#ue4-general
1 messages · Page 1106 of 1
when you bake lighting is it suppose to create builddata for each level or just the lighting?
Damn, alright. The vanilla launcher can not run on my computer because the epic games launcher shows down everything
Wdym "shows down everything"?
When I launch the epic games launcher, my entire pc lags out. It becomes unresponsive and the apps run like ass until I close out of it
Even if you're not installing in the launcher?
Must not have a great pc...
Though the launcher is pretty bad
It's compiling the engine that does my computer in
Can't even listen to music. RIP
I'm not trying to poor shame anyone, because I'm still expecting the launcher to run just fine even with that specification
Does it continue to do this when the launcher is idle?
Switching tabs or w/e in the launcher does seem to be excessively costly, but it doesn't seem to do much when left sitting
At least on my computer
It is a laptop. I don't expect it to run 120 FPS at 4K. But it ran fine before at 50 frames per second, but now it is not even functioning
Which is weird. I had a couple of games that could absolutely NOT run in my system at all, but since I upgraded to windows 11, some games ran smooth as butter, but some others struggled
when you bake lighting is it suppose to create builddata for each level or just the lighting?
Welp, sounds like the launcher somehow acting up in your system.
Yes.
where can I get animations for a knife? I don't like the mixamo ones
Yup, I'm considering to just fresh install my PC
And try it again
You make one from scratch 
Good luck, buddy.
That's what this guy does
iI don't know xd
As a mere mortal I bought some from the marketplace
Thanks man, while I'm at it; should I go back to windows 10? Or stay at 11?
I've been too terrified to test Win 11 myself, so I can't say
I only mainly upgraded for the UI, I'd admit, I think it's clean as hell
so only light data?
Don't tempt me. I haven't looked because I need to be focused on dev, not upgrading my pc
You should stay on Windows 10 if that works out.
Win 11 somehow works fine on me.
Got it, I'll try a fresh install of win 10
Long shot, but you might try updating your graphics drivers fist
*first
Mine were causing really weird glitches in UE4 per one of the pins on this board
I don't think Intel GPU drivers really that matters
It's worth a shot
anyone have any ideas on rotating my char to the direction im moving? Ive tried everything... orient rotation to movement is on, I've tried this rotate char macro but doesnt do anything. Seems simple enough but I just cant figure this one out. I went to a basic third party template evrything is the exact same. When I do WASD it moves correctly but not on simple ai move to
macks didn't specify if the laptop had a GPU or not, I assumed since he's doing game dev work it would have SOMETHING other than an integrated GPU
tried this rotation macro as well to no avail
theoretically should grab the target which I know exists via print string and then rotate my char towards their location
Nope. Interegrated
*integrated
was it game instance or game mode that was consistent between maps and levels instead of being 'remade' each time you load a new level
instance probably right
Yes, it's GameInstance
thanks
Anyone watching Game Award?
I would, but that's on #lounge
that you hoped code pasted from elsewhere would work for your needs by expanding it?
I can't compile that in Visual C++, any ideas?
did i read your confession? yes
thats not really what i gleaned but okay, whats the big deal? are you specifically trying to be a programmer?
i guess since 2019 you've been copy + pasting code from Dani's tutorial for an FPS and haven't gotten anywhere... not a lot of examples to understand that this is been ongoing
so?
And you learn absolutely nothing?
i mean... is it obvious to state why..
Here's a tip: break your copy pasted code.
No, really. Break your code, and try improvise things up.
Copy pasting is fine, as long as you can see how it were built. In the hopes that you learn something along the way.
sounds like programming isnt for you
Anyway, you can continue talk about this over on #lounge as this is more general (life) thing
Hello, if i have an object with a function inside of it and i constructed 10 of the same object, will i have 10 of the same functions?
Or the functions arent actually stored in the object?, cause i want put the some functions in it that are only used for that object and want to construct alot of these objects
each object has that function...
yes, but when you construct lets say 100 of the same object, will you have 100 functions on desk/memory?
not really
each of them have the same function, they're recognized as duplicated
the only overhead is the performance of the function and how many times it is called
so you'll have one, but will execute for the object you want right(With target pin)?
yes, you tell which objects to call the function
Great
No
Hello! I'm having issues applying force/torque to a physics asset. Within my BP, I have simulate physics on, but am getting an error saying I need to have 'Simulate Physics' on if I want to use force/torque
is the matrix demo going to be a PC release?
blast
sweet, cant wait to see some peoples gameplay recordings!
@latent iron nope! last console I had was a 360. Then VR came around, then I went the PC route XD
Is possible to deform mash along the spline, if it does not have vertices in-between? Let's say I have 1 meter long rail, which is really from 1 meter long faces - not subdivided to 4x0.25 meter faces. Can it still be bend around the spline? Or spline component can bend only at vertices? Because now, I create rails from points like 20 meters away (not too much curvature, it has realistic train rail curvature), so that 1 meter long rail god stretched between spline points, but does not bend. It makes a jagged edge at the spline point between rail meshes. What can I do to have smoothly bended rail?
How do I migrate my project files from one drive to another?
Better yet, I need to move everything, including the epic launcher and the engine to a new drive
Just copy the folders.
