#ue4-general

1 messages · Page 1102 of 1

drowsy snow
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No. Rigify is bad.

spiral flint
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i like it

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but to each their own

silver oar
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So I've tried increasing light map size and spacing everything out, and it helped a little

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Here it is after building the light

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The surface is less jank, but the black patches are still there

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Here is the light map I've built for reference

hot kestrel
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hi every one i am new here and i do not good in en but that okay 🙂 and i need ask about same problom 🙂 so any one can help me plzz ?

drowsy snow
silver oar
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Also I've reduced the amount of subdivisions, if that would help

autumn latch
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i am setting my game mode to only ui but my keys in the player controller still working

hot kestrel
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my problom it is i make M_Landscap ( grass ) and ( grass forest ) but when i put grass forest i get gray land . so any one can help me ?

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like this

drowsy snow
hot kestrel
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plzz

silver oar
drowsy snow
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One of those things that easy to forget, particularly with Mirror modifier enabled.

silver oar
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Here is the uv map after the mirror modifier is applied

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Doesn't seem like there's any overlapping islands

drowsy snow
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Alright, give it a shot.

silver oar
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fingers crossed

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oh, any blender export settings to look out for?

prime willow
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oh!

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and is ray tracing somehting we can use now?

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or is it still too much for 60fps game builds?

silver oar
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Ngl, it's looking a lot cleaner now. The black spots are still here, but the noise from other surfaces are completely gone

drowsy snow
prime willow
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;-;

silver oar
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Oh also I've exported one with subdivision level at zero and it seems like something's wrong with the surfaces

drowsy snow
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Even PS5 games with raytracing don't go far with it.

prime willow
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i see

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well i wont touch it than

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:/

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no point if i cant get a solid 60fps

drowsy snow
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Full raster is still cool tho

prime willow
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what

drowsy snow
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Rasterisation. Basically how we render things in game for the past 2 decades or so.

prime willow
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oh i get it x3

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hmmmmm

silver oar
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Here are the black faces highlighted, do you think this could be a blender side issue?

drowsy snow
prime willow
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promise its nuffin crazy complicated

last topaz
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Hi, anybody knows why at a distance my landscape is visibly stepping despite forcing lod0?

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Huh nvm, I just had to move close to it and back, seems like it hadnt fully loaded for some reason..

mystic fossil
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New to UE, can I make my project cloud based and access it on any device?

drowsy snow
mystic fossil
drowsy snow
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And yes, you can push .uasset files into GitHub.

mystic fossil
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Hmm maybe then, just assumed that entire scenes can't go onto GitHub. But will give it a try, thanks!

drowsy snow
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The .gitignore template for Unreal Engine project only ignore build files (something that's automatically generated) and some format files in SourceArt folder.

real moth
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Hi! I want to have a recoil mechanic sort of thing for the player (not the gun), so what I mean is say I shoot at the floor; my player will go upwards, if I shoot forward my player will go backwards. Does anyone know how I can do this, or good resources to look at?
Like I've got the horizontal movement working but the vertical is not, I assume due to gravity?

drowsy wigeon
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Since I am mainly a programmer, I plan to use C++ instead of Blueprints, but don't want to bother with VS2019 now - can I create blueprint project and later convert it to C++ project without any downside? Or should I start C++ project right away?

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Because for start with Unreal, is probably easier for me to mess with blueprints, but later I will want to have full control in C++

grim ore
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C++ and BP go hand in hand, you can convert back and forth if you want (little more work for CPP to BP)

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and yes learn how UE works first with blueprints, learn the editor and the engine without diving into CPP from the start to get a handle on how it works. then you can convert over to cpp to learn those parts

drowsy wigeon
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So it will convert everything losslessly, not just for example wrap black box blueprints with C++ code etc, right?

grim ore
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its not a conversion

silver oar
grim ore
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unreal engine uses blueprints, you dont get around that. its not CPP or BP, its both

drowsy wigeon
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I guess it now works with precompiled blueprints, right? Then it will replace them with source

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I imagine it the way, for example, right now I will create example project with vehicle - having basic vehicle physics. Will I be later able for example open source of that vehicle physics and modify the code to make it more advance/simulative?

grim ore
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yes and no

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every blueprint node has backing C++ code, if you wanted to you could create the project in BP then convert by hand all of your blueprints to the corresponding cpp code and replace it

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now should you do this is up to you, there might be no advantage to it

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if you wanted to modify the source of the blueprints, you would be changing the engine itself (which is fine), but adding your own code to create your own custom vehicle would be better (using the base UE4 code)

drowsy wigeon
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my main point is - I don't want to stuck with some implementation - I am OK with basic blueprint now, but don't want to find out anytime in future I can't improve it in any way

grim ore
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you have all of the source of the engine, you can do anything your skils let you do

drowsy wigeon
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mainly I now want to build on some example content, to not get overwhelmed by new stuff, but later be able to improve basically anything

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Sure, now I will use basic third person and default locomotion control and default vehicle controls, but in future be able to for example do own vehicle physics

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I just don't want to get into dead end

grim ore
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so yes you can prototype in BP, then move it over to CPP when you have an implementation you want, and go from there

drowsy wigeon
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ok, seems fine ... I guess I am overthinking this and UE is much flexible to not get you into dead ends

grim ore
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well you have the source, you can't get into a dead end if your skills are sufficient

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its not like you cant just change what you want

drowsy wigeon
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I don't want to modify unreal engine base - but I guess things like vehicle physics are not exactly part of engine, but code imported to my project

spiral flint
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why she been all stretched and shit

grim ore
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@drowsy wigeonvehicle physics are part of the engine, if your using it when you start the engine its part of the engine.

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if you want to hand code your own vehicle system then yeah that would be part of your code using systems from the engine

drowsy wigeon
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Interesting - OK, so probably way for own physics, like other games have, is later replace original blueprint with own implementation having same API - I guess

grim ore
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well what do you mean by physics, that seems to be an issue here

drowsy wigeon
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I imagine blueprint as some class implementing some interface - so to replace vehicle driving blueprint, I should create class implementing same methods and code the content of blueprint's blackbox, right?

grim ore
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blueprints are code ran on a VM in the engine, they arent a class implementing an interface. if you wanted to replace blueprints with CPP you would create the same basic "code" in cpp then remove the BP code that calls it since your CPP code is now calling it

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play with the engine for a bit, learn the basics of the editor and engine and then it might be easier to understand. you wont get "stuck" especially when learning as it should all be disposable content for that purpose

drowsy wigeon
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OK thank you very much for your insight 🙂

grim ore
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yep theres even some free courses on the unreal online learning site that cover converting BP to CPP when you get to that point

drowsy wigeon
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I plan to watch some video tutorials - mainly I would like to learn how to create map - do some nice own map solely from Quixel assets - basically just walking simulator - and then, when I get this in hand, focus on some more gameplay. But I would like to keep map I will create during learning, not throw it away

grim ore
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well the map itself would be fine, its probably not going to have any code at all

drowsy wigeon
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OK thx 🙂

broken socket
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i dont understand whats happening. i have a character model with a bunch of armor models that have the EXACT same skeleton. however there where multiple of the same exact skeleton that different armors where using and so to clean things up, i retargeted all them to my main skeleton and deleted the rest. Ever since, when i set master pose component, the shoulders look all flipped. ive tried reimporting them, i even deleted all my files with the models in it and re added the content packs and it is still messed up. the skeletons lok finr on their own. but as soon as i run the game, they are flipped and weird. i dont understand wtf is happening and i need help

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idk if its a problem with the asset? because originally the assets came with their own animations and before the looked flipped only when i used other animations. but now they are always flipped even with the built in animations for the mesh. and the skeleton itself works with animations on its own, i try it with animations by itself, but when i set master pose it is all wacked

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all this happened because i retargeted stuff

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and now its gonr insane

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i tried giving them their own skeletons, reimporting them from blender, retargeting, deleteding them and adding them back. its still broken

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this is driving me crazy, any kind of help i will greatly appretiate

fallow oasis
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im trying to export this bottle from blender into unreal and for some reason I can see thru it and the label is also on the inside and mirrored. any tips are appreciated :')

bright sigil
#

looks like the typical transparency issue. is the inner liquid opaque while the bottle transparent?

