#ue4-general

1 messages · Page 1106 of 1

drowsy snow
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Shit outta luck.

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If you don't have the specific needs, just go download the vanilla launcher builds.

plush yew
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when you bake lighting is it suppose to create builddata for each level or just the lighting?

hoary rock
drowsy snow
hoary rock
drowsy snow
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Even if you're not installing in the launcher?

thick loom
#

Must not have a great pc...

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Though the launcher is pretty bad

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It's compiling the engine that does my computer in

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Can't even listen to music. RIP

drowsy snow
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I'm not trying to poor shame anyone, because I'm still expecting the launcher to run just fine even with that specification

thick loom
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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

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At least on my computer

hoary rock
thick loom
#

ouch. I feel your pain

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VS intellisense says "no pc work for you"

hoary rock
#

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

plush yew
#

when you bake lighting is it suppose to create builddata for each level or just the lighting?

drowsy snow
marble mist
#

where can I get animations for a knife? I don't like the mixamo ones

hoary rock
#

And try it again

drowsy snow
drowsy snow
thick loom
marble mist
thick loom
#

As a mere mortal I bought some from the marketplace

hoary rock
thick loom
#

I've been too terrified to test Win 11 myself, so I can't say

hoary rock
plush yew
thick loom
drowsy snow
#

Win 11 somehow works fine on me.

hoary rock
thick loom
#

*first

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Mine were causing really weird glitches in UE4 per one of the pins on this board

drowsy snow
hoary rock
#

It's worth a shot

grave pollen
#

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

thick loom
plush yew
grave pollen
#

tried this rotation macro as well to no avail

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theoretically should grab the target which I know exists via print string and then rotate my char towards their location

hoary rock
#

*integrated

thorn river
#

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

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instance probably right

thorn river
#

thanks

sharp shadow
#

It seems UDN Knowledge base is now public

plush yew
#

bro wtf???

drowsy snow
turbid wigeon
#

Anyone watching Game Award?

drowsy snow
bright sigil
#

that you hoped code pasted from elsewhere would work for your needs by expanding it?

drowsy snow
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I can't compile that in Visual C++, any ideas?

bright sigil
#

did i read your confession? yes

drowsy snow
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Did it compile? no.

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Okay just kidding

bright sigil
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thats not really what i gleaned but okay, whats the big deal? are you specifically trying to be a programmer?

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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

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so?

drowsy snow
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And you learn absolutely nothing?

bright sigil
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i mean... is it obvious to state why..

drowsy snow
#

Here's a tip: break your copy pasted code.

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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.

bright sigil
#

sounds like programming isnt for you

drowsy snow
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Anyway, you can continue talk about this over on #lounge as this is more general (life) thing

signal crater
#

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?

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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

bright sigil
signal crater
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yes, but when you construct lets say 100 of the same object, will you have 100 functions on desk/memory?

bright sigil
#

not really

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each of them have the same function, they're recognized as duplicated

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the only overhead is the performance of the function and how many times it is called

signal crater
#

so you'll have one, but will execute for the object you want right(With target pin)?

plush yew
#

bruh

bright sigil
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yes, you tell which objects to call the function

signal crater
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Great

plush yew
bright sigil
drowsy snow
plush yew
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No

raw beacon
#

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

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is the matrix demo going to be a PC release?

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blast

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sweet, cant wait to see some peoples gameplay recordings!

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@latent iron nope! last console I had was a 360. Then VR came around, then I went the PC route XD

dense knoll
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Thats set to auto posses

drowsy wigeon
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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?

dusk nebula
#

How do I migrate my project files from one drive to another?

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Better yet, I need to move everything, including the epic launcher and the engine to a new drive

drowsy snow
dusk nebula
plush yew
#

bump

drowsy snow
plush yew
#

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

hollow palm
#

I did find it

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Depends on what you mean by working

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cause I did manage to make a bk2 Video that plays

plush yew
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I mean able to process/convert videos to the .bk2 format with it

hollow palm
#

I'll need to check for you once I wake up cause I live in Poland and it's like 3AM for me rn

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So I'm off PC

plush yew
hollow palm
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Ye np

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I'll tag you when I wake up

plush yew
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cheers mate really appreciate it ❤️

dense belfry
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need some help

sour tide
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well you ain't gonna receive any until you ask a question

wintry rampart
#

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

drowsy snow
wintry rampart
#

I just need to know if I can record from a camera while a player is playing from a second camera

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The player would be interacting with the world, so I think I need to somehow record player actions in sequencer or something

drowsy snow
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I myself still question its use tbh

midnight cloak
#

Somebody know why my shadow are wierd ?