Okay, but do I have to reinstall the engine or something or can I move it?
bump
You can just move it, and run the UE4Editor.exe
Did you have any luck with getting the tool (located at "/Engine/Binaries/ThirdParty/Bink") working? I personally haven't been able to get it working and can't seem to find anyone else who's had any luck with it
I did find it
Depends on what you mean by working
cause I did manage to make a bk2 Video that plays
I mean able to process/convert videos to the .bk2 format with it
I'll need to check for you once I wake up cause I live in Poland and it's like 3AM for me rn
So I'm off PC
ah shit my bad, its only 10am here in perth
cheers mate really appreciate it ❤️
need some help
well you ain't gonna receive any until you ask a question
Not sure where the right place for this would be so I'll ask here, but how can I record (ie. export a .mp4 or whatever) a scene from a separate static camera while a player in VR is controlling a character? I need the player do be playing in editor and see through their camera but record them doing something from a separate camera, if that makes sense
I don't think you can export video outside of sequencer without some C++ modifications
I just did a quick google and there is something called the movie render queue which I think makes it possible (I suppose it would be an image sequence but that's fine)
I just need to know if I can record from a camera while a player is playing from a second camera
The player would be interacting with the world, so I think I need to somehow record player actions in sequencer or something
Movie Render Queue Runtime only works with premade sequencers, not something made in runtime, like replay demo recordings
I myself still question its use tbh
Somebody know why my shadow are wierd ?
this is my skylight and i build lightning
anybody know why my checkpoint wont work
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HowTo/SequenceRecorder/ do you thinking I could just record the player and the objects they’re interacting with this method?
Then replay it from a different camera’s point of view?
Sequencer tools are editor only, so no
Man, maybe I’m trying to do something that doesn’t make sense but it seems like it would be possible
i used to edit my video is premier then i switch to AE
I have a project I've been working on for 8 months in 4.26. Tried to make a duplicate of my project and load it to 4.27. Project had errors and would not export out to windows or mobile anymore. Tried the UE4 method of converting 4.26 project to 4.27 which unreal claims cannot be undone. That method it has errors too. Characters NPC's would stop moving appropriately and random little errors all over. HUD errors, little things like running and jumping at the same time ceased to work. Does anybody know of a good method of switching their project from 4.26 to 4.27?
for any "upgrading" of version, this is expected. Go through every bp or cpp and see what the errors are
@bright sigil Holly molly. 😦 That could take a month.
stick with 4.26 then
Watch ‘The Matrix Awakens: An Unreal Engine 5 Experience’ here! To download this new UE5 tech demo on PlayStation 5 and Xbox Series X/S, visit:
Download for PlayStation 5: https://store.playstation.com/concept/10004087/
Download for Xbox Series X/S: https://www.microsoft.com/store/apps/9NG8RK1F3HCC
Prepare for a wild ride into the reality-ben...
jesus christ they went crazy thius time wtfff
Unfortunately it's a mobile game. 4.27 is supposed to have as epic games put it, "he Mobile Deferred Renderer's performance and stability are significantly improved, and it runs on a wider range of Android devices." Amongst other benefits. I could see myself spending a month doing this only to find out ue5 is released and works even better for mobile.
i understand the hard decision
Believe it or not, we talked about this in #lounge
@bright sigil These problems don't persist when you copy a project to a new computer either do they? If you keep the same version?
i would hope not
If it's the same version, it shouldn't be an issue.
OKay so it's just when you move up a version it's normal for things to break. 😦
But then again, BP side, there's not much change from 4.26 to 4.27
My C++ project upgraded from (custom) 4.26 to (custom) 4.27 just fine
(aside from pretty minor compile errors, can be resolved with fixing includes)
The hard part is i am getting no errors anywhere.
open up some bp that seems like its a problem
maybe it will make it apparent
by how you describe there to be all sorts of errors, i would start looking at all the areas
can you somehow use materials that are meant for 4.25 in 4.27?
this pack
Yes.
Materials haven't change much from 4.25 to 4.27
What engine version are you guys using on your projects currently?
4.26 :p
modified 4.27
oh modified 4.27. Fancy!
hm, ue4 has by default max texture samples of 13, right?
does this mean i can use max 13 texture sample NODES, (13 times the same texture and full?)
or does this mean i can use max 13 different TEXTURES, (could use the same texture 100 times)?
im making a multiplayer game but i use a get player controller so where can i change it for
i believe there is a way to get 16 samplers
possibly up to 64
my point rly isnt to use more, i want to understand how it is interpreted
depending on that i rewrite my shader
textures - the image files - get loaded into memory, so if multiple materials use the same texture, it aint as bad as each being unique
It's 16 unique sampled, and you can increase the limit with shared samplers.
Though applying the same sampler node on different attribute pass could increase the sampler count
i mean inside the same material.
lets say, i use the same image to drive two different things inside one material.
two nodes, same texture, different uv inside same material
For brevity sake, 16 unique sampler.
using a texture param establishes it as the same (like a defined variable) if you change the UVs of one of the two same texture assets, there will be an increase in cost
Then ask it on #graphics. Stranger or Deathrey can give more satisfactory answer there.
just launch the uproject
yeaa but so many folders
lazy, got it
At least Windows allows you to pin folders into Quick Access
i havent slept in like 30h, even that is to much rn
but at the same time i cant sleep until i got a awnser
currently rewriting my cel shader setup
🙊
Working when severely sleep deprived is usually counter productive
You'll likely redo everything you did during the sleep deprivation
yeee but like. 7 am, what else to do
Legit, I worked on the custom post process, kept failing when I'm sleep deprived
The eureka moment comes when I'm not sleepy
Subconscious is a powerful co-processor for programmers
Generally kicks in when relaxed (IE in the shower)
Or rather, feeds you what its processed
But it really doesn't work when you are sleep deprived
Sorry random tangent to "eureka moment"
Easy peasy lemon squeezy
Haphazardly using Texture Sampler to control UV Mapping of another Texture Sampler
There's a reason I put bold when I wrote unique
if they are hte same texture, all i needed to know, i guess
As in different textures.