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should also be able to see the label the right way by rotating your camera

fallow oasis
toxic jolt
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Hey! Is it somehow possible to receive the data (binary maybe?) of a screenshot made in UE4 application? Let's say i don't have an access to the location of the screenshot (UE4 application runs in the server and i can't access server files), can i somehow receive the data of the image?

fallow oasis
bright sigil
fallow oasis
#

yeah that might be it

nocturne bone
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hi

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i need map

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thanks

bright sigil
nocturne bone
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dude a unreal map

bright sigil
nocturne bone
#

DUDE

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why

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i need a umap

bright sigil
#

fresh out of those

nocturne bone
#

ah shit, here we go again

bright sigil
#

template projects might have some

nocturne bone
#

JUST SEND

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OK?

bright sigil
#

no need, just make a template project, gotta have the engine and a project anyways, its win win

nocturne bone
#

The_Valley_Unreal_Environments
.rar
298.9 MB1.12 GB

#

oh

bright sigil
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wha?

nocturne bone
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!8ball is conard have map, and he doesn't send me that ?

buoyant graniteBOT
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@nocturne bone, :8ball: Ask again later.

nocturne bone
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:/

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!8ball is conard have map, and he doesn't send me that ?

buoyant graniteBOT
#

@nocturne bone, :8ball: Reply hazy, try again.

nocturne bone
#

!8ball is conard have map, and he doesn't send me that ?

buoyant graniteBOT
#

@nocturne bone, :8ball: Outlook not so good.

nocturne bone
#

!8ball is conard have map, and he doesn't send me that ?

buoyant graniteBOT
#

@nocturne bone, :8ball: It is decidedly so.

nocturne bone
#

ok

#

!coin

buoyant graniteBOT
#

@nocturne bone, :coin: Tails

nocturne bone
#

!channel

buoyant graniteBOT
#
**#unreal-engine**
Type

Text

ID

225448446956404738

Category

General

Topic

General discussion about Unreal Engine that doesn't fit in other channels.

Created

September 14, 2016, 2:51 AM UTC

Last Activity

December 2, 2021, 7:03 PM UTC

nocturne bone
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good

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!memberlist

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!member

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!stream

bright sigil
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im pretty confused, are you trolling or something?

nocturne bone
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not really

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i just wanna to talk with you

glacial needle
#

does anyone know how I can get my boat mesh to have a simple collision similar to its complex without using, use complex as simple?

bright sigil
glacial needle
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@bright sigil No it isn't since the object needs to float, and characters have to be able to walk and enter rooms on it.

dark cairn
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Hey guys, i need some help! I'm setting up a Pixel Streaming Space, and got all the server and connections up and running, but I'm in trouble with the Mobile controls, I can setup the joysticks to walk and turn the camera, but I dont know how to spawn a virtual keyboard to mobile users use the chat feature and fill the forms like Avatar name and interact with Url Browsers that I have on project...can anyone tell me or indicate a guide on how to setup this command to use the mobile keyboard? Thanks for while.

ocean jasper
#

can i get a spline to snap to a bone via blueprints and stick with it and resize in game... im making powered body armor.. flexing dovetailed hoses with airbag piston heads.. powarmor.com = pneumatic body armor.. pick up 36,000lbs... https://www.artstation.com/marketplace/p/VX3jP/powarmor-com-pneumatic-body-armor-pick-up-36-000lbs .. https://www.youtube.com/watch?v=BTnlIfcZnDg

www.powarmor.com
Building better powered body armor for the human race. apache.org/ open license free to copy modify.
This project is still in design phase, I am only showing my demo drafts/ older work.
Air powered hollow universal direction joint (shoulder, hip, bird-wing..) Locking, lightweight, free to move when off, scale-able, spin-able, st...

▶ Play video
plush yew
#

Does anyone by chance have resources on how to use flowmaps for skyboxes in unreal engine?

buoyant graniteBOT
#

:triangular_flag_on_post: [EW] itsmagix#3865 received strike 3. As a result, they were banned.

real moth
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Hi! I want to have a recoil mechanic sort of thing for the player (not the gun), so what I mean is say I shoot at the floor; my player will go upwards, if I shoot forward my player will go backwards. Does anyone know how I can do this, or good resources to look at?
Like I've got the horizontal movement working but the vertical is not, I assume due to gravity?

thorn hazel
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Hey I have made a blueprint that uses the default sphere as a static mesh. Any idea how I can get the radius of that sphere in blueprint

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i just need something that gives me the size of an object in cm

round spear
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Anybody know how to block the camera of the player controller. IE before the player posseses the character there is a brief moment, only in server where they can see. anybody know how to block that?

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Ollie the easiest thing you could do to make your system do something is just hit the jump node if they shoot the ground

cold osprey
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I'm the developer of uefy what do you want to know?

bright sigil
steep urchin
eternal lotus
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someone help me figure out what to google here.... i'm making a goofy 3rd person game and I want the character's hat and/or arms to flop-around ragdoll style as you run and jump.

I could add this to the animation cycle, but I think it would be better (....funnier) if it was an in-engine simulation. Not sure what I need to look into to accomplish this.

round spear
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just set the hat and arms to have ragdoll enabled and the other meshes or whatever not to use it. then just google how to set up rag doll for the items you want to have it.

eternal lotus
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should the hat and arms be separate meshes then? or can I selectively ragdoll specific bones in my rig?

round spear
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idk i'm not an artist. if i was trying to make life easy on myself i would use seperate meshes.

eternal lotus
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right on

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that probably gives me enough to go on

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thanks

round spear
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sure thing

lethal light
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does anyone know a program to create giant maps besides the world machine? one that is free

whole turtle
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gaea is the best one out there, not free, but not that expensive either

lethal light
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worse than for me it would be expensive, living in Brazil is complicated, 100 dollars is half the minimum wage here ç-ç

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I'll see if I can buy this one later on.

bright sigil
lethal light
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is there how to do this? ;-;

bright sigil
lethal light
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there isn't what I need, I wanted one with a hole in the middle to put a floating island, so I want to create a custom e.e

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but there are some there that I can use as a base

bright sigil
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might as well just sculpt it in unreal

drowsy snow
kindred depot
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really wierd bug i am having with meta humans

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when i look at them, my screen goes crazy

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any ideas?

drowsy snow
drowsy snow
kindred depot
# drowsy snow Le spooky metahuman 👻

i think its post process or something 😦 I can not for the life of me figure this one out. already used this meta body and everything, so i cant throw her out 😦

languid relic
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Joe

drowsy snow
kindred depot
languid relic
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hello

steep urchin
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if i wanted to make a game like this https://store.steampowered.com/app/1418570/Zen_Trails/ in Unreal, what is the best way to approach it? It is 2D, but Paper2D would not be a good tool for it because it is not sprite-based. Rather, it involves generating shapes using programming (so, vector graphics)

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ah, I think I got it: we can use custom HLSL shaders in Unreal

drowsy snow
silver crest
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Hi Guys could anyone point me towards how I could go about implementing an in world map system, i.e the player holding a UI widget (map / compass etc) cant find a single tutorial on where to even start?

steep urchin
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procedural meshes in particular sound interesting

drowsy snow
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I think you can also accomplish it with straight spline mesh, though you should do the rotation stuff separately (as in moving the start and end point).

steep urchin
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can you explain what you mean by "Custom material node not having another render buffer"?

drowsy snow
steep urchin
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yes, sort of

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i just googled it again to remind myself

drowsy snow
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Yeah, so basically shaders with multiple render buffer to draw on. Custom HLSL node on their own is pretty limited, and it's not capable of such thing (at least not without extending it with Unreal Shader Files, but the setup's not as straightforward as Unity's by the looks of it)

steep urchin
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why do i need multiple render buffers though, to do shader based vector graphics?

drowsy snow
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I was assuming you're also talking about the trail thingy. I digress tho

Aside from spline meshes, I think you could also have vector lines in UMG, though I never actually used it, so I'm not sure.

bright sigil
crystal rose
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Hey so is it worth using unreal engine on an m1 max macbook pro or is it better to use it on a windows pc

primal oasis
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Hi! I need to compare performance of my iOS app built in UE4 against some other apps so I can understand performance better. Are there any tech demos or anything from Unreal that I can use for that purpose??

steep urchin
bright sigil
steep urchin
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if you want to use Vulkan

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you have to use PC/Linux

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Apple does not support Vulkan, only Metal

drowsy snow
crystal rose
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Ohh ok

crystal rose
crystal rose
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I have a 2060 on my@pc

plush yew
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how do you place sky sphere?