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this is my skylight and i build lightning

plush yew
#

anybody know why my checkpoint wont work

wintry rampart
#

Then replay it from a different camera’s point of view?

drowsy snow
wintry rampart
bleak zodiac
#

i used to edit my video is premier then i switch to AE

unborn patrol
#

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?

bright sigil
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for any "upgrading" of version, this is expected. Go through every bp or cpp and see what the errors are

unborn patrol
#

@bright sigil Holly molly. 😦 That could take a month.

bright sigil
smoky whale
#

jesus christ they went crazy thius time wtfff

unborn patrol
#

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.

bright sigil
drowsy snow
unborn patrol
#

@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?

drowsy snow
unborn patrol
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OKay so it's just when you move up a version it's normal for things to break. 😦

drowsy snow
#

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

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(aside from pretty minor compile errors, can be resolved with fixing includes)

unborn patrol
#

The hard part is i am getting no errors anywhere.

bright sigil
#

open up some bp that seems like its a problem

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maybe it will make it apparent

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by how you describe there to be all sorts of errors, i would start looking at all the areas

plush yew
#

can you somehow use materials that are meant for 4.25 in 4.27?

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this pack

drowsy snow
#

Materials haven't change much from 4.25 to 4.27

plush yew
#

alright

unborn patrol
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What engine version are you guys using on your projects currently?

unborn patrol
#

oh modified 4.27. Fancy!

unique kraken
#

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)?

ebon palm
#

im making a multiplayer game but i use a get player controller so where can i change it for

bright sigil
#

possibly up to 64

unique kraken
#

my point rly isnt to use more, i want to understand how it is interpreted

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depending on that i rewrite my shader

bright sigil
drowsy snow
#

Though applying the same sampler node on different attribute pass could increase the sampler count

unique kraken
#

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

drowsy snow
bright sigil
unique kraken
#

thats pretty unclear awnser hm

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i mean i appreachiat it but hm

drowsy snow
unique kraken
#

if the epic launcher wouldnt load for hours i would test it. alex

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thx anyway

bright sigil
#

just launch the uproject

unique kraken
#

yeaa but so many folders

bright sigil
#

lazy, got it

drowsy snow
#

At least Windows allows you to pin folders into Quick Access

unique kraken
#

i havent slept in like 30h, even that is to much rn

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but at the same time i cant sleep until i got a awnser

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currently rewriting my cel shader setup

drowsy snow
#

🙊

thick loom
#

Working when severely sleep deprived is usually counter productive

thick loom
#

You'll likely redo everything you did during the sleep deprivation

unique kraken
#

yeee but like. 7 am, what else to do

drowsy snow
#

The eureka moment comes when I'm not sleepy

thick loom
#

Subconscious is a powerful co-processor for programmers

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Generally kicks in when relaxed (IE in the shower)

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Or rather, feeds you what its processed

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But it really doesn't work when you are sleep deprived

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Sorry random tangent to "eureka moment"

unique kraken
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alright, what does this tell me

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i guess im fine then?

drowsy snow
unique kraken
#

i mean

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it proofs i can use more then 16 sampler nodes

drowsy snow
unique kraken
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if they are hte same texture, all i needed to know, i guess

drowsy snow
#

As in different textures.

unique kraken
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ye but there were some contridictions

drowsy snow
#

Same texture, "different" node = one sampler

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If you want to try it out, be my bloody guest.

unique kraken
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yes^^ this is what i assumed. but are there any other reasons it wouldnt be the same sample anymore, like uv or whatever.

