#ue4-general
1 messages · Page 1107 of 1
or will i be ok with just attaching it and it automatically binds and adjusts based on morph targets?
ok! thanks
Who is lahey, can you point to their channel, if they have one
Sorry mate had a silly autocorrect incident, meant Laley - https://youtube.com/c/RyanLaley
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Just finished MathewW's MVP Intro series. Even though some things are out of date now (it's 5 years old) I must say I really feel better equipped now than I did at the end of the last intro series I found 👍
guys.how can i import collision in UE5 from blender ?
Hi guys!
Every time I want to open a level in my editor, it crashes:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Editor/UnrealEd/Private/EditorServer.cpp] [Line: 2021] World Memory Leaks: 6 leaks objects and packages. See The output above.
how can I fix this?
Does anyone knows how I create moderation system for my game in unreal engine 4
@neon bough there is no output above (except login id and epic account id)
I'm pretty sure it has to do with the sub leveling
I have a master level that has all the other levels as a sub level and when I try to load one of the sub levels, the editor crashes
Does anyone know how in the ONline Learning Resource Exploring Level Design for Game Development under "Setting Up a Gym Map and Editor Settings" this guy set up his keybinds? he shows I (to show only selected) and O (to show mesh edges) but he seems to be toggle these on and off. i can use CTRL+Z to undo the "show only selected" but it does not work on the Show Mesh Edges flag 😦
well wait. O seems to be a toggle now. strange
UE5 bad, and UE2 was the peak. I remember being 5. Never used UE then, but being 5 was nice.
UE5 isn't too different to 4 tbh, but EA is more unstable currently
lol
thanks
.
I am having difficulty getting my fog of war to work with my character, it works fine as you can see but when i attach it to my character (I must be doing it wrong) it does not update
If anyone knows why the fog of war is not updating your help would be appreciated
Please don't crosspost questions around without redirected, to not confuse other people.
just got out of work, ill send you a message when i wake up
what nodes should i look for to set navmesh path find in sequential order?
i mean, i click on 50,70,5, character gets its path to there and if i click somewhere else when it is moving, the next path will start from the destination that it is trying to reach, after character gets there
i am aware that you can check if player got in position with this
but idk how can i store it infinitely
edit: i think this can helps : https://couchlearn.com/how-to-use-loops-and-arrays-unreal-engine-4/
100% wont do it again just learned about that rule
question, is it better performance wise to create a widget at the start of the game in game mode or game state and then have it display when needed instead of creating widget and destroying it each time the player acccesses the intended menu?
how complex is the widget?
if you will destroy every time, you need to save and load stats if there is any
Btw I am just starting with unreal engine I have worked with Unity in the past do you guys know good long useful tutorial
there is pinned messages
thanks
Bruh I am not that dumb
but thanks anyway
Protip: forgot what you know that are specific to Unity. Defenestrate them.
ok
No just the basic tutorial
Hi! Sorry if I'm interrupting anything, but I need to get something done ASAP (deadline is due today), and I can't find the solution. I have to animate a little scene with the mannequin picking up a glass of water from a table. I need to know how can the glass be attached to his hand, only within a specific frame range. I tried using sockets, and it kinda worked, but as far as I know sockets can't just be turned off and on. I'm a complete beginner in UE and desperate for help. Please DM me.
In many cases, there's barely any direct parallel of how Unity doing things against how Unreal doing things
F
Speaking as animator, you should do the glass as skelmesh, and in your DCC tool, use constraint to animate the glass around.
Example, in GTA V, glasses just happen to animate together with whoever it's supposed to be held by.
I finished Mathew Wadstein's MVP Intro series of videos today, I found it quite useful to get a good idea of how to actually start to use all the major parts. Some bits like interface layouts are out of date but there wasn't anything I couldn't figure out https://www.youtube.com/watch?v=ApEtWpAialg&list=PLSlkDq2rO1t7eEyfF8eiTsGGGtFOBz1vb
MVP (Minimum Viable Product) Series showing you a basic introduction to Unreal Engine 4 covering most of the Editor and Engine itself.
In this video we will be going over the project and having a look at what we will be making. This will be a basic introduction to Unreal Engine 4 covering various things such as the Interface, Creating a Level, ...
If the holding glass animation isn't interactive, in a sense that the glass had to be held in many ways, you can get away with the glass being a skelmesh and constraints made in your DCC tool.
Oh... Thank you so much. Didn't think of that.