ye but there were some contridictions
^^
but its fine, I GUESS
Same texture, "different" node = one sampler
If you want to try it out, be my bloody guest.
yes^^ this is what i assumed. but are there any other reasons it wouldnt be the same sample anymore, like uv or whatever.
just needed to be sure, you told me the same thing, i did the laziest test possible, all seems good
hi, i was creating a snowfall effect, (particle effect)
and i set my location to 10000, as i created a landscape which is really big
i followed a tutorial and he was working on a small area, and he applied the max and min area to 2000 and -2000
^^ bad idea in my oppinion
but in my case, as the landscape is really big, it covers a small area
so you do trickery
Set it to smaller size, and make the emitter follow active camera
You don't need the snow to be that distant
only let it snow in front of your camera, and scale the ones further from the camera smaler
^^
to get more snow in the wide area
didnt get you
Don't cover the entire landscape, just cover few metres from the camera.
its trickery, you dont let the whole world snow
you only let it snow in front of your camera
It's not like the snow particles actually snow the surface, so don't bother doing across for the entire landscape
then if the player will get out the camera?
they will see no snow
They won't get out of the camera.
how do you see anything without a camera?
ah man this is confusing, camera like what?
I said follow the active camera, not the character.
wait, explain in easy words, what i have to do
instead of camera you can also think of "current active view"
cant understand like that
Camera as in what the player literally see in the game
let it always snow in front of your view
ok, i get it, but what should i do now
Attach the emitter on active camera. You'd have to do this by code though
i mean i havent set a player yet
bin the particle system to this "current view" wich is always some sort of camera
coding, biggest problem, can anyone help me with the blueprints for the same?
yes, so you mean first i should add a player, then camera, then attach the snow particles with the camera, and no need to set the distance of the snow, am i right?
On your BP, containing the particle emitter, set the location on active camera every time. Doesn't even have to be replicated for multiplayer.
essentially
BP is actor, anything you can spawn/place on the map
ok
(well, BP can also UObject, but for simplicity sake)
Don't DM me. Just ask over on #blueprint
I'm working on C++ stuff and can't have editor open for demo anyway
yes
Santa, but cant find a asset for the same
free asset with animation
ok, i will ping you in the server if i need any help, and that other guy too
thanks
I have this one floor in my level that keeps on making itself invisible. Is there some setting for that somewhere that I've accidentally turned on?
I can of course just make it visible again but I have to keep doing it
OK, there is a "hide selected actors at startup" thing in the rightclick menu under Visibility. Dunno how I managed to hit that.
Hi. I'm using in a bluetility a Take High Res Screenshot which gives a Automation Editor Task Object Reference. How can I wait for this task to finish before going on with my scripting?
is it possible to create repetitive uv tiles in blender?
like for Unreal Engine if you want to be able to edit a mesh at runtime and not have the uv stretch
@plush yewelaborate
have you tried Object Radius node in materials? there you can addopt to object scaling to avoid stretching - if this is what you're looking for
Why are landscape section sizes n^2-1? Like, why the -1?
hey guys, is this the correct way to increment an index?
whatever I am missing, the number will not go up
UMG? Try crank up the Z order.
The text widget.
Am I asking in the wrong place?
maybe #blueprint
thanks
pretty sure umg is based on draw order. whatever is at the top is drawn first, rather than last
oh
i tried but it's still not working
maybe move the layer above the blur layer?
set it to like 1000
what is is suppose to look like?
where does the blur come from? (you may want something like a background/overlay which is wrapped with blur and in that the text)
is this data structure possible in unreal?? :/
colors: {
keyboardName1: {
color: vector3,
emitter: vector3,
labelTransform: transform
},
keyboardName2: {
color: vector3,
emitter: vector3,
labelTransform: transform
}
}```
right now i have all my color/emitter vars as separate vars and then i use an ugly switch to grab the right variables for each keyboard
it would be nicer to do colors -> get(selectedKeyboard) -> color
you would make some struct for the data
color: vector3,
emitter: vector3,
labelTransform: transform
and put that in a map, with name as key and the struct as your value
thats achievable in BP right?
yes
ok thank you ben ill try it out
@neon bough how do i flip anim notify
@drowsy snow ;-; ^
i cant seem to figure out how to flip the anim notify in reverse
Play Rate -1 maybe?
is there a way to make the navmesh fill these gaps?
the pawn can in fact travel through them (capsule is small enough) but the navmesh won't go to that space
nope lol
he moves it to the point he wants and it just fips in reverse
nvm
figured it out
How?
That's in the preview, innit?
got it
alright sorry about that
its just that nobody said anything so i though i was on the wrong one
I am new to unreal got some free assets but for some reason when I start the game I don't become the charecter
Check the game mode.
Also if you're new to Unreal, best to start from the official courses:
https://www.unrealengine.com/en-US/onlinelearning-courses
Ok thx it now works
alternative: move everything else down
but there's also a setting in the foliage brush to check against landscape collision, most likely that's what you are looking for
you mean this
Rough nights
not sure, haven't used 4.2x for a while
Do you still need to build from source in order to setup a dedicated server?
You're in 4.11?
im in 4.27
I'm in modified 4.27
4.27.1
If it weren't for Oodle and Bink, I would've stayed on 4.26
Attempting to backport them led to code change snowballing. So I give up and just jump to 4.27
I'm trying to change the setting of the landscape but nothing
I thought the the first one was going to help but nope
I use the collission there but nothing
guys what would be the optimal way of importing this counter to engine?! should i make this as one object with prealigned items on the counter with all UV's on 4K texture map or should i import each object separately and assemble it in the game engine with each item having 512 texture map?
i'd pick the latter, mainly so if you have to place it multiple times you can rearrange the items on the counter.
if its a one-time off item, i'd pick the one map, but no need for it to be a 4k texture me thinks.