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just needed to be sure, you told me the same thing, i did the laziest test possible, all seems good

trim mesa
#

hi, i was creating a snowfall effect, (particle effect)

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and i set my location to 10000, as i created a landscape which is really big

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i followed a tutorial and he was working on a small area, and he applied the max and min area to 2000 and -2000

unique kraken
#

^^ bad idea in my oppinion

trim mesa
#

but in my case, as the landscape is really big, it covers a small area

unique kraken
#

so you do trickery

drowsy snow
trim mesa
#

but, when i write 10000, theres less snow

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in the area

drowsy snow
#

You don't need the snow to be that distant

unique kraken
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only let it snow in front of your camera, and scale the ones further from the camera smaler

trim mesa
#

because it covers the whole landscape, and theres very less snow

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what should i do

trim mesa
#

to get more snow in the wide area

trim mesa
drowsy snow
unique kraken
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its trickery, you dont let the whole world snow

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you only let it snow in front of your camera

drowsy snow
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It's not like the snow particles actually snow the surface, so don't bother doing across for the entire landscape

trim mesa
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they will see no snow

unique kraken
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hes still in the camera

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there is always a camera

drowsy snow
unique kraken
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how do you see anything without a camera?

trim mesa
#

ah man this is confusing, camera like what?

drowsy snow
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I said follow the active camera, not the character.

trim mesa
unique kraken
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instead of camera you can also think of "current active view"

trim mesa
#

cant understand like that

drowsy snow
unique kraken
#

let it always snow in front of your view

trim mesa
#

ok, i get it, but what should i do now

unique kraken
#

let it only snow in front of your view

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<,<

drowsy snow
trim mesa
#

i mean i havent set a player yet

unique kraken
#

bin the particle system to this "current view" wich is always some sort of camera

trim mesa
#

only screen

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so no camera there yet

trim mesa
unique kraken
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hm you will need bp you are controlling

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so you can bind it to that

trim mesa
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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?

drowsy snow
unique kraken
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essentially

trim mesa
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ok, so let me add a bp first

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bp is player right?

drowsy snow
trim mesa
#

ok

drowsy snow
#

(well, BP can also UObject, but for simplicity sake)

unique kraken
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it depends

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do u want a character?

trim mesa
#

i will dm you for further question with this situation

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thanks

drowsy snow
#

I'm working on C++ stuff and can't have editor open for demo anyway

trim mesa
#

Santa, but cant find a asset for the same

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free asset with animation

trim mesa
#

thanks

sour tide
#

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?

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I can of course just make it visible again but I have to keep doing it

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OK, there is a "hide selected actors at startup" thing in the rightclick menu under Visibility. Dunno how I managed to hit that.

main pewter
#

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?

plush yew
#

is it possible to create repetitive uv tiles in blender?

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like for Unreal Engine if you want to be able to edit a mesh at runtime and not have the uv stretch

unique kraken
#

@plush yewelaborate

main pewter
sour tide
#

Why are landscape section sizes n^2-1? Like, why the -1?

fossil basalt
#

hey guys, is this the correct way to increment an index?

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whatever I am missing, the number will not go up

plush yew
#

how do i put the text above the blur?

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because the text is blured too

drowsy snow
plush yew
#

for what?

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for the background blur?

drowsy snow
#

The text widget.

plush yew
#

ok

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i set it to 3 and it's not working

fossil basalt
plush yew
fossil basalt
#

thanks

bright sigil
plush yew
#

oh

plush yew
stiff bane
stiff bane
bright sigil
neon bough
pearl minnow
#

is this data structure possible in unreal?? :/

colors: {
  keyboardName1: {
    color: vector3,
    emitter: vector3,
    labelTransform: transform
  },
  keyboardName2: {
    color: vector3,
    emitter: vector3,
    labelTransform: transform
  }
}```
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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

neon bough
#

you would make some struct for the data

color: vector3,
emitter: vector3,
labelTransform: transform
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and put that in a map, with name as key and the struct as your value

pearl minnow
#

thats achievable in BP right?

neon bough
#

yes

pearl minnow
#

ok thank you ben ill try it out

prime willow
#

@neon bough how do i flip anim notify

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@drowsy snow ;-; ^

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i cant seem to figure out how to flip the anim notify in reverse

drowsy snow
rough knoll
#

is there a way to make the navmesh fill these gaps?