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where to find it

drowsy snow
distant totem
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trivia: It's also a TTT map in pavlov

plush yew
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I added Starter Content Pack

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can't find it

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just default sky sphere that's always in project

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or how to access engine content folder

primal oasis
plush yew
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got it

drowsy snow
primal oasis
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anything thats relatively demanding that exists that I can package for IOS myself? anything thats been shipped wont run stat unitgraph anymore I believe? you can't run the 4-finger tap console on a shipping build as i recall

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i just need some decent ue apps for comparison.

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its hard to know how mine is performing with nothing really to put it up against in terms of numbers

drowsy wigeon
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Can I somehow use Quixel Bridge easily with UE4? Plugin says, it is UE5 only, but I thought people use Quixel with UE4 as well

drowsy wigeon
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@primal oasis I see there is download of Bridge and Mixer on quixel webpage, is that working for UE4 easy import? Or also UE5 only and I need to import assets more complicated way?

distant totem
primal oasis
# drowsy wigeon <@!736510439533576284> I see there is download of Bridge and Mixer on quixel web...

Sorry I don't understand. Can you rephrase?... I haven't used Mixer really, I just use Bridge to pick assets from the Megascans library to use them in projects. It's super easy. First thing after installing Bridge you have to complete some settings to tell it you want to use UE with it, you tell it the install path for UE, and your project folder path. Then some settings to decide what quality you want assets to be. Thereafter you just press 'Export' and it will send the assets directly to your Unreal project to use.

distant totem
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do a quick search and find the guide it will show you how to set the unreal version

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I'm talking about bridge btw, never tried mixer

distant totem
primal oasis
distant totem
#

oh you said something recent sorry didn't catch that, maybe zen is the most recent 😂

drowsy snow
primal oasis
drowsy wigeon
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Good, so the limitation to UE5 is only to built-in plugin, but standalone Bridge should work fine - thank you!

distant totem
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yes sorry forgot to mention that about bridge, for 4.27 and below it's not a plugin its a standalone app

primal oasis
drowsy wigeon
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Great, thank you guys ... this Quixel thing really looks like a dream to me, making nice world in one person, without any modeling knowledge 🙂

primal oasis
#

btw... UE version 4.27.1 is out right? it's described as a "hotfix" version. I can't see any way to update from 4.27.0 to .1 any idea how i might go about doing that?

drowsy wigeon
primal oasis
drowsy snow
#

I mean, my custom build stays in 4.27.0 lol

primal oasis
drowsy wigeon
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I saw lot of games is already shipped with 4.27.1 for few weeks at least

primal oasis
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yeah downloading the launcher fresh on another PC offers 4.27.1

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but not on my PC here for some reason

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does anyone know if they fixed the problem with the IOS touch joysticks sticking to the edges all the damned time?

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it says Fixed in the bug report but target release is 4.27.2 so i dunno if it actually went out

drowsy snow
primal oasis
#

maybe i'll restart again. brb

drowsy wigeon
#

@distant totem May I ask follow up questions? I see there is lot of download options, 2K-8K textures, jpeg/exr formats, or even downloading original high poly model. When I download for example lower quality now and use in game, is there some easy way later redownload everything in higher quality and replace it without manually replacing everything? For example, now I would use lower lod models, but with UE5, I might use Nanite and want high poly meshes.

drowsy snow
drowsy wigeon
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So I need to decide now, what I will import 😦

drowsy snow
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Though with Nanite, I don't think LODs are necessary.

spring pelican
#

why does unreal put all of this stuff here in an empty project

distant totem
drowsy snow
#

But I'm not going to use UE5 for at most 10 years, so not that versed with UE5 stuff tbh

drowsy snow
distant totem
bright sigil
hot kestrel
#

what is LODs and what he is it or what he do ?

lethal light
#

what texture name? How can I do it through photoshop?

drowsy wigeon
#

@distant totem But in a worst case, is at least possible to download higher quality asset and let Unreal replace that asset automatically without needing to go over each instance or each use of material, right? So replacing one asset on whole map for higher quality should be matter of few minutes, not hours.

distant totem
#

it's set in stone now my friend 🙂

drowsy snow
distant totem
primal oasis
bright sigil
spring pelican
drowsy wigeon
#

@distant totem I see ... but still better than starting all over again ... since I don't undestand that much now, I guess is best to let download everything - 8K + original mesh + JPEG+EXR - to be safe 😄

bright sigil
spring pelican
drowsy snow
# distant totem

LMAO

I might use UE5 for tech demos, but for games, I'd still use UE4. Considering that average joe kind of hardware won't be doing Nanite + Lumen that well.

bright sigil
spring pelican
#

ue4

bright sigil
#

yeah, you should get a choice of three

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well just delete all that crap then

zinc shore
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dose UE have any cache it stores or something of that sort cuz UE started running super slow yesterday and even after removing and reinstalling it its still slow and some one on the godot server said maybe its some sort of cache slowing it down so can this be the case

distant totem
spring pelican
#

it works

drowsy snow
zinc shore
#

where is that located

bright sigil
#

root of your project, you can also delete these other folders

zinc shore
#

would i do this to every project

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cuz it affects every project

hot kestrel
bright sigil
zinc shore
#

like every project i open with UE runs insanely slow

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and the editor its self is laggy too

drowsy snow
bright sigil
#

maybe verifying engine could help, but that sounds like something else

zinc shore
#

i just recompiled ue from source and it just compiled all the shaders a few minutes ago and its still slow

bright sigil
#

and you dont have something else heavy running in the bg? maybe another ue?

zinc shore
#

no its just UE

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and the other day it ran perfictly fine but now its super slow

bright sigil
#

🤷

zinc shore
#

and no other apps do this like unity and godot both run 60 fps no problem

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its UE5 early access 2

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if i open the same projects on my mac they will run fine but run any of them on here and they are super slow

drowsy snow
zinc shore
kindred depot
#

in theory, by the time you are done making your game ue5 will be out in public beta.

spring pelican
#

how do I have a gamemode use my camera?

zinc shore
kindred depot
drowsy snow
#

Is there any reason for using GameMode for that?

spring pelican
#

idk what im doing

bright sigil
drowsy snow
#

GameMode is typically just server side

spring pelican
#

and theres no guide for not having a moveable player

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so basically I just need to use a camera pawn

zinc shore
#

i guess im weird in the fact im making stuff unstable software like i started making a project in godot 4 cuz i got tired of waiting for it to come out and it makes ue5 look like the most stable game engine ever

kindred depot
spring pelican
drowsy snow
spring pelican
#

I just want a camera

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thats IT

bright sigil
spring pelican
#

no

drowsy snow
spring pelican
#

yea

kindred depot
#

oh like spectating

spring pelican
#

I just need to know

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no

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it doesnt matter what im using it for

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i just want the game

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to use the camera

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that I put in it

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how do I do that

kindred depot
#

hold on

drowsy snow
spring pelican
kindred depot
#

You can drag a camera into your level, and possess the camera if you want.

drowsy snow
kindred depot
#

or drag a camera into the level, and add it to your game mode or player controller from there.

kindred depot
#

lol

#

thats what he wants tho

spring pelican
#

how do I possess it automatically

kindred depot
#

there you go

#

might be locked tho

#

this goes in the level BP

plush yew
#

how to make meshes float in the air once you hit box trigger?

bright sigil
#

Physics, no gravity, impulse

plush yew
#

yeah 😄

honest patrol
#

Do you guys know what the best way to go about getting variables from the player on the main menu screen for example how many coins the player has? I know you could place the player in the main menu screen level and then get player but I don't think this way would be great on performance?

plush yew
#

only tutorial with parts of idea is with floating boat

#

in water

drowsy snow
plush yew
#

Welcome to Episode 1 of the Space Simulator game creation tutorial series! In this Episode we will dive right in to our project by creating the functionality for our gravity and oxygen systems.

Leave a like and comment below if you found this helpful! Subscribe to stay updated with all of my latest videos! Thanks for watching!

▶ Play video
#

found this

honest patrol
drowsy snow
#

Think of game instance as sort of the game's memory.

kindred depot
#

i think i am in love with enhanced input

#

it solves a lot of issues with the basic input

drowsy snow
#

WTF is enhanced input anyway?

kindred depot
#

much easier way to solve all of this.

drowsy snow
#

It's a UE5 thing, huh

kindred depot
#

is it?