2K texture map is still enough, and you might want to give them detail texturing if you want to
man... nested structs are a nightmare for data storage
I don't think it would be messy if building the struct in C++
How does supporting gamepad and kb&m input work? Do you use IsGamepadKey to set a bool (e.g. bGamepadInput) and then use that bool to check how to handle things? For example, for my auto targeting system I have functionality for mouse input and gamepad input separated. Would I just use the bool to change which functionality should be used?
Input mapping.
question, is it less expensive to store a blue hard reference to a specific object over a class(purple) reference
in a blueprint
oh. well, what if i want to load in a component and show 'info' about it through a widget for example
It CAN be done.
how would you get the current number of players waiting in a lobby if you were using Advanced Steam Sessions plugin? I'm currently doing this but it feels very dumb
BTW to anyone using water plugin, my bug report on the water line effect finally get through the issue tracker.
https://issues.unrealengine.com/issue/UE-136830
( i save the server settings just before i use the Create Advanced Session node in the game instance for future reference because i dont know how to inspect the session otherwise )
Consolidate the targetting into a function
does unreal engine source has the plugin that we get prebuilt in the epic games binary build?
yes (at least most of them, actually i'm not sure if there are some binary only plugins)
Yes, all of them.
ook
If there are, it won't be out of the box (e.g. Megascans plugin, Marketplace plugin)
and how can i get the assets of epic games marketplace in that?
can I see ur graphics settings?
Hi, does anyone know if it's possible an interaction between livelink and pixel streaming?
Most likely not
@drowsy snow can i post my blueprint now? for my stamina/sprint thing?
but i want the character to stop 100% for a couple of seconds
when he runs out of stamina from sprinting
:triangular_flag_on_post: Vo!d#9741 received strike 2. As a result, they were muted for 1 hour.
How do you save Actors when they're offloaded from World Composition? There is no blueprint nodes relating to World Composition.
woah, that wasn't because of my question was it?
Still on the topic of quests?
That was just one example, I want to figure out how to save actors and their variables and whatnot before they're offloaded but there is literally no documentation or tutorials or anything anywhere that answers this.
is there no event for that?
Nope, nothing at all relating to offloading/loading from world composition at all
World composition automate streaming by distance, so no BP events. There might be some C++ functions, but I don't recall they're well documented.
Though I guess the "naïve" approach will be to do something on actor destroy, e.g. saving its properties or outright serialise it.
And I still don't like how hacky it is to implement verticality as world composition only concerns about horizontal positions 😤
Anyone able to help with this crash? i.e where to even start looking for this array?
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 707] Array index out of bounds: -1 from an array of size 530
It isnt any gamestate/mode or level BP as far as I can work out
Does the Megascans plugin not work with 4.27?
Works just fine in 4.27
I get this message
Try reinstalling from Bridge
Ehm it's prob a very obvious problem (I am very new to ue4 and I would like to utilize its rendering capabilities), but I'm not really sure how to approach it because nothing I've found worked.
Basically I want to export a model from blender to ue4 (fbx), but it's pretty complex and there is a ton of bones that are parented via bone parenting and not weight painting (it's a robot after all). But also there are cables that I manually weight painted, that work in blender perfectly but are completely offset in ue4.
Not to mention that the animations are completely screwed somehow and I have no idea why
I did that
for reference that's how it's supposed to look like (if anybody got any idea how to fix this, please ping me)
anyone explain why im failing to compile this? says its read only when its not... and yes i have clicked the button
I accidentally installed it for 4.26, that was why lol
Thank for the help
9 out of 10 you didn't apply all rotations/scale in Blender before exporting or there is scaling issue with your imported model
alr lemme try that
im having a big issue
As soon as I open my projet it just crashes
I reinstalled
disabled anti-virus
and still it just keeps crashing
oof you were right, it was causing a lot of issues. thanks
check the crash log
Guys what blue prints do i need to make my chracter faster? im using ue5 btw
Set the Max Walk Speed in your Character Movement Component
The one that you can afford while allowing yourself to eat for the next weeks.
get whatever you can afford
I'm not building anything ATM, I'm just curious, if I could get either, which should I get
the best you can afford, 3090ti if money is no issue
both will work fine for UE, whatever you need will depend on your goals. Whatever you can afford to meet those goals will depend on your wallet
This maybe way over board. I have to try. Some time ago I watch a video on landscapes for the unreal engine. It's just I thought I saved the linked and didn't. The video user the Grass Landscapes Vol 1 for the tutorial. Does anyone know what video tutorial it is and do you have a link for that video.
wheres the character movement componant?
in the Character!
If it's just making games, even the 2060 Super is more than enough.
yep still rocking a 2060 mobile in my laptop and its good enough for most work. I complain more about CPU speed than GPU at this point lol
@drowsy snow @grim ore I found a way to reference an actors component, thought you guys might like it also
can you do that in the blueprint, not in the world?
I am not going to use blueprint in the near future so I cant answer this properly but to BLUEPRINTREADWRITE access will do the trick here
shrug
hows when i press a certain key like shift how can i make a certain affect happns?
just shift?
no like
when i press shift
i want like to turn invs for example
how do i do that
so when you just press shift?
project settings > Inputs
yeah
you assign whatever key and there are checkboxes for shift, ctrl, alt
i made the mesh
like this?
oh wait, sorry, this sounds like you want to custom the engine.