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the pawn can in fact travel through them (capsule is small enough) but the navmesh won't go to that space

prime willow
#

nope lol

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he moves it to the point he wants and it just fips in reverse

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nvm

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figured it out

drowsy snow
prime willow
#

just move it towards the end of the track bar

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and it flips in reverse

drowsy snow
#

That's in the preview, innit?

drowsy snow
wet scaffold
#

alright sorry about that

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its just that nobody said anything so i though i was on the wrong one

rapid sleet
#

I am new to unreal got some free assets but for some reason when I start the game I don't become the charecter

drowsy snow
plush yew
#

Hello my trees are below the land how can I make them be above the land

neon bough
#

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

drowsy snow
plush yew
plush yew
neon bough
#

not sure, haven't used 4.2x for a while

plush yew
#

Do you still need to build from source in order to setup a dedicated server?

drowsy snow
neon bough
#

4.20

#

rc 69

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formerly known as 5.1

plush yew
drowsy snow
#

I'm in modified 4.27

plush yew
#

4.27.1

drowsy snow
#

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

plush yew
#

I'm trying to change the setting of the landscape but nothing

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I thought the the first one was going to help but nope

neon bough
#

not there

#

it's somewhere in the foliage brush settings

plush yew
#

I use the collission there but nothing

plush yew
#

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?

fierce tulip
#

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.

drowsy snow
jolly mason
#

man... nested structs are a nightmare for data storage

drowsy snow
#

I don't think it would be messy if building the struct in C++

ebon linden
#

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?

thorn river
#

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

drowsy snow
#

It CAN be done.

pearl minnow
#

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

drowsy snow
pearl minnow
#

( 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 )

drowsy snow
#

Consolidate the targetting into a function

dull girder
#

does unreal engine source has the plugin that we get prebuilt in the epic games binary build?

neon bough
#

yes (at least most of them, actually i'm not sure if there are some binary only plugins)

dull girder
drowsy snow
dull girder
opal cedar
#

Ummmm

#

Anyone knows how to bake stuff in Unreal? Got some questions

opal cedar
#

Got a problem with basic mesh light bake over here

dull girder
fringe finch
#

Hi, does anyone know if it's possible an interaction between livelink and pixel streaming?

sick patio
#

@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

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when he runs out of stamina from sprinting

buoyant graniteBOT
#

:triangular_flag_on_post: Vo!d#9741 received strike 2. As a result, they were muted for 1 hour.

drowsy snow
robust marten
#

How do you save Actors when they're offloaded from World Composition? There is no blueprint nodes relating to World Composition.

sick patio
#

woah, that wasn't because of my question was it?

robust marten
# drowsy snow 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.

neon bough
#

is there no event for that?

robust marten
drowsy snow
#

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.

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And I still don't like how hacky it is to implement verticality as world composition only concerns about horizontal positions 😤

silver crest
#

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

hidden oxide
#

Does the Megascans plugin not work with 4.27?

drowsy snow
hidden oxide
#

I get this message

drowsy snow
#

Try reinstalling from Bridge

brittle sail
#

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

hidden oxide
brittle sail
lost yarrow
#

anyone explain why im failing to compile this? says its read only when its not... and yes i have clicked the button

hidden oxide
#

Thank for the help

patent cobalt
brittle sail
#

alr lemme try that

plush yew
#

im having a big issue

#

As soon as I open my projet it just crashes

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I reinstalled

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disabled anti-virus

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and still it just keeps crashing

brittle sail
drowsy snow
whole solar
#

Guys what blue prints do i need to make my chracter faster? im using ue5 btw

drowsy snow
jolly jungle
#

Rtx 3000 or Rx 6000 for unreal engine 4 or 5

#

Which is better

drowsy snow
grim ore
#

get whatever you can afford

jolly jungle
#

I'm not building anything ATM, I'm just curious, if I could get either, which should I get

grim ore
#

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

warped osprey
#

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.

whole solar
grim ore
#

in the Character!

drowsy snow
grim ore
#

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

proven lake
#

@drowsy snow @grim ore I found a way to reference an actors component, thought you guys might like it also

grim ore
#

can you do that in the blueprint, not in the world?

proven lake
grim ore
#

shrug

whole solar
#

hows when i press a certain key like shift how can i make a certain affect happns?

grim ore
#

just shift?

whole solar
#

no like

#

when i press shift

#

i want like to turn invs for example

#

how do i do that

grim ore
#

so when you just press shift?

bright sigil
#

project settings > Inputs

whole solar
bright sigil
#

you assign whatever key and there are checkboxes for shift, ctrl, alt

whole solar
#

i made the mesh

grim ore
#

then yes, add it as an input

#

then use that input event to do whatever

whole solar
#

like this?