#

i had no idea

#

fixed my air strafe thats for sure.

drowsy snow
#

So I'm in UE4, and apparently Enhanced Input is also there, but it's experimental.

kindred depot
#

try it out 🙂

#

to get the base code for it

#

take from echo

drowsy snow
#

Yeah nah, I'm very hesitant to use experimental stuff in production ready scenario.

kindred depot
#

all good 🙂

drowsy snow
#

I'm afraid it either cause me workflow problems down the line, or cause lots of crashes due to it being experimental. And I set goal for my game to be as crash-free as possible.

kindred depot
#

So question about something. If I take a model from UE marketplace that has animations on it. Take that skel mesh of the model. export to blender add a subdivision to it to increase quality, reimport there should be no issues with that model because the bone structure should be the same correct?

drowsy snow
zinc shore
#

so it looks like just the editor runs slow on my computer while running a standalone or packaged build is just fine and on mac the editor runs just fine so i guess ill be switching to mac till ue editor works on my pc again

drowsy snow
#

It effectively doubles the poly count, but at least it doesn't tamper with Unreal's post process pipeline

spring pelican
#

is there a way to get all actors of a certain type

drowsy snow
spring pelican
#

event begin play?

drowsy snow
#

BeginPlay's fine.

kindred depot
drowsy snow
spring pelican
drowsy snow
spring pelican
kindred depot
#

depending on your code too, interfaces work.

bright sigil
ancient fiber
#

hey all. does anyone know about using webcam tracking with unreal? i do not have a modern iphone and,as such, can't use livelink.

prime willow
#

is there a safe way

#

to move project content folders

#

to where you want them

#

moving them raw or when the project is closed seems to break things :/

#

@kindred depot pls pm me your method for converting daz haircuts

#

ill be eternallly grateful my friend's method doesnt seem to work for me because im dumb

bright sigil
#

migrate

drowsy snow
prime willow
#

no no i mean moving stuff in my own project

#

not another

bright sigil
#

that still works

prime willow
#

like from content to sfx folder

#

wait

#

you can migrate in your own project?

bright sigil
#

yesh

drowsy snow
prime willow
#

when i do that blueprints seem to break apart

bright sigil
prime willow
#

and cause weird errors :C

#

some of my folders fracture massively when just moving from base to anywhere

#

i know there has to be a way to clean up and make your project tidy without massive issues ._.

#

also migrating to where i want it has caused problems with some assets

#

but it works with others whilst leaving empty clone folders that break my project if i delete them

bright sigil
#

well once you move a folder, run fixup redirects on the old and new loc, then the content root. then save all, then close, then check explorer for any remnant redirectors, then load it up again, pray its good and if errors still persists, a resaveall can help but it takes awhile

prime willow
#

so move fix directors over and over save open close rinse repeat hope tim sweeenees engine doesnt collpase on me ;-;

bright sigil
#

fix redirects as much as you like

#

i will usually have the file explorer open while i do this to see if any 1kb uassets get left behind

prime willow
#

ah okie

#

ill try and hope for the best

#

thanks

bright sigil
#

yep, you're not alone, i wish migrate worked 100% of the time, but its been better than me moving things around manually as annoying as it is to use

stray drift
#

I've found moving it within the content drawer is safe, if slow. Moving stuff around in Explorer is fucked

bright sigil
stray drift
#

You can also manually fix references if there aren't too many, or if they are uniform sometimes, using the property matrix. Had to do that with an anim pack of ~1000 animations lol, moved it to the wrong folder which broke the self-reference to the skeleton

zinc shore
#

when compiling unreal are there different flags you can have for the make file like if its a debug or release build like i know other engines like godot do that for there build process

bright sigil
drowsy snow
drowsy snow
bright sigil
thin tendon
#

Anyone else have an issue with dynamic shadows on large levels? I tried expanding the size of my game map. And I am seeing large sections where trees won't cast shadows. But those same trees will cast them in other areas of the map

bright sigil
#

shadows are going to be distance limited for performance. there are shadow cascades as a method to push them futher

rotund socket
#

Why performance of the constants in materials is better than performance of parameters in material instances?

#

It seems that it is better to create a lot of material masters and modify constants there, than conveniently use Material Instances with params

stray drift
rotund socket
#

well it depends, on my last measurement it was like 130 fps on instance vs 137 fps with constants

bright sigil
rotund socket
#

difference is between constants and params

#

not between instances and materials

#

the material is just a lot of powers, multiplyadds and some textures, purely for testing

bright sigil
#

if you are not taking advantage of a parameter, hard code it

rotund socket
#

so let's say i want to make a bunch of material instances for geometry on my level from master material and change some params on each of them - then it would be better to copy this master material and hard code those parameters instead of instances?

thin tendon
#

@bright sigil Thanks mate. This was exactly what I needed. My distance far shadow wasn't set high enough

bright sigil
rotund socket
#

thanks, yes it is logical but weird that Unreal does not optimize this under the hood and i have to spend more time hard coding values

bright sigil
#

as i stated initially, there should be no performant different between material and mat instance if its the same logic

rotund socket
#

yeah i did that, made a shipping builds

bright sigil
#

i understand that params have a percieved overhead, but i dont know how impactful that really is

bright sigil
midnight cloak
#

i have a material Instance , how can i find de base material of ?

bright sigil
midnight cloak
#

ho 🤫

drowsy snow
#

"Noooo! You can't just blockout levels using BSP brushes! That's not how you blockout levels!"
Hahaha BSP brushes go brrrrrrr

aka how to trigger #level-design so hard in one picture

bright sigil
drowsy snow
bright sigil
#

the classic doom pool

night bobcat
#

i made this with bsp brushes a long time ago

#

its awful, but yeah

bright sigil
rotund socket
#

A Material Instance Constant is an instanced Material that calculates only once, prior to runtime. This means that it cannot change during gameplay. However, although they remain constant throughout your game, they still have the performance advantage of not requiring compilation. For instance, if you have a game with a variety of cars, all with individual paint jobs, but whose colors will not be changing during gameplay, the best practice approach would be to create a master Material that represented the base aspects of a generic car paint, and then create Material Instance Constants to represent the variations for different types of car, such as different colors, varying levels of metallicity, glossiness, etc.

#

-documentation

#

so there should be no additional cost for parameters if material instance is not dynamic

#

or am i missing something

bright sigil
#

i was under this assumption so yeah, it shouldn't and perhaps something else is going on if this case

rotund socket
#

is there a way to turn a Material Instance to Material?

#

or set the Material parameters to what is in Instance

wide swift
#

Can anyone help me while adding a socket to a bone the socket size is larger idk why it is coming like this is there anyone who ca help me with this issue

drowsy snow
vivid scaffold
#

can anybody help fix these decal flat planes sort of clipping in front of the geo

tranquil roost
#

Not sure if this is the right place to ask but: I've built a level. I would like to package that level as a .pak file, to use with the ChunkDownloader. To create a .pak file, I'd make a DataAsset, all items in the folder of said DataAsset could be divided into a separate .pak chunk. However, the assets that populate the level I'd like to .pak, are in their own folder hierarchies.

Is there:

  1. A workaround
  2. A way to copy or move all assets in the level to their own folder?
old bay
#

Hey

#

I'm just here looking for a dev team anywhere I can find one?

tranquil roost
#

Try the job section! I always get responses from there. A lot of art-oriented teams on hire-a-studio as well. Also the Unreal forums have such sections.

old bay
#

ok thank you

#

🙂

feral sierra
#

Hi, how many tris I should go for a tree for a stylized game?

dull girder
#

is thre any way to get unreal engines marketplace items in a source build.(note:i am using ubontu 20.04 for it)?