If you ever see him here, message him in here. he is @ MathewW . He is always willing to help you out, when he is around. I dont tag people when they are not here xD
Ohh i thought you where asking for help from his stuff.
disregard ^ xD
haha no I don't have anything that I particularly need urgent help on at the moment.... but I have identified a list of things as long as my arm that I need to know
watch one video and learn half of one thing and discover three more things
The man knows more about unreal engine than epic games does.
Welcome to the club 😄
Except that he's one of the tutors in Unreal Online Learning, at least for the basics courses
He still occasionally ask around in other channels BTW
That's even worse, that would mean that the knowledge base of epic is bigger than itself
error, loop detected
Speaking of which, UDN Knowledge Base has been surfaced on public. I say it's a treasure cove.
id Tech 3 is a early build of unreal engine right?
I was thinking of looking over old source codes. EDIT: Quake III Arena engine,yupp
Legit or dark web?
White Ninja... that's an old webcomic.
Apparently the webcomic finished in 2012.
Then it got recreated as an animated webseries in 2015.
Both the original site and the webseries site appear to be completely gone.
A place to discuss, share, and learn all things Unreal
I know i should post this in source, but i mean its not hurting anyone here. Does anyone know why this is going hella slow and only using like 1 core of my cpu? im tyring to go to bed. lol
No frickin way
Wait you did not know that?
Modules are more bottlenecked on storage I/O more than CPU.
Hadn’t noticed that, thanks for the tip!
Ahhh alright, ill wait for these to be done then sleep then 🙂
Considering UE1 never open sourced (maybe Tim lost the source code), I didn't know that.
Call of duty one and 2 editor maybe?
IW engine did started off as id Tech 3 fork, yes.
crazy how they own the rights with out paying for it now.
Carmack's era of id was more lenient than current id.
Has anyone had this problem? He didn't find any file in the directory . I'm use visual studio 2019
are you making a folder called invalid output?
For one thing, Carmack open sourced first 4 major versions of id Tech, Valve's GoldSrc engine is a fork of id Tech 2 (and Source is a fork of GoldSrc), IW engine is a fork of id Tech 3.
Oh i know bud 🙂 I forgot id tech was IW engine.
no, I downloaded the project from git and just created the visual studio files
The other way around lol
Yeah.. sleep time hahah
I don't know Russian (aside from stereotypical memes) so I'm not sure what's the error
Graphics card?
Might help if the error message is in English
it says here: cannot find the file specified
Does anyone know if theres any online documentation detailing the command line options for the Bink 2 encoder that now ships with UE?
Not much, I say. Bink 2 wasn't even that open before Epic acquire RAD Tools. The documentations had to catch up I presume
Already know it lol
lol
I'm kinda sucker with the game engine topic
damn thats unfortunate, theres only a couple options I can't seem to figure out, as seen in image 1 (left is Bink 1 encoding settings, right is Bink 2 that I got to work thanks to @hollow palm), those being the deblocking options, VAQ options & slices options, might be a bit naughty and see if something like Ghidra can help with this
Could someone help me where I can find documentation on this?
Or what terms to look for
Whoa, that's illegal I'm afraid
Don't reverse engineer it, lest you don't want yourself in legal trouble
Don't have any other options unfortunately
Consider snail e-mail RAD Tools through their mail support instead
I did a while back on a different issue, when I was trying to acquire a license for the Bink 2 encoder/decoding suite and that was back in March, still haven't got a response back unfortunately so I don't think snail mail will be much luck
I'm a modder myself, but I definitely don't want to risk myself in that kind of legal trouble
Email us to get an evaluation SDK. and still nothing thats crazy
Admittedly they're not that responsive when it comes to individual mails.
Fair enough I won't say anything else on the topic, but if I find out anything I'll post it here
hello
Business e-mail address (custom domains) might pique their interest as opposed to someone using gmail.com domain.
I have not opened bink and smasher sense bf1942 xD chaging the into and background video
Camera view frustum? Projection matrix? Near and far clip plane? What specifically are you after
Buzzword soup. Doesn't help with the girls, but does help with the investors 😎
I'm trying to find out how the cursor can be used in unreal and this image struck me as being important in that understanding
So I wanted to read up upon it but don't know what to Google for
So I'll check out those terms
Thank you
Project World to Screen
Something like that?
There's a deproject or something too
Deproject Screen to World
That should get me started thanks
No wonder I'm single :(
Guess you can't impress girls with how stand out your Unreal Engine game is
The secret to landing a gf is never telling them of your hobbies, and pretending you like dogs, avocadoes, and the beach. Some girls may be into the same things, but a relationship can only have one loser. It is known.