bright sigil
grim ore
#

Its in project settings -> input

sick patio
#

@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?

bright sigil
sick patio
#

no,

plush yew
bright sigil
plush yew
#

does anyone know how I check which levels I want to build

grim ore
#

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

plush yew
#

I just see lighting and build

grim ore
#

its not the best, but its easiest

sick patio
#

what's the node for takeaway input?

bright sigil
#

you do a branch check for the specific condition to allow input

bright sigil
grim ore
#

there is a disable movement node

#

unless you want to just disable all input

plush yew
#

Conrad

#

sup dude

bright sigil
# plush yew

hey, sorry i dont work with many levels, im not even sure what these words are

plush yew
#

ah

#

cause you know when you build lighting you just go to build lighting only

bright sigil
#

maybe #level-design knows. i again, i got one scene for my game, i dont do level streaming or any actual hand placement

grim ore
#

@plush yewbuild will build loaded levels

bright sigil
plush yew
#

and it started building it but only level01

#

and then nothing happened

#

when it finished

grim ore
#

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

bright sigil
#

i think lighting is to be built for multiple levels

whole turtle
#

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?

delicate tiger
#

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?

delicate tiger
#

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

bright sigil
delicate tiger
#

Yep

#

No show

#

If I knew where the EnviroDome was stored I'd search there, but I can't narrow down the directory

bright sigil
#

it occurs to me that this is custom content

grim ore
#

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

unborn patrol
#

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.

unkempt bolt
#

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

proper fable
#

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

grim ore
#

why can't they help you

proper fable
#

Unreal Sensei one of the best it didn't work

#

because I followed step by step

#

and it didn't work

#

😭

#

beautiful tiling

grim ore
#

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

proper fable
#

This that was showed by Sensei Unreal channel didn't work

proper fable
#

I want to break tiling

bright sigil
proper fable
#

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

grim ore
#

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

proper fable
#

yes... the second option

#

let me show you everything

grim ore
#

is your texture designed to fit the landscape without tiling?

proper fable
#

the texture is from Bridge

#

So yes, it has tiling option

#

but what I want to do is mix that texture with others

grim ore
#

if your wanting less tiling, you need to change your texture coordinate tiling

#

with 1 tiling

proper fable
#

And How could I do that?

#

I don't have too much time in this, sorry.

grim ore
#

with 0.05 tiling

#

you adjust the tiling on your texture coordinate node (you can also just use 1 for all UV inputs

proper fable
#

Could you send me a ss of your texture connections

#

In this case it'd be landscape coords, right?

grim ore
#

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

proper fable
#

this?

grim ore
#

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

proper fable
#

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

bright sigil
#

they are grayscale masks

#

they are used with the lerp to define which texture goes where and that breaks up the pattern

grim ore
#

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

proper fable
#

Well...

#

It's not working... 😦

bright sigil
grim ore
#

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

proper fable
#

what WRONG with my blueprints

#

😭 hjaha

grim ore
#

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

proper fable
grim ore
#

also 0.7 isnt exactly much of a change

dusk nebula
#

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

grim ore
#

and I pasted my exact blueprint I used

proper fable
#

ok

bright sigil
#

i needed the power node, but you may not

#

using two normals btw, but the color variation is from the base color * macro variation

proper fable
#

why did you do that red?

bright sigil
#

its getting the red channel

#

its not red

proper fable
#

oh haha

#

It's not working

#

I'm going to do the same like you @bright sigil

#

perhaps works

desert verge
#

So are they releasing the Matrix demo as a UE5 project?

bright sigil
#

thats just the game then?

desert verge
#

yeah only on PS5/Series X

#

Figured they'll release it as a UE5 project for sure

bright sigil
#

if its anything like previous tech demos, they're probably still cleaning it up and solving the hacks

#

good old E3 parameters

proper fable
#

It's working the color base!!

#

@grim ore I think you had the reason

vagrant atlas
#

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.

proper fable
#

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?

bright sigil
#

power is like a contrast

#

it was to make the mask more obvious

proper fable
#

oohh ok

#

thanks 🙂

vague lake
#

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 ...