#

thanks

drowsy snow
# dull girder thanks

If you don't fancy restarting just to dual boot, try making a Windows KVM on it. I know it's possible in archie, but not sure about booty Ubuntu

dull girder
#

i dual booted

#

but both linux

#

kali and ubontu

drowsy snow
dull girder
#

found one

dull girder
#

and linux is essential for hacking

drowsy snow
drowsy snow
#

Yeah, cool.
I'm staying in Windows, if you excuse me.

dull girder
#

i will install windows soon as 3rd os

dull girder
#

and one of the best os

#

but who runs potato like me dont perfer it

drowsy snow
feral sierra
dull girder
#

it can

#

it rus well

#

8 gb ram is even enough for 11

#

i rn 11 for 6 months

#

yeah

drowsy snow
#

Isn't the CPU matter more?

dull girder
#

nah

#

on kali it took only 3 h

#

now waiting for ubontu

#

it is using 5 gb ram but 100 cpu

drowsy snow
#

Like, a vanilla 4.27 build is 4000 or so modules, most bottlenecks actually come from either CPU or disk I/O speed.

drowsy snow
#

At least that's what the meddling kids use these days

rose lynx
#

I'm experiencing some heavy motion blur with custom time dilation, I've seen some other people have had this issue, is there a way to fix this that doesn't involve outright deactivating motion blur?

drowsy snow
rose lynx
#

I'll give this a go

sour tide
#

Why are Scene components called that?

heady quartz
#

Why does the shadow look missed up on pc view but fine on the mobile preview renderer?

drowsy snow
heady quartz
#

pc?

toxic jolt
#

Hey, how to remove F key bindings so they wouldn't work in a built game? e.g. wireframe mode under F1.. I can't find it in settings.

drowsy snow
heady quartz
#

Change build config to shipping instead of developement

toxic jolt
#

Thank you both! I didn't know that

rare glen
#

Is this the spot for UMG-Menu Anchor-Tooltip flickering issues since I can't find a category that fits other than Blueprint?

#

Hello all 😄

sour tide
#

I've worked through some basic tutorials and I think the next thing I have to try to do is make a microgame. Am I likely to get more out of this working from a template, or should I start from complete scratch?

worthy plaza
#

I've to put the UE logo + trademark if i want to sell a game made in UE?

fierce tulip
#

you have to ask for permission to do so, else you dont need to.

#

(iirc)

worthy plaza
#

perfect, ty

rose lynx
# drowsy snow Try increasing the shutter speed.

I assume you mean UCameraModifier post processing settings, I've tried something like InOutPOV.PostProcessSettings.bOverride_CameraShutterSpeed = true; InOutPOV.PostProcessSettings.CameraShutterSpeed = 2000.0f;

Should I have observed a difference or I'm doing this incorrectly?

wide swift
drowsy snow
fierce tulip
#

ikr

drowsy snow
spiral flint
#

Do the thing

uneven torrent
#

Has anyone ever tried / had any luck in getting the DMX lighting to work with Android Vulkan? I cant seem to get the volumetric light beams to appear with Vulkan turned on.

worthy plaza
#

Someone who have 5 free minutes can help me to complete the trademark license agreement? What i've to write if i'm just a dude with no business offices or something like that?

drowsy snow
#

I would fill it as follows:
your real, full name, a individual, having its principal business offices at your domicile address

Though if you're considering to establish a team/studio in the future, might be better to replace your name with your studio's, acting as a company.

worthy plaza
#

Thank you so much for the help

marble mist
#

when they change the store for 100% discount?

dull girder
#

3h bro

#

And it only use 5 gb of ram

drowsy snow
thin tendon
#

I have a weird issue with my dynamic nav mesh. In the editor I can see it generating navigation area. Any AI I place in the editor will move correctly at run time. But any ai I spawn at runtime don't invoke the navigation generation

kindred depot
lethal light
#

How do I create a DXt1 texture by blender to send to unreal?

drowsy wigeon
#

Hey, I am trying to do map based on real world location - is there some plugin or way where I could use Google Maps satellite view in editor as guideline for landscaping?

scenic fox
#

how the hell can i stop projectiles from colliding with my player?

#

there has to be a simple way of doing this right for multiplayer?

kindred depot
#

are you taking about when firing the weapon and its colliding with the capsule?

#

i was having this issue with impulse the other day lol took me 3 hours to figure out the issue

scenic fox
#

no but if it's set to ignore on the capsule of my BP it would be the same thing for every player

#

i don't want that

kindred depot
#

you need to do that in your weapon bp

scenic fox
#

Ah i do spawn my projectile with an owner and instigator so i just check if the actor it overlapped is not the same as the instigator?

distant quiver
#

anyone have any ideas as to why, on my widget, "On Preview Key Down" doesn't trigger at all when pressing any buttons?

normal thistle
#

hey, How in Wold Composition set level as 'always loaded'

broken socket
#

i dont understand whats happening. i have a character model with a bunch of armor models that have the EXACT same skeleton. however there where multiple of the same exact skeleton that different armors where using and so to clean things up, i retargeted all them to my main skeleton and deleted the rest. Ever since, when i set master pose component, the shoulders look all flipped. ive tried reimporting them, i even deleted all my files with the models in it and re added the content packs and it is still messed up. the skeletons lok finr on their own. but as soon as i run the game, they are flipped and weird. i dont understand wtf is happening and i need help
idk if its a problem with the asset? because originally the assets came with their own animations and before the looked flipped only when i used other animations. but now they are always flipped even with the built in animations for the mesh. and the skeleton itself works with animations on its own, i try it with animations by itself, but when i set master pose it is all wacked
all this happened because i retargeted stuff
and now its gonr insane
i tried giving them their own skeletons, reimporting them from blender, retargeting, deleteding them and adding them back. its still broken
this is driving me crazy, any kind of help i will greatly appretiate

proven mauve
#

Hello can anyone give a hint for redirecting a UMAP?

#

I don't see any example on the core redirects page on the wiki.

pearl minnow
plush yew
#

anybody know why its so zoomed out

#

cant even zoom in

cyan bronze
#

"Unreal Engine is exiting due to D3D device being lost."
Version: 4.26.2
Crashing randomly

#

Can it be because of i have old version?

rocky epoch
#

that could be because of the gpu driver as well

#

I had that issue with a version and solved when I reinstalled an older version

#

usually the screen goes black for a bit, and every 3d related software just crash

#

really annoying

round spear
#

anybody having issues with their oculus builds after the version 35 update. Using UE 4.26, its making it so each eye lens is blacked out.
i mean each eye lens is half blacked out

cyan bronze
rocky epoch
cyan bronze
#

nvidia

rocky epoch
red prairie
#

Anyone having issue with 4.27 FPS template character components disappearing?
Like projectile and mesh gun. I think it happens when I import third person template.

wraith cosmos
#

Hello every one, how can i tiling this texture for seamless effect ?

#

Texture Coordinate

rare dawn
wraith cosmos
nocturne ferry
#

Good afternoon everyone! I was wondering if someone could point me in the right direction 😮 I'm super new to UE and I'm trying to implement a boss fight to a simple 3d platformer. Does anyone know of any helpful tutorials to point me towards? Basic AI, a few Phases, maybe a track or scripted movement/ attacks. idk lol nothing too far out of my scope i suppose.

bright sigil
#

you should double check your materials. if its specifically green, it sounds like an overblown value

plush yew
#

anybody know why I cant zoom in anymore

glad loom
#

Is there really no on right click option on a button?

round spear
bright sigil
#

can you screenshot?

twin light
#

im trying to add text to a wall, how can i do this?

bright sigil
#

whoa, that is weird. the top looks fine yet not the rest. im clueless. i dont use 4.27 so def dont get any sort of bug like this.

#

delete that cursed object and bring in a fresh one, or maybe restart the editor

#

validate engine..?

#

like i said clueless

#

graphics driver update

#

too much dust in the computer

#

try a different engine version, that may narrow it down

#

cant think of any quick fixes

#

yeah

upbeat tendon
#

im trying to make a secuirty camera system in unreal so if the player is seen in it they will get detected would you know how i would go about doing that? i know it has something to do with box tracing or line tracing but ive put into google and just not the things im trying to get, things im getting is how to set a cctv camera for the player to look into and flip between them but not if the player is seen by them

plush yew
#

all project files get saved on epic account?

#

I mean can I access and edit project from another pc?

sand birch
#

Hey is there a tutorial or asset on making like a water hose, or something. And making the things the water touches collide with stuff like if there's a box on fire etc. I could just make it look like a cartoon and the water is just mini spheres is that maybe a better idea

hidden oxide
#

So I'm making a sidescrolling platformer, and I named the player class SS(sidescrolling)Player

#

Now every time it's referenced in the class it's called ASSPlayer 🤦‍♂️ 😂

silver crest
#

This is utterly random but when im in a level and press "1" i jump to a new level (basic third person) and swap characters, could anyone help me work out why?