Its in project settings -> input
@grim ore I did my stamina system, but i want the character to stop for 2 seconds, (perfoming a bending over and gasping animation) before he can take even one step.... how do i do that?
you are familiar with montages and slots?
no,
ah well, that's how i would do it
does anyone know how I check which levels I want to build
the eaisiest way is when they have no stamina, take away input from the character so they cant move, play the animation, wait, then give it back and go back to normal animation
I just see lighting and build
its not the best, but its easiest
what's the node for takeaway input?
this is what i have https://blueprintue.com/blueprint/h7jkj832/
you do a branch check for the specific condition to allow input
branch with IsExhausted, but at the beginning of the move inputs
hey, sorry i dont work with many levels, im not even sure what these words are
maybe #level-design knows. i again, i got one scene for my game, i dont do level streaming or any actual hand placement
@plush yewbuild will build loaded levels
i dont even build lighting >.<
ya I just click on build
and it started building it but only level01
and then nothing happened
when it finished
do you have something that should be building in that level?
im not seeing a lighting needs to be build message, so im guessing theres nothing new that needs to be built
i think lighting is to be built for multiple levels
hey everyone! sorry if I'm interrupting, does anyone have issues with the scale of Landmass terrain Blueprint based spline brushes? I'm getting huuuge shapes and IDK why, this makes it hard to control/edit, etc, since it's not even aligned with the spline how much larger the shape gets. Any suggestions?
so, apparently, when importing heightmaps for terrain, the scale has to be set to 100 for some reason, and that's probably what's scaling the brush? Any suggestions on how to solve this?
Hi all, I can't seem to choose EnviroBoxSharp or EnviroBox as my HDRI Backdrop mesh - only EnviroDome appears as an option, aside from my own custom meshes. Any ideas?
like they dont show up?
Also, is there any way I can create a material that reflects my actors in the scene, but nothing else? As a sort of reflection catcher.
@bright sigil Nope
and you have the engine and other show content checkboxes?
this?
Yep
No show
If I knew where the EnviroDome was stored I'd search there, but I can't narrow down the directory
it occurs to me that this is custom content
are you sure you did the show correctly? they are in the plugin folder as per the docs
you can also navigate to that folder using the find in content browser icon
just for reference from the Docs
Weirdest things moved a project from 4.26 to 4.27. I cannot for the life of me get any print string or action using the F key if i hold Shift at the same time now. If i release shift then hit F it will print a screen. Perhaps there is some hidden weird Shift+F key binding hidden somewhere. HOw would I find this binding. It's not on the projects settings/input screen.
I was wondering if anyone could help me understand how to set a trigger to change my gamemode from run around 3d world to combat statci in place ( turn based) im lost
Hi
someone have an idea or a easy tutorial to make easily a macro variation in a landscape
cuz I saw different tutorials but any of them can help me
why can't they help you
Unreal Sensei one of the best it didn't work
because I followed step by step
and it didn't work
😭
:l
beautiful tiling
I dont think any of those material nodes have changed recently, it should work. perhaps you missed a step
or your values dont match
that looks like just a normal tiled texture, no scaling or variation at all
This that was showed by Sensei Unreal channel didn't work
that works for the base color.....
Let me show you that it doesn't make any change
connected
without connection
Only change the rotation 😩
I tried to fix this for days
when you plug the texture directly into the base color, without your top code, what does it look like?
I am assuming different, the code is working find you are just expecting no tiling
and unless your texture is designed to fit the entire landscape... thats not gonna happen
is your texture designed to fit the landscape without tiling?
the texture is from Bridge
So yes, it has tiling option
but what I want to do is mix that texture with others
if your wanting less tiling, you need to change your texture coordinate tiling
with 1 tiling
with 0.05 tiling
you adjust the tiling on your texture coordinate node (you can also just use 1 for all UV inputs
Could you send me a ss of your texture connections
In this case it'd be landscape coords, right?
its basically what you have just using 1 texture and adjusting the texture coord node
click on your red TexCoord[0] nodes and change their tiling
your texture right now is meant to fit in a certain size, your landscape is much much much larger. If you change your tiling to a smaller number than 1, it will make your texture "larger". if you make it larger than 1, it will make your texture "smaller"
yes, chage all of those, they all need to match if you want it to be uniform
I just used one to make it easier
#graphics would have more info on how to do this better, your macro variation is working fine your tiling is just not appropriate for your landscape
Ok, give me a second
I'll try to do what you said me
this is an alpha texture?
because I'm using this and it doesn't look like an alpha
they are grayscale masks
they are used with the lerp to define which texture goes where and that breaks up the pattern
also most games have this issue, you just dont notice it because you are close to the ground and you have clutter in the way like grass and buildings to hide it
your looking at a blank field from far up
like look here
this grass is the same texture, and tiling you just dont notice is because of how the level is designed and you are rarely this far away
just to note, if you chane the uv coords of say the base color you need to do it for the other textures for it as well like the normal
else... its gonna look weird
let me see your blueprint haha
also 0.7 isnt exactly much of a change
What's the correct way to handle a call for something that has one of multiple functionalities assigned to it? somewhat like how abilities are handled in Pokemon, where there are like 40 different abilities that might activate on entrance
and I pasted my exact blueprint I used
ok
i needed the power node, but you may not
using two normals btw, but the color variation is from the base color * macro variation
why did you do that red?
oh haha
It's not working
I'm going to do the same like you @bright sigil
perhaps works
So are they releasing the Matrix demo as a UE5 project?
i thought it was accessible already
thats just the game then?
if its anything like previous tech demos, they're probably still cleaning it up and solving the hacks
good old E3 parameters
I wrote this blueprint so that when I press RMB the mouse turns off so I can rotate the camera (I'm using the default pawn that you have when you make a blank project). But after I release RMB the mouse shows up, but the camera still rotates with the mouse and I don't know how to stop that.