I don't like pretending tho
sombebody can help me, i installed a solid Disk a SSD but my project o horror engine dont open and still freeze like that, a bro in spanish told me that i must wait hours cause the project must be rebuild it? thank you so much
Well, I guess game tech isn't as impressive as other art form.
Depends on how you move it.
Is it just stuck at the splash screen? Look in task manager, you probably have a whole bunch of shader compile workers running. It'll need to finish before your project opens.
the project is in the old disk and i installed a new SSD Disk yesterday but why this cant open normal? and it is freeze
how do you edit a data curve table? And i cannot find a way to see where the original source too. Unlike the one with simple UStruct in BP
Unreal stores a whole bunch of data called the derived data cache in a few locations. If you are running a new windows install it'll need to rebuild those.
the program made a copy of the proyect in the unreal program folder but nothing all day yesterday and dont open xd
The giveaway is usually shader compile worker processes in task manager
It's been about 60 seconds bruh. Grab a drink of water 🤯
Look at your GameMode.
hey guys. does anyone know how i can change the rotation point of an object in unreal engine 4? im trying to make a chest open that i made for a uni project but i want the lid to rotate at the box. so it looks like its opening on hinges
this is how it rotates currently
either reimport with correct pivot, or wrap the mesh with a scene component, and rotate the scene component
well. i figured how to do it in game editor
dont know how to do it in blueprint mode lmao
As long as the actor is in the level you can edit its pivot
Well yes but for some applications it is enough. I would prefer the scene component technique anyway
Or fixing it in DCC
now add a scene component to your blueprint, and move the mesh into the scene component
then move the pivot of the scene component to the edge of your box, and then move the mesh within the scene component above the box
So it was a BP in the end 😜
now if you rotate the scene component instead of the mesh, you should get the desired result
um
Does anyone know what was the last version where procedural foliage was available? Edit: nevermind, 4.22 has it
yea the last one, under utility
I personally would do the chest as a skelmesh 🤔
Easier way to open it
not really
Also it's not like you NEED to have the character stand inside it.
It's a chest, but okay
YES
IT WORKS
it's a box
nah we have to use blueprints
i just hate that we arent marked more on the asset
i worked hard on it
also thank you for the help it rotates perfectly now
just gotta change the scale and mess with the trigger boundary
what are you studying?
computer science for video games
which semester?
so i learn game dev as well as computer science and maths
first year
this is my 2nd project
my first was to make a 2d game using sfml and c++. thats due in febuary but this is due in 5 days
we only get 3 weeks for this project lmao
and that includes learning it
nope. those 3 blue weeks are all we got taught
6 lessons in total
and thats the timeline for the project
tbh tho the teacher is very good. she recorded in depth videos for the basics
Outside nuking DDC, is there any command lines for forcing recompile of an entire project on launch? I want to do a comparison between a couple of CPUs for project load times.
ah, so you got access to the tutorials in case you missed something or have to lookup again, neat
Hey what would be the best way to create car window materials? So it both reflects and tints properly. I tried using Automotive Materials pack but it ended up looking like this. I used different mesh for interior and exterior parts of the windshield as the directions stated here https://docs.unrealengine.com/4.27/en-US/Resources/EpicGamesContent/AutomotiveMaterialPack/
yeah it really helps being able to look back at the work
alright, good luck
cheers my guy. now that the chest is done tho its almost done. just gotta model a key and import it
@potent pendant is the interior of the vehicle modeled?
Yeah let me show you how it looks without windows
are you sure you picked the correct master material for the glass?
your current looks like you have orange peel effect on it
I think so, this is how it looks without windows
glass usually has "perfect" reflections, only distorted by the curvature
The back window part is not important since it's basically going to be a black mirror, essentially
Well not important yet, once I get the front windows to look proper
i would double check the material you used
as said, the reflection looks to distorted, and it looks like its fully opaque
I'll recheck. But it's not fully opaque, here it is from another angle
ah, ok
it doesn't look too bad on the 2nd screenshot
your lighting setup is probably just not doing well with it
could be more translucent anyhow 😄
Seems like I'm using the correct material instances, I think. The exterior part has this in it
And the interior part has this in it
In your project settings change the g buffer format to high precision normals to smooth out the reflection. And check your sphere reflection capture placement to solve the fact it’s reflecting itself
Or possibly the refraction is cranked too high
The mesh also has a setting for high precision normal if it’s a static mesh
refraction looks ok, otherwise the 2nd screenshot would show more "zoom" of the interior, or not?