Output log:

LogNet: Browse: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap??Listen
LogLoad: LoadMap: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap??Listen
LogWorld: BeginTearingDown for /Game/Maps/UEDPIE_0_TestArea

faint meadow
#

how can i debug memory usage in my game? Something in my code is causing my game to suddenly use 22gb of ram (wtf).

tardy hedge
#

Is there a chess ai that is easy to implant into ue4 or donI have to code one from scratch

upbeat tendon
#

oh okay thank you

dense knoll
#

having two works fine

#

but three crashes the editor

distant totem
plush yew
#

how can you setup so that multiple people can work on same level and project in real time?

distant totem
plush yew
#

ok, thx

eternal compass
#

Hi 🙂 I'm having some trouble with UE4's SVN support -- is this the right channel to ask for help?

eternal compass
#

Ah, not sure how I missed that, thanks!

cyan cargo
#

How do I get all the children of a widget?

#

I have a reference to my widget but no way to "get all children" or something similar

surreal gyro
#

Is there a way to do a palette swap of sorts?

sour tide
#

Material Instances?

#

So like from your base material, you can create one instance that is unchanged, and different ones in different colours...

#

I'm not sure about best practices but in the abstract sense you'd need all your possible materials for a thing in an array and then select one assuming you wanted to do this automatically

#

If you just want to shift the colour of something, the blueprint node you want is HueShift

cyan cargo
#

I'm not looking for a specific widget but the locations of multiple widgets

#

all of different types

#

or to be specific, the children of a widget

crystal rose
#

Hey so I am seeing a lot of mixed opinions about Unreal Engine on M1 Max mac online. some people are saying its fine some people are saying do not use it avoid it all costs use Unity since its supported natively or try using PC for UE so I am just very confused and was wondering if someone could help me

neon bough
#

from what i know it runs in some compatibility mode which makes it slower than native and also leads to some bugs/glitches

#

e.g. skybox not rendering correct

#

it probably depends on your project if it's bearable or not

drowsy snow
#

Well, I think you could sideload them to circumvent the GPL shit, but that could at least kill cross platform

drowsy snow
#

Should mention that you might have to e-mail them to get the API.

tall sorrel
#

are the forums down? Can't get any forum page to load at all

steep urchin
#

do you guys have any recommendations for tutorials which are not focused on building platformers or FPS/TPS games?

#

so, third person strategy (real time or turn based), city building, etc.?

#

i have found a city building tutorial on youtube, but it is incomplete and has been abandoned

#

there's an RTS tutorial, but...I'm not really gelling with it, might be my only option though

#

wish I could find stuff that was written out, rather in video form

#

a lot of Unreal tutorials want to help me build an FPS/TPS at the end, so I end up losing motivation to go through with it

drowsy snow
#

I won't even expect a tutorial for making a strategy or city building game to exist at all, let alone one that's from start to playable.

sour tide
#

If I make a Character Actor, is there an option in it somewhere for midair controls i.e. being able to influence your movement when not on the ground?

midnight cloak
#

Do I absolutely have to have a normal map to bring out the boards?

drowsy snow
#

Yes.

#

Normal maps are relevant even in stylised environment, believe it or not.

midnight cloak
#

it seem are nothing

#

is name is default ?

drowsy snow
midnight cloak
#

with Ue4?

drowsy snow
#

Well, you bake it from the high poly sculpt, assuming you sculpt the mesh yourself.

midnight cloak
#

no i don't made the mesh

bleak zodiac
#

bake your Hi-poly_source to Lo poly

plush yew
#

I have heard people say that if you want your game to be multiplayer it is best to make everything "Multiplayer ready" from the start, but im just starting out with UE4, and want to get the hang of basic things for my project first, can I still do that?

grim ore
#

yes, do both

#

learn the engine and editor, do not make your game.

#

then start working on your game when you know what you need to do

plush yew
#

oh ok

#

so figure out how to do stuff (gameplay as well as multiplayer), and then make a multiplayer game?

grim ore
#

you can learn the multiplayer part as part of doing that if you want, but learning how to do stuff first would be smarter. Not having to learn how the engine an editor works and the complications of networking will help you learn in the first place with less difficulties in the way

plush yew
#

aah ok

#

so figure out unreal engine to make simple mechanics and things, then learn multiplayer afterwards?

grim ore
#

yep

#

you could even learn the mechanics you are going to use later while learning the engine, the goals of your learning, and then work on doing the same thing while making them networked

plush yew
#

ah i see

plush yew
#

how do you make floor tiles more seperated? like the way you do it with landscape, you can open material and edit the way it looks

#

i have material applied to box

#

scaling up works, but I'm looking for a way to make different variations

grim ore
#

you can try in #graphics , but generally you would use more variation in the material or just use different tiles if needed.

#

but in real life most tiled things are patterns, so there really isnt a ton of variation

plush yew
#

i was able to change the settings of material in another project when material was applied to box floor

#

so idk

#

confused lol

grim ore
#

that was probably a material instance set up to do that

#

materials are complex, tons of art and math

plush yew
#

when I open material of that project there's Parameter Groups etc

grim ore
#

those would be settings you can change in the material instance, yes

plush yew
#

and floor tiles don't have that

#

so that's what's up

#

😄

grim ore
#

it might not, i cant tell how it was designed.

#

i can see an instance there, but if you open the instance and dont see any options you want on the right then the material isnt set up to do more than that

plush yew
#

not much

#

lightmass settings and material propery override

grim ore
#

considering the textures look like they are colored, theres not much your going to be able to do to add much variation. You might be able to add more scuff or dirt with some work

plush yew
#

i see

plush yew
#

ok, thx

#

atleast now I have nice reflection on floor

worn flame
#

somebody can help, how can i do to make a sound Splash when i jump into water? thank you so much.

bright sigil
worn flame
steep urchin
#

Unreal itself has a lot of details to wade through

bleak zodiac
tardy hedge
#

How does replication work, if I replicate an event why would I need to replicate the variables if the event sets the variables, similar to local variables in functions the function spits out the variables but they don’t need to be replicated etc

sour tide
#

Actually going from the idea to the implemented, functioning thing is hard. I found that one out myself over and over just in pure programming. So many times I thought I had a solid, clear idea of how things were going to work and then discovered in the attempt that I had loose ends that caused the entire thing to... sorta unravel

#

And game programming looks 10x, 100x more complex than the pure programming projects I've done so far

steep urchin
#

and the game I want to make is based on one of those simulations

plush yew
#

how to get character reflection in mirror? it shows meshes, but not a placed character

steep urchin
#

for me, the challenge is that there is a lot of detail in the Unreal engine (obviously, it's a complex tool)

#

and it's not clear to me which bits I should focus on in order to make headway towards what I see in my head

#

because of lack of experience on my part, in handling input and interactive visualization

sour tide
#

Mmm, same. I'm trying to essentially... write my own curriculum at the moment

steep urchin
#

yeah, that's a great way to put it

#

"writing your own curriculum"

#

the funny thing is, I've already made the game, with a lot less pain, in a game framework (not engine) called Bevy, for Rust

#

just because there is so many less bells and whistles in such a thing, and the ingredients it provides you are more obvious

sour tide
#

learned the phrase from Siraj Raval (before I knew he was faking it) but it's still a good concept

#

Mmm yeah I find the interface to just insert a blueprint node is verbose to the point of ridiculousness

steep urchin
#

yeah, so my stupid brain is wondering if the problem is Unreal, not me

#

but then another part of my brain says: "no way the problem is Unreal, lots of other people use it, and it works"

#

and then i am back to: "okay, how do I learn, without losing motivation"

sour tide
#

I think it's a cursed problem. Everyone that uses your tool will pull it in a different and new direction and everyone should be able to get what they want. So a very popular tool will cover cases that are completely outside what you would ever need, so you need to learn enough of the... alien ecosystem to find your way around to the bits you actually want

steep urchin
#

honestly, I think part of the challenge is caused by Unity and Unreal both trying to do to things through a graphical user interface, rather than a well defined, but graphical interface-less programming API

#

I have to go through tutorials to understand Blueprint, just so I can convert other tutorials written in Blueprint to C++

#

it's not as easy to just learn the C++ side of things in Unreal, through tutorials, because there are far fewer focused tutorials for that

#

ideally, I shouldn't have to learn anything about Blueprints

#

(and I'm not convinced it's a good thing for beginners to programming either, because you're stuck with knowledge for a tool that is inherently crippled, performance wise, since Blueprints runs on an interpreter)