I couldn't see that because the terrain is pretty big
I copied this and it works
Thanks @bright sigil
Now I'll try to mix with the others textures
@bright sigil why did you use the red channel and connected with power?
Is the same like flatten normal
or what is the difference?
Hello Slackers ! how (or where) can i upload a UE4 interactive tour (for a gallery) to an online website ? so the user can play it ?
Make the home-buying process more informative and more enjoyable with interactive 3D experiences. Allow buyers to explore every detail of the space and customise the apartment by changing finishes from the comfort of their home.
Let home buyers be immersed in their future home and reassure them about the purchasing decision they are about to ...
somthing like this but online
you could use webgl from an older version of UE4 (4.24), or use pixel streaming in a later version
what you recommend ?
look into both, both are plus and minus features
when I clicked 'build lighting' many (but not all!) of my models, imported from Blender turned black. Anyone know what's going on here and/or how to resolve it?
k thank you Mathew
@eternal lotusmove one of them, do they get fixed? if so your lightmap UV's are probably bad for that mesh
aha yep
no idea what lightmap uvs are lol.. but that's probably enough to google it
thanks
I need help with this...
haha
because I can see the tailing yet
So I'd like to mix with other base color
rotated
like you did this
those are just two different normal
You've connected two normal maps and after that you lerped it
oh ok
But there's a way to rotate the texture
there is
and which is the name of it?
uhh, is that the texture repeating in a very tiny way?
WHAT
nono
oh yes
I forgot to connect the scale
but does the same
again, plug in a constant
are you rotating everything or just one thing?
looks like just rotating one thing thats not scaled like the rest
ohh, hang on
Sorry guys for being bother you
It'd look better if not were for that tiny squads/lines
quad lines are normals?
?
right. that rotates the texture so it is of different angle, but you'll need the macro variation to drive the lerp alpha
you could do that too, what that will do is darken the rotated one and not the non-rotated one
i think lerp would be enough
once again
the lerp is going to blend both texture softly
half of a and half of b
then multiplied against the macro variation
this doesn't make any effect
which produces dark splotches
oh ok
I think I keep it easy
and I'm not going to complicate with rotator haha
because I can't make it worth
I'm spending more time and I don't get a better result
Anyways thanks a lot @bright sigil
I will try to mix that
maybe it'll remove tailing
is unreal better than unity?
hahah ok I don't know @plush yew I think it depends
i change the color so hope its obvious
the blue is rotated one way while the gray is not rotated
im gonna have fun with unreal this christmas break
no more teachers telling me what to do
hahah
it was so annoying
just to make it obvious how the macro works
oh ok
Well i'm going to the same steps
just give me a minutes
thanks for doing that with the texture color hahaha
ok...
beautiful
I have no idea what just has happened
uh conrad you said something to me, i didn't write it down
i didnt either
LOl you... you're making me laugh. you said something and then matthew weidstein said something
montages and slots
MathewW — Today at 12:29 PM
the eaisiest way is when they have no stamina, take away input from the character so they cant move, play the animation, wait, then give it back and go back to normal animation
so i guess a montage is like a sequence? a movie?
no way, that happened today too!
wait... was that today?
it was literally 3 hours ago
wow
you being serious?
QUESTION: is it a "bad" habit, that I watch a tutorial, don't understand something or it doesn't work, i then go watch a tutorial on that, BUT WAIT, i don't understand something that one, and i end up with 20 tabs
is that OCD and i should just keep trying the first one?
its not an unusual experience though
i also dont know, the first one could be bad or outdated
tutorials demonstrate a concept, but that does not mean its right. whats right is what aligns to the entire idea you want and a tutorial only shows a part - not how it integrates, not how to expand it, just the idea in a nutshell (even if rather large). I've watch and followed plenty of tutorials that allowed me the thing i wanted, but then had to reanalyze how it could be expanded or to tie it to other systems
this is why most devs will suggest to keep things simple, start small, copy the design of a game you are familiar with (a small and simple one), and focus on just the core
when i was younger, i was in some bands and one of the first things we did was learn cover songs. I learned songs on my own but we also learned to play them together. In this sense, it gives a comparison of skill - "look at how we play this song just like the original maker" - which is the same as saying "look at how I understand the systems at play for this game just as it was originally made"
that has got to be the most encouraging thing, i've heard all year
im glad you took the time to read
i be readin
In what chat do you type if you need help with something in ue4?
Hello can some one tell me why i can walk through assets from megascans ?
Does the format matter (obj/fbx ) ?
Ok thank you ^^
I'm running Unreal 4.27.2 on Ubuntu. I cloned the new repo for our project. It was built in UE 4.27.2 but when I try to open it, I get a message that it was built in a different engine version. I tried following the suggestion to copy the project and open that, for the sake of looking at it, but after doing that it says it can't be compiled because it would overwrite a bunch of engine files.
Have you tried re-building the project?
not the entire thing
but just building
i got the same issue a lot of times, doing a normal build in VS seems to fix it
ok, I'll ask one of the devs to help me with that. I'm the artist and not really literate with these things.