Yeah it feels more like a bad cubemap to me, but hard to know without seeing it myself
Actually the more I look, I think it is the refraction
I have this setup to disable input. Im doing this from a BP and it does not work. In @grim ore 's video it works.. I even tried disconnecting the player controller input so it'll block all player controllers but it doesn't work..
In the project setting the g buffer format is already high precision. How would you suggest to change the sphere reflection capture placement?
I also think the refraction is too high but hmmn
Does anyone know a good unreal engine c++ coding tutorial that does not include visual scripting
Check normal settings on mesh if you are still seeing that wavy reflection. The setting may only exist on static meshes, don’t know about skeletal meshes. For refecltion capture placement, for now just move it really far away or up the sky distance setting so it doesn’t capture the vehicle. If you are still seeing the car in the glass I’d say it’s refraction
There are a few tutorials in the pins at #cpp. You'll be disappointed with UE if you try to do everything without blueprints. Content is designed to be accessed through blueprints, not c++. (File paths in particular get nasty in c++)
Doing it without blueprints is better for me because hard means fun (:
I have this setup to disable input. Im doing this from a BP and it does not work. In @grim ore 's video it works.. I even tried disconnecting the player controller input so it'll block all player controllers but it doesn't work..
@vocal flume anyone?
I didn't say anything about difficulty. It's tedious and time consuming to work without blueprints in certain circumstances. If you are looking for a challenge, your time is better spent looking at more advanced systems. The gameplay ability system is a great example of c++ and BP working together. (You need to make hundreds of primarily data BP to use GAS, but your team can't effectively use GAS without at least one C++ engineer)
@warm spruce on the left theres Job Board, find Manny Bot in there DM him
Thank you
Your ego won't do you any good. You'll going to use BPs in any shape or form, in Unreal Engine. Some things are ACTUALLY easier to do in BP than in C++, like asset loading.
He gives you the option for unpaid, its option 3 when you post a job
then I am not going to use Unreal engine
but thanks for the advice
Loading assets in Unreal C++ is fucking painful - expect a lot of crashes doing so if the reference is inaccurate by the slightest.
Then when you move a few filles around... Good bye project
No one's stopping you from leaving Unreal Engine 🙂
why dont I make my own game engine
Any modern engine worth using is going to rely on some sort of graphical layer to manage content
Don't ask me lmao
If you have the expertise, then do it.
Something about reinventing the wheel?
ok.
Its sounds like you want to learn C++ more than learn Unreal?
BTW the best IDE is pen and paper
Idk, I just jumped in here
Unreal engine isn't for you. It uses a highly customized version of c++ that doesn't work outside unreal engine.
I've read that unreal shouldn't be used to learn C++, but better to learn C++ outside and bring that knowledge to unreal
FWIW, I do not use C++ in unreal
that is really unfortunate
Unreal engine isn't about teaching anyone c++. It's about empowering TEAMS of people to effectively do their jobs.
Not that customised but it does have a lot of macros and whatnot
You got me there, I didn't describe that well
I have never said that I want to learn c++ trough Unreal
@plush yew I recommend you, no, beg you, to read this.
Sep 16, 2020.Knowledge What To Expect When Using a Game Engine (We recommend sharing this material with all team members.) Epic Games is committed to helping developers succeed. Developing games and real time rendering applications regardless of engine can be challenging work. We want devs to efficiently produce high quality projects using Un...
ok
What's your goal @plush yew
me and some of my friends were planing on making a game
When you've worked on enough projects as a C++ engineer you'll appreciate a content driven pipeline. It keeps the less technical people out of the way so you can focus on your job. And less technical people prefer it because they don't have to wait on the C++ engineer so they can do theirs.
I beg him to read through the article and properly understand it, please don't distrub him from reading it.
Give time to understand it very thoroughly.
@plush yew I got into Unreal recently too... I wanted to use a scripting language to write it. I'm a former web dev, with game ideas (like you). I wanted to built it in C++ too because I thought it would be better.
Do whatever you want, but I promise you prototyping your game with blueprints is way faster. Learning Blueprints wound up being fun for me, and I quickly got a protoype of my game underway
I'm going to read that article too
I wanted to switch from Unity to Unreal because unreal had better graphics (most people say) I am still the same programmer as the day I started programmming
I read some of it
Here's my tip: You can achieve similar graphics fidelity in Unity. It's going to be harder, but it's feasible.