#

anyway, so the strong incentive to continue with learning Unreal is not "Unreal is a great tool to use", but rather "someone asked me to deliver project X in Unreal, because that's what they are familiar with"

#

i.e. Unreal is more popular

#

it's easier to share a .uproject

sour tide
#

I'm not sold that performance is always king, but it's always awkward when a system seems to provide multiple ways to do the same thing. I think there should ideally be one obvious way to do just about anything, then you can optimise that process under the hood

steep urchin
#

performance is king, for me at least, because simulations really benefit from it

sour tide
#

Oh right, simulations

steep urchin
#

yeah

#

more performance essentially means being able to put in more simulation logic per frame

#

like in a city builder, if you have good performance, you can have a larger number of population entities

#

or a larger number of intertwined systems each entity is a part of

plush yew
#

hello guys
how can i send only map with all the models textures and all to my friends.

steep urchin
#

actually, now that i think about it, i wonder if Blueprints is what forces people into making particular genres of games (e.g. FPS/TPS, metroidvania)

#

because these typically have less non-graphical executions to execute per frame

plush yew
#

guys any one

steep urchin
plush yew
#

models are missing

steep urchin
#

it's the folder that has the .uproject

steep urchin
# plush yew models are missing
plush yew
#

project*

#

i need to send only level

#

which i created with all the models and textures present in it

drowsy snow
#

Considering that you have experience writing sims before.

steep urchin
#

with Unreal? yeah

#

it does stop me

#

because Unreal doesn't just use "plain C++"

drowsy snow
steep urchin
#

it uses C++ with bunch of custom macros

#

and it expects a specific organization to the code too: i mean, can you even make a game with Unreal without ever touching the editor?

#

a lot of the code organization logic is streamlined by the editor?

drowsy snow
#

For one thing, you can also have a "third party" C++ library and call the functions in Unreal.
Porting C++ source code to Unreal is possible, even if the example isn't the shiniest diamond.

#

cough GTA Trilogy Definitive Edition

drowsy snow
steep urchin
drowsy snow
steep urchin
# drowsy snow You can. Don't bother putting premade assets at all, just go all procedural down...
#

Unreal isn't meant to be used as a stand alone API, and I can't find the docs for it anywhere either

#

for using it as a standalone API

drowsy snow
steep urchin
#

I'm not sure you and I are talking about the same thing then

#

Unreal is not an API

drowsy snow
#

What? You want to not open the editor at all, right? Consequence is just to forget using Content folder.

steep urchin
#

that's not the only consequence

drowsy snow
#

But at this point I'm sure you already written your own game engine from scratch.

steep urchin
#

if I wanted to use a game framework (which Unreal is not), then I'd use something that is designed to provide a sane API

#

there are tons of these out there

#

the problem is not about "writing my own game engine, if I don't want to use the Unreal editor"

drowsy snow
#

If the Unreal Editor disgusts you somehow, better not waste time on it.

steep urchin
#

the problem is "Unreal does not provide a sane API without Unreal Editor"

#

Unreal Editor does not "disgust me"

#

it just confuses me, and makes me uncertain about how much time I want to spend learning it

#

because I'm finding it hard to find material that lets me focus on the bits of Unreal that would be relevant to me

sour tide
#

This says it's got a keyboard shortcut to switch between local and global coordinates, but it doesn't work for me? I'm trying the singlequote and the thing under the tilde, with no effect

#

' and `

#

Ah. The problem is that it doesn't toggle on the scale tool

#

it's `

drowsy snow
bright sigil
#

guess what can be remapped!?

drowsy snow
#

Since Unreal Engine 4.24, you can use physically based sky atmosphere system. Because it's physically based, you can actually go super far from the level and get this sort of space view.

#

Though getting this view is impractical for gameplay due to floating point error, but larger meshes won't break much at this distance, so you can put moon/star quads far away. (I don't know if UE5 has double floating point)
This is like around 700 km from map center, because I shrank down the planet size (default is 6360 km, which is real Earth radius)

patent cobalt
#

In UE5 you can use double for world coordinates (LWC).

drowsy snow
patent cobalt
steep urchin
#

feels like it would be easier to learn, because of past experience where API docs have been easier to learn

#

not necessarily true, but it was a feeling

#

just drudging through the documentation regardless

#

I'm not thinking of stuff like Unity, I'm thinking of stuff like XNA/SDL

#

or Bevy in Rust

#

but yeah, Unreal does not fit that paradigm

#

right

#

yeah

drowsy snow
#

Even then you could have "plain" C code as a third party library and Unreal could gladly accept it.

steep urchin
#

not sure why you keep bringing up external libraries, as that's not the concern

#

the thing that doesn't sit right with me about BP is that it runs on an interpreter, so it's much slower than it needs to be

#

tbh, I am going to learn Unreal regardless, including BP. it's just not a pleasant experience

#

the stuff i'm making is never GPU limited

#

because i don't make graphics heavy games

drowsy snow
steep urchin
#

hm, i see

#

makes sense

#

why is there such a big productivity difference though

#

between using BP, and not using it?

#

that's worrisome, because it means that BP is doing more than just being a visual coding system? it's somehow more userfriendly in other ways?

drowsy snow
#

Some things are easier to side load on BP than doing it entirely in C++.

Case in point, asset loading.

steep urchin
#

weird

#

i guess more effort has been put into streamlining that

#

so how does BP implement coroutines under the hood?

#

weird

#

totally agree

drowsy snow
#

Even if you're very picky about performance, calling C++ function through BP barely make a dent, even in mobile

steep urchin
#

right, so BP is just more featureful/streamlined

#

that makes sense

#

now

drowsy snow
#

(just don't abuse BP tick)

steep urchin
#

The concern is: I'm going to learn Unreal, because I have to, but I'm not having a pleasant experience learning it. It's a behemoth of a tool and I figure after a year or two of pain it will just start to seem familiar/begin to click.

But I also wonder if I am doing something wrong in the way I am approaching learning it.

#

In particular, I wonder if the project I was given is badly defined (make XYZ in Unreal), because XYZ is not an FPS/TPS/metroidvania style game, so it doesn't fit as neatly into Unreal's paradigms?

drowsy snow
#

TBH it took me 4+ years of using Unreal Engine to be quite good at it (like knowing things by heart)

Also one can said about FPS root being still evidence in UE, but repurposing FPS engine to something else is not a new outlandish thing either.

steep urchin
#

So, I come from an applied math/simulation background, and I'd like to make city builder style, or turn-based strategy sort of games

#

it's (relatively) easy for me to make the logic part, and put a crappy renderer on top of it (ASCII...)

#

but the trick is making it pretty

#

more interactive

#

so that's part of the reason why I'm approaching Unreal, although mostly I have a project from someone, who wants me to make a proof-of-concept of a fire-spreading mechanic

simulation wise, it's rather easy, I've sketched out a simple algorithm (and others have done it 100s of times before me)

#

but implementing it is painful

#

yes! this is the feeling I have too: Unreal is incredibly featureful

#

I only need a fraction of that power

#

but it seems I have to learn almost everything in order to figure out what fraction ends up mattering to me

#

yes, i checked out the examples in the Content Examples, for Niagara

drowsy snow
#

Gears Tactics is one example of turn based strategy game made with Unreal.

steep urchin
#

Someone gave me the following advice on the reddit, and it's what I've taken to heart for now (and I think it's also what you're getting at?)

I would like to take a second to talk about the power of "dicking off." If you've been through the first hour and the kickstart stuff, you should be reasonably comfortable with the general stuff the engine can do simply within the editor and not going too awfully deep into the nitty-gritty stuff. I'm sure you have a great idea of what your game will end up like, with lots of ideas for cool features and all that to really make it yours. This point gets belabored a bit too much, I think, but there is definitely value in it: Make a crap game first. I always HATED that sentiment, as I always felt deep down that it's a waste of time. In my own interpretation, though, the real value of "make a crap game first" isn't literally making some garbage thing just to get it out of the way, but instead make a crap version of YOUR game first.

Making a bunch of faceless cubes on a flat gray surface that can take commands is actually a fun experience and probably shouldn't be skipped. If your idea is to make a giant sim city with military RTS units with kill streak bonuses and a cinematic storyline (which would be dope, btw), just make it with the absolute bare essentials first, which would probably just be faceless cubes on a flat surface that can take commands and a handful of variables that don't actually do anything except for print on screen "kill streak: 7," then make it so the player can start placing their own faceless cubes. Then make those cubes spawn other cubes. Then make those cubes do stuff. Then make OTHER cubes that make cubes that do OTHER stuff.