How long does UE4 source build take to build in VS?
below 12 cores @ 4ghz about 1 - 3 hours
TAA not better FXAA. TAA better in anti-aliasing, but not in distance and handling information
comparison
1 TAA
2 FXAA
by default unreal TAA has low sharpening, increasing it leads to better results
i think 1 TAA looks better
I keep on getting an error in my game. It doesn't interfere with anything, but I would still like to know how to stop it
"Blueprint Runtime Error: "Attempted to access Sparks via property Sparks, but Sparks is pending kill". Blueprint: BP_Door2 Function: Execute Ubergraph BP Door 2 Graph: EventGraph Node: DestroyComponent"
I have a spark emitter that's being destroyed on an event
It sounds like it's deleting it, and then it's trying to access the thing that it's already deleting?
Usually solved with an isValid check
No thats doing the destroy
Where, then? I don't think I have anything else that's actually referencing the Sparks
Find references for it
hello! anyone willing to help a newbie on unreal 4?
Im going off of the error message which says its in a function/in a graph
Well. The bit of blueprint I just posted is the only blueprint that BP_Door2 has
Also, installing an isvalid in front of the destroycomponent does seem to have fixed it
Are deleting this object which owns the component at all?
No. Only the sparks component when the door is activated
Is sparks a component of the bp it is being destroyed in?
yes
Whats the rest of the bp?
I'm working on Wadstein's MVP tutorial series
Door gets triggered, door stops sparking, door opens via rotation, removes collision on the door so that it doesn't obstruct the frame at all
Not sure at all. I guess its right, but it says actor component when its a particle system, maybe thats fine
Maybe the event is called more than once
Well then
This is the button. I tried making it delete the collider, but that just introduced a new instance of the same error (now on the collider box)
(the button slowly descends, then turns green and THEN opens the door)
I could make it set a little boolean, and then if that's been set don't run anything beyond? But before that I'm going to take a moment to subdivide this further to see what else is happening twice
....oh, what the heck
when I'm standing on it and it's descending downwards the begin overlap is triggering every frame
and the descend timeline apparently finishes twice
....it's triggering itself
I made it report what object is overlapping it
Yeah, I thought of the same thing
If I wanted a button that could be triggered by either the player, or enemies, or big prop blocks, what kind of structure would be right? Would all the other things need to be castable to the same blueprint? Poll the overlapping actor to see if they have some set quality like "CanPressButtons"?
Oh, or hand them to another function, CanPressButtons, that returns a boolean?
I think I like the last option. Because whether or not a class of thing can press a button is going to involve different logic according to what kind of thing it is. Player might be "always yes", enemies and blocks might have different lookups against size
Also, what's the difference between using Cast To Actor, vs. doing something like Get Player Actor and checking if it's == the overlapped actor?
They seem functionally equivalent here but is one of them preferable?
New question. The tutorial (from 2016) goes over adding an event to the sequencer which causes a menu popup. It seems to be adding an event to the level. But, that doesn't work. Am I meant to be using the blueprints attached to the sequencer now?
Doing so would make interfaces useless, and if you are looping over something, getting all those actors and checking against each would be painful, like you might have to in the enemy's case
this method is only checking if it is the specific actor
This is similar. It checks to see if the overlapping actor can be cast to the desired class, which then yields an output of that actor's properties
You can also check for a tag, which is very flexible as any actor can have tags (they have this feature inherently)
You may also check which class the actor comes from and see if it is the appropriate class
Ah, OK. Also this is the first time I've heard about Interfaces. Are they C++ only?
nope
Ah. The first documentation page I found on it was the programming-specific one
yeah, I already have that open
Might be better to understand the three common methods of bp communication, including interfaces https://www.youtube.com/watch?v=EM_HYqQdToE
well the video does well to describe that there is a degree of preference
I'd rather direct them to some of the beginner BP stuff that cover BP and programming basics and foundations like interfaces too :)
It's weird the stuff you can miss when you're picking things up as you go
I dunno, I think I have the really beginner-level stuff down. I understand making nodes, connecting them, execution order, branching, variables, functions, references to other actors and calling THEIR stuff....
i found that vid last year, but it was a great refresher
Hi, how migrate a map into a new project
you tried Migrate?
Migrate is a feature within the engine
i have to open my 2 Uproject ?
you could if you want, maybe read up on Migrate
ok last question , so i have to open a new project and migrate my stuff into ?
not performing migrate correctly can be detrimental to both projects, i suggest you read
hello i am having a problem where i save the changes i made to the game but when i restart it all is gone
hi all, sorry for the random message,
where would be the best place to go to get some help with some hlsl code issues i've got with an undeclared identifier? the code checks out, checked it multiple times, might just be blind tho haha
Anyone know how to make a vehicle move relative to another vehicle, instead of world space? Such as an aircraft carrier
I literally only just saw that that video is 2.3 hours long

I think I will put that one off until tomorrow
hi so probably a super noob question but I'm having a bit of an issue and cant seem to see what I did wrong considering I was following a general tutorial that so far had been going great. I have this set up but when I move away from the collision area that I set pressing the set interact button still manages to pop up the hello text
You using Controller instead of Character like before
oh thanks so much
what is going on
ui glitching out, UE thinks you want to place a window you were dragging into a region
so how can i fix it
Hey guys I'm trying to export my game to android. Previously I am doing this it's work perfectly. But after I reinstall the ue4 it's not working to me. My project is successfully exporting. But when I trying to install my apk it's saying "app not installed" can you anybody help me to solve this problem
maybe..... restart engine, drag something there to update it, restore or reset layout, move this bugged window (outliner)
you transferred the apk onto your phone and then installed it?
@bright sigil yeah I am also doing this
what message are you getting when you try to install? it just ignores and says app not installed instead?