▶ Play video
#

somthing like this but online

grim ore
#

you could use webgl from an older version of UE4 (4.24), or use pixel streaming in a later version

vague lake
#

what you recommend ?

grim ore
#

look into both, both are plus and minus features

eternal lotus
#

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?

vague lake
#

k thank you Mathew

grim ore
#

@eternal lotusmove one of them, do they get fixed? if so your lightmap UV's are probably bad for that mesh

eternal lotus
#

aha yep

#

no idea what lightmap uvs are lol.. but that's probably enough to google it

#

thanks

proper fable
#

is there a connector which can rotate texture?

#

rotator?

bright sigil
#

rotator, yes?

#

wut?

proper fable
#

haha

#

because I can see the tailing yet

#

So I'd like to mix with other base color

#

rotated

#

like you did this

bright sigil
#

those are just two different normal

proper fable
#

You've connected two normal maps and after that you lerped it

#

oh ok

#

But there's a way to rotate the texture

bright sigil
#

there is

proper fable
#

and which is the name of it?

bright sigil
#

Rotator

#

lol

proper fable
#

but this has a time

#

and it create a bug

bright sigil
#

stick a number it, that fixes the time (freezes it)

#

whats the bug?

proper fable
#

there're a tons of lines

#

rotating

bright sigil
#

uhh, is that the texture repeating in a very tiny way?

proper fable
proper fable
#

oh yes

#

I forgot to connect the scale

#

but does the same

bright sigil
#

again, plug in a constant

grim ore
#

are you rotating everything or just one thing?

#

looks like just rotating one thing thats not scaled like the rest

proper fable
bright sigil
#

ohh, hang on

proper fable
#

Sorry guys for being bother you

bright sigil
#

fair warning, should never rotate normals maps 🙂

proper fable
#

Ohh ok! thanks for the advicing

bright sigil
#

look closer at the rotator setup

proper fable
#

It'd look better if not were for that tiny squads/lines

bright sigil
proper fable
bright sigil
# proper fable ?

right. that rotates the texture so it is of different angle, but you'll need the macro variation to drive the lerp alpha

proper fable
#

insted of multiply with the first color texture?

#

like this?

bright sigil
#

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

proper fable
#

before I had this

#

this is better?

bright sigil
#

the lerp is going to blend both texture softly

#

half of a and half of b

#

then multiplied against the macro variation

proper fable
#

this doesn't make any effect

bright sigil
#

which produces dark splotches

proper fable
#

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

plush yew
#

is unreal better than unity?

proper fable
#

What kind of question is that?

#

OF COURSE

bright sigil
proper fable
#

hahah ok I don't know @plush yew I think it depends

bright sigil
#

i change the color so hope its obvious

#

the blue is rotated one way while the gray is not rotated

proper fable
#

Nice blue military camouflage haha

#

HueShift what is its function?

plush yew
#

im gonna have fun with unreal this christmas break

#

no more teachers telling me what to do

proper fable
#

hahah

plush yew
#

it was so annoying

bright sigil
proper fable
#

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

sick patio
#

uh conrad you said something to me, i didn't write it down

bright sigil
sick patio
#

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?

bright sigil
sick patio
#

huh?

#

are you

#

poking fun at me?

bright sigil
#

wait... was that today?

sick patio
#

so it's layered animation

#

i can't help i'm a noob Conrad

bright sigil
#

lol holy shit, i thought this was last night

#

its been a hell of an hour

sick patio
#

it was literally 3 hours ago

bright sigil
#

wow

sick patio
#

you being serious?

bright sigil
#

no sarcasm

#

i am literally thinking back to yesterday

sick patio
#

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

bright sigil
#

uhh

#

i dont know

sick patio
#

is that OCD and i should just keep trying the first one?

bright sigil
#

its not an unusual experience though

bright sigil
#

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"

sick patio
#

that has got to be the most encouraging thing, i've heard all year

bright sigil
#

im glad you took the time to read

sick patio
#

i be readin

plush yew
#

In what chat do you type if you need help with something in ue4?

zinc cedar
#

Hello can some one tell me why i can walk through assets from megascans ?

#

Does the format matter (obj/fbx ) ?