#

All along the way you will run into issues that will feel silly before, during, and probably even after you've overcome them. You will undoubtedly be up at 1:30 AM Googling "WHY THE HELL CAN'T I ROTATE MY PLAYER PAWN," but for every long night fixing little problems, you gain that much more knowledge and that much more control over the tools you are using. It will add up, and eventually you will be authoring more than Googling. Embrace the suck, as they say in the military.

#

yeah

#

that's keeping me busy for now, just getting cubes to interact

#

although i was making the mistake of not using BP

steep urchin
#

@plush yew btw, are there any tutorial sources that you think particularly highly off?

#

(so far, I've been using Unreal's learning material, because it seems to be straightforward)

#

ty

scenic fox
#

now this is a blueprint straight from hell

rocky epoch
#

I love the rainbow highways

#

and the execution fountain before the "Remove Index"

vivid scaffold
#

hey guys im not sure which category this question should go in but i cant find the movie render queue option in windows>cinematics

sour tide
#

I think the rainbow highways are fine, but the strays should be more aggressively trimmed away

#

refactored into functions/macros

#

or at LEAST commented >>

obsidian nimbus
#

well its a function, if it works i wouldnt even bother to clean it up

scenic fox
#

^^^

#

agreed 1000%

drowsy snow
scenic fox
#

am smart

obsidian nimbus
#

well mine wouldnt look like this, but is often not verry pretty

sour tide
#

Nah. The day you need to update that function and have forgotten it, that mess is a puzzle. I prefer to keep things... obvious.

scenic fox
obsidian nimbus
#

this might be a done function that never needs an update

sour tide
#

Simple is better than complex, complex is better than complicated, readability counts.

obsidian nimbus
#

i would move the last part to the right, than it isnt that bad

drowsy snow
#

Agreed. One of the member here personally consulted to me about the BP stuff, and I found it messy and difficult to debug through.

scenic fox
#

this is probably the best i can do

#

its still looks a little ehh

sour tide
#

"A student brought his code to me and said, 'My code doesn't work!' I took one look at it and said, ' I believe you.' " - Raymond Hettinger

scenic fox
#

much better

languid relic
#

me and my fellow co worker @plush yew made a simple program that makes it easier to convert Enumerations from BP to C++

sly vine
#

hey guys i need help a friend told me to use MaterialInstanceConstant instead of Material but he didnt tell me much more deitals i how i do it i have the texture but i only understand i need to use "MaterialInstanceConstant instead of Material"

#

how i do it then

sly vine
#

thanks

soft thicket
#

Hello fellow species members, could someone give me a heads-up how to go about spawning particles for collisions (spawning sparks at point of impact when bumping into something) and for the wheels when driving over different surfaces? (Throwing mud, snow, dirt and so on).

For impacts I am guessing it would be some collision overlap event on the car and for the wheels I'm not sure at all. Probably not checking for collision but casting a ray to check?

drowsy snow
# languid relic me and my fellow co worker <@456226577798135808> made a simple program that mak...

That's cute. Didn't know wxWidgets could be that good looking.
Few tips from me:

  • Enum name should start with E prefix (for example EListOfThings). I don't think Unreal will complain about it (unlike structs that has to start with F prefix), but for consistency sake.
  • Resulting code should be in monospace. That's a tradition for coders. (also if you're going to use monospace text, pls use Cascadia Code)
  • Add flag toggles for UPROPERTY meta flags.
  • Add option to define friendly name / display name
  • Prevent entries from having whitespace
  • Don't forget to omit the comma on the last entry
  • Add flag toggles for UMETA flags for each entry
  • I think the resulting code should be the familiar format by default. Something like this:
UENUM(BlueprintType)
enum class EListOfThings : uint8
{
  Stuff1    UMETA(DisplayName = "First Stuff"),
  Stuff2    UMETA(DisplayName = "Second Stuff"),
  Etc       UMETA(DisplayName = "et cetera")
}
languid relic
drowsy snow
drowsy snow
languid relic
#

it is now 8 am and im going to sleep now lol

#

good night my fellow slackers

sour tide
#

I find it inordinately amusing that the auto-renaming of actors in the level gets this exactly wrong

#

"ohhohoho you silly compuiter, that's not what that number means"

kindred depot
scenic fox
#

but i didn't prevent it

#

i left it as is

kindred depot
#

lol

scenic fox
#

well i collapsed some things into functions

kindred depot
#

yupp!

#

got to love how ue works 🙂

#

blueprinting is so much of an easier flow if you know what you are doing.

drowsy snow
kindred depot
#

lol

fiery crypt
#

Hi guys I have a question about skeletal meshes. Is it possible to change the base pose of a skeletal mesh? My skeleton and clothes have an A-Pose and I need the same for my character but I couldnt find anything about it. I need the same pose for blender

kindred depot
#
soft thicket
# drowsy snow I think you would have different kind of particle emitter, one is triggered when...

Yes, I was thinking about that too., one for environment impacts and another system for spawning particle spray on the wheels when driving. I'm a bit lower on the progress ladder on this though, and wondering what to use to find the location of impact and where to put it. (Would you check for collisions on every tick for example?) I was thinking you would check for a collision overlap for the obstacle hitting but how would I check which surface you are driving on? A raycast with a low distance?

drowsy snow
sour tide
#

What's the effective difference between selecting some things in the level and some things in the Content Browser and using Replace, vs selecting those same things and changing their mesh in the Details panel?

kindred depot
#

I found some good packs from ue 4.2 and lower xD

drowsy snow
drowsy snow
# soft thicket Yes, I was thinking about that too., one for environment impacts and another sys...

For collision stuff, I suppose you could just trigger collision check on hit with ground collision channel, get the physical material by a short line trace downward, and spawn the appropriate particles.
As for the driving stuff, you could probably do a while loop to check if tyre RPM is above certain value, though you don't want to spawn particle system every frame, just handling the start/stop of the emitter.

soft thicket
#

Thanks for the tips, I'll look into that approach

kindred depot
#

yikes my launcher cache is 78 gigs from that sale..

#

oops

#

lol

#

Does anyone know of any tutorial on how to create aim training stuff like the circles from Aim Labs?

shrewd rapids
#

Hi everyone, I'm trying to get a ragdoll react to sound. So far I've made this node tree but I

#

but I'd like it to move a bit more organically

fiery crypt
kindred depot
drowsy snow
drowsy snow
fiery crypt
opal cedar
#

Guy's I've got a question. (In terms of terrains)
Currently, I've seen World creator, World Machine and Gaea.
I know this is like a Unreal vs Unity question but, which one is better/preferred?

drowsy snow
#

Especially if you made them yourself.

drowsy snow
kindred depot
#

Your making your Own Pose, that's why it breaks. the pose have to be similar to what the original is. It can be off by a few inches or cm but not feet.

fiery crypt
#

I thought I can change only the mesh base pose without destroying the animations. Hmm.

kindred depot
#

yupp

#

welcome to unreal engine dev 🙂

#

Try retargeting things like this from daz to meta humans LOL

drowsy snow
#

Good thing I mainly worked with anime (VRoid) models lol
Implementation is fairly easy, and not much to consider even in rerigging it

kindred depot
#

ohh this is a anime thinge 😄

drowsy snow
kindred depot
#

ahhhhh

#

that makes more sense

drowsy snow
#

And I still ended up rerigging it because the lack of twist bones.

obsidian nimbus
#

metahumans are some complex rigs, im still not 100% sure what those 500 morphs are about

kindred depot
#

They are for the Creator

obsidian nimbus
#

at some point imma weight that facerig to some custom model

kindred depot
#

on import

#

when you edit the meta.

#

All those Morphs are added because of the way you set up your metahuman

obsidian nimbus
#

ahh does the animations not use the morhs at all?

kindred depot
#

nope.

#

you set it up to the master rig

obsidian nimbus
#

ow damn so i could just remove em all

kindred depot
#

I mean you could, BUT

#

it could cause evebn more issues.

obsidian nimbus
#

should be pretty staightforward to copy the weights to a new face than

kindred depot
#

the body is a whole different story.

#

I have been messing with this for about 2 weeks now. no solutions.

#

doing aims like this, can this cause issues? anyone?