When I trying to install it's cancelled and say "app not installed"
and you have enough space and phone is developer enabled right?
I just trying default project and my phone extra 20gb space
did it ever ask to enable the installation of unknown apps?
or did you already allow this
Yeah I did all options in my phone
And my previous apk is still installing
But my new export apk not installed
ah ok, so then its an issue with the new one so it sounds like some build setting
Maybe I am reinstall my all SDK ndk JDK including unreal but did not find problem
try drag any panel into difference place
yeah, havent build in a long time, i cant remember if there were specific things to change about the build
And I already used api 28-32 but nothing get helpful
@bright sigil please trying remember I am trying more than 12 days
i assume you already went through the docs, so i really dont know
if i had this issue, i would be scouring the internet
could be a phone thing
try different settings
build with a pak
build without
try all setting to see it one clicks
uninstall the previous apk (if you dont mind risking not being able to install it again)
restart phone
sacrifice goat
package as different types - etc, astc, etc
i know one says "works on all" but thats a lie
I am already every single settings export but... But no one helped
And I trying deferent devices still not working
you said this is like a test? building a template project to phone or is it more?
I am having game project but I just trying the default project
and neither work?
No it's not working
well a default would have less going wrong, so maybe it is a phone thing
Ok thanks you so much for your valuable reply I check my project and settings again
maybe also delete the files generated from builds so its a clean empty folder
I will try thanks ✨🙂
best of luck
🌟
hi
i am following a game tutorial for desktop in ue4
but i want to create that same game in android
so if i choose android template, can i follow the guy's tutorial whose making that game in desktop
??
@snow crown
please dont ping me for unreal help
please tell me, if anything is irgent i just ping you, sorry will not do that
but rn pls help me
i am following a game tutorial for desktop in ue4
but i want to create that same game in android
so if i choose android template, can i follow the guy's tutorial whose making that game in desktop
??
anyone?? pls tell me its urgent
do you know anyone in the community who can urgently help me
with my this question
how long is the tutorial?
what do you mean?
how long is the video
Like. How long would it actually take you, to just try it, and see if it works on android?
if it is less than a couple hours just do it, then try to convert it / copy i into an android project
cant take the risk, thats why asking first
na, its not
long tutorial
well your situation sound very implausible 😄 if you dont have time to try/fail you cant make a game
im sorry that you're on a bus that is about to explode
game dev takes months and years not minutes
OK. Ignoring the impossible question, which is whether an unknown video is going to work for android, what does one generally need to know about building FOR android? I assume that it's just like... understanding hardware limitations? In terms of processing power, screen size, limitations in inputs?
The entire point of using a "universal" game engine is that you just change one thing and build for something else?
(Note: I know nothing)
Alternatively: if you actually have so little time that you have to immediately charge in and do something without room for experimentation... then it's useless even asking if the tutorial will work. You have to just go forward and pray that it will. Which sounds really dumb, but if things are actually that bad, you don't have a choice
some smart people
Take the damn risk then
my old friend i was about to ping you, but i was not able to find your username
ok
Good, don't ping me, because I don't work for mobile 🙂
ok sir!!
Also please be patient next time. Your impatience make nuisance to others in this server.
Begging for "urgency" done you no favour.
ah tell me about yourself, have you created any projects
in ue?
Many. Most of them unpublished or yet to be published, some of them were just for R&D, some of them are scraps.
published? where do u publish them?
unpublished
no, i mean where will u publish them
because you are a desktop dev
so you cant on play store
so where will you?
@drowsy snow
Epic Games Store, or itch.io (for lesser projects)
ok, name some of your projects
and describe them, i want to hear the projects you have made
@drowsy snow
Not sure if awkward English or speedrunning a ban
Fine...
Past Future, anime style isekai action role playing game (WIP, planned to be on EGS)
Xenoglossia, basically R&D testbed project (private)
Million Live Framework, a machinima project (open source)
Claustroclast, isometric game, supposedly for Epic MegaJam but shelved due to technical issues
these games on your own?
or help from yt
i mean followed a tutorial or something?
4 years of experience, looking from various resources and doing my own research and experiments
ok, so when you thought to start with game dev, you chose unity or ue4 first?
GameMaker 7, way back in 2009 (IIRC). I do modding beforehand
Are you done probing me? Good.
Should give you your own confidence by now.
actually i am really a newbie in ue4, and as you have 4 years experience, i wanna ask, first i should start with gamemaker, or ue4, and as there's also ue5 now, so should i learn ue4 or start with ue5, and any online resources or tutorials that you continued with for the same
thanks@drowsy snow
Start with UE4.
ok, and resources for the same?
that you followed
actually you do one thing pls if you are free just dm me, and share your journey with me
will be so kind of you
it will just tell me which path i should follow first
https://www.unrealengine.com/en-US/onlinelearning-courses
Back then this wasn't a thing, so you should take it.
ok
@drowsy snow
It's pretty rude pinging so much 👀
Anyways, this too
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
If you want to move to learn Mandarin so you can move to China, would you prepare by learning Japanese first? It does share grammatical concepts and characters after all.
Same thing with game dev, if you want to build a game with UE you just start with learning and building it, not learning three different engines so you're better prepared or whatever. People know other languages or engines because of their career/ personal history, not because it's the most efficient way to learn UE.
ok
UE Learn is a good starting point for almost everything, but it's never in great depth. For beginners that's not a major concern, but you need further sources like Wadstein and Lahey, too.
thanks for motive words
ue4 or 5
??
4, don't make the same mistake I'm making. Fight engine bugs and crashes when you're more experienced haha