#

Ok thank you ^^

karmic stag
#

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.

dense knoll
#

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

karmic stag
#

ok, I'll ask one of the devs to help me with that. I'm the artist and not really literate with these things.

dense knoll
#

kk

#

if you DO do it tho, make sure you dont Re-Build All

plush yew
#

How long does UE4 source build take to build in VS?

kindred depot
prisma plank
#

TAA not better FXAA. TAA better in anti-aliasing, but not in distance and handling information
comparison
1 TAA
2 FXAA

zenith creek
#

by default unreal TAA has low sharpening, increasing it leads to better results

bright sigil
#

i think 1 TAA looks better

prisma plank
#

hm.. but tsr yet not included in ue5 , right?

sour tide
#

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?

bright sigil
#

Usually solved with an isValid check

sour tide
#

like, that's it

#

So.... an isvalid between the sparks and the destroycomponent?

bright sigil
#

No thats doing the destroy

sour tide
#

Where, then? I don't think I have anything else that's actually referencing the Sparks

bright sigil
#

Find references for it

sour tide
#

....maybe the trigger is firing more than once

#

somehow

clever drift
#

hello! anyone willing to help a newbie on unreal 4?

bright sigil
sour tide
#

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

bright sigil
#

Are deleting this object which owns the component at all?

sour tide
#

No. Only the sparks component when the door is activated

bright sigil
#

Is sparks a component of the bp it is being destroyed in?

sour tide
bright sigil
#

Whats the rest of the bp?

sour tide
#

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

bright sigil
#

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

sour tide
#

Summoning up all my programmer debugging skill

#

It's firing twice.

bright sigil
#

Well then

sour tide
#

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?

sour tide
#

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?

stray drift
bright sigil
#

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

sour tide
#

Ah, OK. Also this is the first time I've heard about Interfaces. Are they C++ only?

bright sigil
#

nope

sour tide
#

Ah. The first documentation page I found on it was the programming-specific one

sour tide
#

yeah, I already have that open

bright sigil
sour tide
#

I did actually refilter the page list

#

sounds good

#

I am definitely shaky on that

bright sigil
#

well the video does well to describe that there is a degree of preference

stray drift
#

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

sour tide
#

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....

bright sigil
#

i found that vid last year, but it was a great refresher

midnight cloak
#

Hi, how migrate a map into a new project

bright sigil
#

you tried Migrate?

midnight cloak
#

i want to migrate someting like that

#

but i don't know how open it

bright sigil
#

Migrate is a feature within the engine

midnight cloak
#

i have to open my 2 Uproject ?

bright sigil
#

you could if you want, maybe read up on Migrate

midnight cloak
#

ok last question , so i have to open a new project and migrate my stuff into ?

bright sigil
#

not performing migrate correctly can be detrimental to both projects, i suggest you read

rapid sleet
#

hello i am having a problem where i save the changes i made to the game but when i restart it all is gone

oblique tangle
#

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

cinder notch
#

Anyone know how to make a vehicle move relative to another vehicle, instead of world space? Such as an aircraft carrier

sour tide
#

I think I will put that one off until tomorrow

simple olive
#

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

autumn flame
#

You using Controller instead of Character like before

simple olive
#

oh thanks so much

rapid sleet
#

what is going on

bright sigil
wanton violet
#

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

bright sigil
bright sigil
wanton violet
#

@bright sigil yeah I am also doing this

bright sigil
wanton violet
#

When I trying to install it's cancelled and say "app not installed"

bright sigil
#

and you have enough space and phone is developer enabled right?

wanton violet
#

I just trying default project and my phone extra 20gb space

bright sigil
#

did it ever ask to enable the installation of unknown apps?

#

or did you already allow this

wanton violet
#

Yeah I did all options in my phone
And my previous apk is still installing

#

But my new export apk not installed

bright sigil
#

ah ok, so then its an issue with the new one so it sounds like some build setting

wanton violet
#

Maybe I am reinstall my all SDK ndk JDK including unreal but did not find problem

bleak zodiac
bright sigil
#

yeah, havent build in a long time, i cant remember if there were specific things to change about the build

wanton violet
#

And I already used api 28-32 but nothing get helpful

bright sigil
#

pak file, aab file, things like that

#

but im at a loss at this point

wanton violet
#

@bright sigil please trying remember I am trying more than 12 days

bright sigil
#

i assume you already went through the docs, so i really dont know

#

if i had this issue, i would be scouring the internet

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could be a phone thing

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try different settings

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build with a pak

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build without

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try all setting to see it one clicks

