem with SubSurface Scattering. When i bake lighting this is the result.

Do you guys know why is behaving like this?

#

This is the material i have been using

plush yew
#

Looking for some help with Replication

#

I've got an actor that I'm trying to replicate

drowsy snow
plush yew
#

brilliant, thank you ๐Ÿ™‚

trim geode
#

how do i render an image from a cinematic camera?

#

in ue5

drowsy snow
trim geode
#

@drowsy snow ok I'll try this thanks man

prisma brook
hollow palm
#

my PC crashed a while ago with a project open and now whenever I try to open it I get hit with Assertion Failed: NumBytes == Strings.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 3336]

#

it's only that project

#

I tried everything

exotic thicket
#

Not sure how to fix that but for future to avoid these kinds of issues, you should look into using source control software

hollow palm
#

I was about to set up SVN

#

literally

#

then PC crashes

#

Okay, so, good news, I moved the content to another project and it's good again

whole turtle
#

hey there! Does anyone know how to deal with migration tools issues? I'm trying to migrate quite some assets from a market place pack project into my own. The individual assets seem to be transferred to my project correctly but every input is disconnected - everything form mesh inputs in blueprints, to material inputs in those meshes, texture sampler inputs in the materials, skeletal meshes physics bodies, etc. everything is imported without any input connected. It only imported the assets, every relationship is lost in the migration process, which isn't ideal considering there are lots of assets and going one by one connecting every material to every mesh, texture maps to every material, etc would take ages...:/ Any suggestions?

real heath
#

Are you going between projects of the same engine version?

hollow palm
#

^

#

was about to ask

whole turtle
#

yes

hollow palm
#

try using the content browser

#

in a separate project

whole turtle
#

the pack comes in v4.27, my project is the same

hollow palm
#

that might work

#

does it come connected in another project?

whole turtle
#

yes, everything works fine in the source project

hollow palm
whole turtle
hollow palm
whole turtle
hollow palm
#

oh

#

then that's really odd*

whole turtle
#

yup :x

#

I also tried to simply copy the stuff by hand in the file explorer but things crash etc, so yeah, kinda stuck

real heath
#

Are you doing it directly into the content folder of the new project, or are you trying to move it to a subfolder? I don't think it'll work right unless you do it to the content folder

hollow palm
#

oh yeah that's true

whole turtle
#

I'm selecting the assets I need in the content browser of the source project, picking the migration tool, and pointing it to the content folder of the target project

#

usually if not targeting the content folder 'root' of the target project it gives an error if I'm not mistaken

real heath
#

Yeah it does, but double checking, cos something clearly isn't working for ya

#

I don't know, maybe run a fixup redirectors on the original project and try again

#

Perhaps a resave all as well

whole turtle
#

yea actually didn't check if there are any redirector issues with the source project

#

let me double check that

#

yup no redirector popping up using the search filter in the root content folder of the original project

#

yeah even choosing the 'fix redirectors in the folder' tool doesn't do anything, seems to be fine in the source project

drowsy snow
#

There's a rare chance your project might be cursed. That's sort of a thing with Unreal projects.

real heath
#

You can try a "resave all" on the first project as a last ditch

whole turtle
real heath
#

In content browser you should be able to right click a folder and select resave all

#

Not in front of a PC so can't get a screenshot

whole turtle
#

let me google

#

can't find anything with that name, neither in the docs

real heath
#

It's mentioned in the second last comment

#

now they have it so that you can just right-click the Content folder in the Content Browser and simply click Resave All. Sounds like itโ€™s saved a lot of headaches!

whole turtle
#

hah thank you! I'll try that, Just started the content validation tool but nothing pops up with issues

silver oar
#

I got around my last issue with the uv mapping, but now I've run into another one. For whatever reason there are dark patches on this static mesh, I think it might be a problem with the lightmap, but the lightmap looks fine to me. Is there a way to get rid of them?

#

This is the mesh in question before lighting was built

#

This is it after lighting was built

#

And here are the uv map and light map for reference

#

Any help is appreciated!

fierce tulip
#

depending on your uv-map size there might not be enough space between each uv-island

#

so there is overlapping of the lighting data

silver oar
#

I will make another uv map with more gap and see how that goes

fierce tulip
#

if your lightmap is 64, means you have 64x64 pixels to work with.
if you have a uv-island that is 32x32, you need at least one empty pixel around them, resulting in the island taking up 34x34 in space.