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uninstall the previous apk (if you dont mind risking not being able to install it again)

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restart phone

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sacrifice goat

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package as different types - etc, astc, etc

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i know one says "works on all" but thats a lie

wanton violet
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I am already every single settings export but... But no one helped
And I trying deferent devices still not working

bright sigil
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you said this is like a test? building a template project to phone or is it more?

wanton violet
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I am having game project but I just trying the default project

bright sigil
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and neither work?

wanton violet
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No it's not working

bright sigil
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well a default would have less going wrong, so maybe it is a phone thing

wanton violet
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Ok thanks you so much for your valuable reply I check my project and settings again

bright sigil
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maybe also delete the files generated from builds so its a clean empty folder

wanton violet
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I will try thanks ✨🙂

bright sigil
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best of luck

wanton violet
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🌟

trim mesa
#

hi

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i am following a game tutorial for desktop in ue4

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but i want to create that same game in android

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so if i choose android template, can i follow the guy's tutorial whose making that game in desktop

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??

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@snow crown

snow crown
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please dont ping me for unreal help

trim mesa
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sorry

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but this is urgent

trim mesa
#

but rn pls help me

snow crown
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ive never done anything with android before

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i dont know

trim mesa
#

i am following a game tutorial for desktop in ue4

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but i want to create that same game in android

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so if i choose android template, can i follow the guy's tutorial whose making that game in desktop

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??

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anyone?? pls tell me its urgent

trim mesa
trim mesa
pearl minnow
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how long is the tutorial?

trim mesa
pearl minnow
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how long is the video

sour tide
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Like. How long would it actually take you, to just try it, and see if it works on android?

trim mesa
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it has several parts

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like 20-25

pearl minnow
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if it is less than a couple hours just do it, then try to convert it / copy i into an android project

trim mesa
#

cant take the risk, thats why asking first

pearl minnow
#

well your situation sound very implausible 😄 if you dont have time to try/fail you cant make a game

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im sorry that you're on a bus that is about to explode

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game dev takes months and years not minutes

sour tide
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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?

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The entire point of using a "universal" game engine is that you just change one thing and build for something else?

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(Note: I know nothing)

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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

bright sigil
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some smart people

drowsy snow
trim mesa
#

ok

drowsy snow
trim mesa
#

ok sir!!

drowsy snow
# trim mesa ok sir!!

Also please be patient next time. Your impatience make nuisance to others in this server.

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Begging for "urgency" done you no favour.

trim mesa
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lol

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ok sir

trim mesa
#

in ue?

drowsy snow
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Many. Most of them unpublished or yet to be published, some of them were just for R&D, some of them are scraps.

trim mesa
drowsy snow
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unpublished

trim mesa
#

no, i mean where will u publish them

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because you are a desktop dev

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so you cant on play store

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so where will you?

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@drowsy snow

drowsy snow
trim mesa
#

and describe them, i want to hear the projects you have made

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@drowsy snow

stray drift
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Not sure if awkward English or speedrunning a ban

drowsy snow
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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)

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Claustroclast, isometric game, supposedly for Epic MegaJam but shelved due to technical issues

trim mesa
#

or help from yt

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i mean followed a tutorial or something?

drowsy snow
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4 years of experience, looking from various resources and doing my own research and experiments

trim mesa
drowsy snow
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GameMaker 7, way back in 2009 (IIRC). I do modding beforehand

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Are you done probing me? Good.

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Should give you your own confidence by now.

trim mesa
#

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

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thanks@drowsy snow

trim mesa
#

that you followed

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actually you do one thing pls if you are free just dm me, and share your journey with me

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will be so kind of you

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it will just tell me which path i should follow first

drowsy snow
autumn flame
#

It's pretty rude pinging so much 👀

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Anyways, this too

stray drift
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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.

trim mesa
#

ok

stray drift
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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.

trim mesa
#

thanks for motive words

stray drift
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4, don't make the same mistake I'm making. Fight engine bugs and crashes when you're more experienced haha

autumn flame
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Totally 4

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Wait for stable 5

prime willow
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@kindred depot so if youve messed enough with grooms please let me know im so confused

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do grooms need to be binded to meshes nowadays

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like if i use your method you showed me