#

(this also goes for the outer border)

#

because lightmaps gets merged, not having space on the border can result in one mesh its lightmap overlapping lighting data with another.

silver oar
#

The current island margin is set to 0.03

fierce tulip
#

0.03 doesnt say anything depending on the lightmap size

silver oar
#

Is there a way to check the current lightmap size on blender?

fierce tulip
#

i dont use blender, prolly but i dont know

silver oar
#

I will try looking into it

fierce tulip
#

you can actually use that same lightmap uv-channel to let unreal re-generate it for the minimum lightmap size, giving it the right amount of empty pixels around each shell, and then apply the new uv-map into the same channel. it works fairly well.

plush yew
#

man how do i get rid of these references

drowsy snow
fierce tulip
#

@plush yew try cleaning up redirectors. if that doesnt work, best way is to recreate the folder structure, and put a file there with the same name. (save) then delete it and clean up redirectors. generally that works.

drowsy snow
silver oar
#

So the lighting map image size is 512, and the margin is 0.1

plush yew
#

In .. explorer?

silver oar
fierce tulip
#

content browser.

#

check the folder url in that image, recreate every folder until you made the same folder url.

plush yew
#

ok i recreated the folder

#

then i rename it, save it, then delete it

#

right?

drowsy snow
fierce tulip
#

so /twinmotiontounrealcontent/library/furnitures/home/kitchen/tableware/materials/ and make a material instance here called "MI_fabricCotton"

plush yew
#

asif the material instance already exists

fierce tulip
#

@drowsy snow could be, but im not sure

drowsy snow
#

Usually project's Content folder starts with /Game

drowsy snow
plush yew
#

The twinmotion to UE4 plugin was removed

drowsy snow
whole turtle
fierce tulip
#

same applies then though :p

plush yew
drowsy snow
plush yew
#

I replaced all materials in my scene, and removed the offending assets, yet,
references are still stuck there like the assets exist!?

fierce tulip
#

means there is a redirector in use, linking to it.

drowsy snow
#

Okay, try fixing up redirectors.

drowsy snow
spiral root
#

Any reason DetailTextureing detail normal should break baked lighting? I see UV seams now

plush yew
#

see if that fixes

silver oar
#

I've made a new lighting map with more margins but it's not cutting it

#

I will give it another shot with a bigger map size

drowsy snow
fierce tulip
#

on a 64x64 lightmap, those arent even filling one pixel

plush yew
#

do i have to download 32 gb data to get a plugin? ๐Ÿค” or am i stopid

drowsy snow
#

That also reminds me, baked lighting is not possible with Nanite, right? I'm curious.

silver oar
#

I'm kinda at a loss here since I'm still pretty new to unreal, but can I share with you guys my screen so I can get a better grasp of what to do?

plush yew
#

32 gb

drowsy snow
#

That could be lowered to around few thousands tris and still looking good.

silver oar
#

I can give that a shot, but what baffles me is I have other mesh with higher poly counts and they would show their materials fine, it's only this mesh that is acting up

#

I've already rebuilt it once with lower poly count but it's still not working

fierce tulip
#

it does feel like you have a loooot of islands for such a simple object though

silver oar
#

Oh also I don't have a screen shot of it but the dark area is from the generated light map from ue4

#

None of the channels have the generated light map anymore but it's still showing up

fierce tulip
#

left-over data

silver oar
#

is there a way to get rid of it?

silver oar
#

I did rebuild the lighting but it's still showing up, but I will look into the vids

fierce tulip
#

its still there because the object was probably still there when you rebuild it.

#

anyways, besides optimizing the topology, i'd suggest to redo the uv-map for the light channel, i think you can get away with it only being 12-20 islands/shells

silver oar
#

Alright, I will try to rebuild it and report back later. Thanks for the help!

fierce tulip
#

good luck

lethal light
#

does anyone know how to put physics on the tree? I couldn't find any video explaining

real heath
plush yew
#

This just happened, and i have a rtx2080

#

???

drowsy snow
#

I thought you somehow resurrected Windows 7's 3D window switcher lol

plush yew
#

i had Bsods with 4.26... i updated to 4.27.1... didnt get so much crashing, then this?

drowsy snow
plush yew
drowsy snow
#

That's the problem, newer NVIDIA driver has been notoriously broken with UE4 (at least the editor/unsigned stuff).

plush yew
#

i checked overclocking, doesnt seem like any settings show that overclock is on

drowsy snow
#

Pinned messages in this channel has several posts in this regard.

plush yew
#

Thing is, my coworker has driver .27, and i got v.30

#

and hes not getting crashes ๐Ÿค”

plush yew
drowsy snow
#

Also let Jensen Huang know, by saying "nvidia pls fix"

whole turtle
potent pendant
#

Hey! I'd like to ask what are the best sources for learning out there regarding using Unreal Engine for cinematics, environmental scenes, visual effects, animations.

I intend to use Blender with UE for modeling specific models, and After Effects for various stuff like compositing and additional vfx.

spiral flint
#

is anyone good with uefy