I see
If you don't like using UE because "hurr durr cable management sucks" from BP, then by all means, don't use the engine.
what if I make my own game engine
Ok I moved the sphere reflection capture way out in the sky and I also set the windshield mesh to have the "Use High Precision Tangent Basis" setting enabled and I applied the changes. No effect I think, still refracts or reflects weird like in this picture. I'm also open to recreating a whole new material for this purpose if I knew the best way to do it. What other type of normal settings would you suggest? This is how the mesh edit build settings looks like now in the second picture.
@plush yew Go ahead~
I don't care, but if you made it and it works for you, then good for you.
Nobody stopping you from making your own engine, apart from yourself.
hey hey. so im trying to turn my proximity based chest animation into a player input based one. ive mapped E to be the interaction key. but i dont know how i can make it trigger when the player pressed E in t the proximity box. anyone know a good tutorial i can look at?
k.
Are you using static sphere reflection capture for dynamic objects?
Look up BP Interfaces and tuts on interactables.
@warped parrot So right now, it looks like the animation triggers when the player triggers the overlap
yeah. i want it to open when the player presses E. but it also needs to be within the box trigger
@warped parrot on the E keydown, you need to check if its overlapping your id trigger (I think), look for a node called isOverlappingActor
So E button -> branch (with is overlapping to get your boolean)
like this?
yes, but for other, do get the player
Right? You want to see if the player is overlapping the idtrigger?
yeah i tried it. animation doesnt play when i press E next to the chest
Hmm
Oh, thanks
nevermind. just extreme lag
nah. i set to both pressed and released too
I guess attaching it to camera?
Is your triggerbox where you want it?
Ok, and the variable is referencing that box?
in the target of isOverlapping?
Another thing you could try -- is in the overlapp event (like in your first screenshot) you set a boolean to true, and end overlap you set it to false, then in the branch just check that boolean
yeah its refrencing lid trigger
I don't know much about this. Can you be more specific? But I noticed that when I changed the material's Fresnel Edge Adjust parameter and the Fresnel Power parameter, the reflections warped in a different direction, not sure if that matters - still reflects or refracts weird though
@warped parrot Try the boolean method... also use print strings on the BeginOverLap to make sure that is firing
Probably your mesh smoothing or normals? I never had that kind of defective reflection before
tried something myself. this returns false
dumb brain = true
no worries, take the E key out of the branch
on the overlap just have it be this (getting screenshot)
how do you get an element from a TArray with an index?
Get?
that actor is your lid
so wait what is set for my scenario?
Create a new boolean
call it overlap
just like above
and then on your E key, do a branch, check if that's true
I'm assuming array notation isn't an option?
myArray[0] for the first item for example
tysm, that seems to work
All good! I'd check out a quick start guide for C++ to save yourself a bit of head scratching :) or even print out a reference sheet thing for quirky syntax
Hi everyone, I'm new here. Just wanted to say hello before asking any questions. I'm a hobbyist, been learning and making something with 4.27 since about October.
If by displacing, you mean make things go bumpy even in the small details, then no, it's not possible in Unreal.
Megascans geometry are already have well defined geometries, enough to be helped by normal maps. If you want some extra depth, your better bet would be some parallax occlusion mapping, faking the depth.
If you want more micro detail, consider using Nanite (if you're in UE5)
It's easier to decimate polygons in raster render than to make geometries on the spot.
Path tracer renderers can do this no problem because they works in a sense that they project rays from camera and bounce around until it found a light source. Displacement maps can bend the way the rays bounce without increasing the poly count. Not so much with raster renderers.
I think it has something to do with the material but I don't know what because when I made my own test material with a high specular and low roughness value, the reflections looked fine. When I changed the IOR to 1 from 1.52 on this Automotive Material window material, the weird refraction goes away but then the reflections don't work anymore
Or maybe I'm using the material wrong or maybe there is something in my model but not sure what. It's imported from Blender - maybe wrong normal settings on the export?
Can you show me the Reflection view mode? (Click on the button that says "Lit" and switch it to "Reflection") try putting a "generic" material on the window with that view mode.
There
Nevermind, the cubemap disorients me so much
But I don't see irregularities on the window, so the material's probably sus
How do i make my terrain a lot smaller in world machine? I don't want a huge map like all the tutorials do
I'm still open to ideas on how to create a working windshield material that both tints and reflects, tint I have though when I set the IOR to 1 but then I lose reflections
or two materials since I have both the interior and exterior parts of the window
I think you could get away with simple glass material, doesn't have to be from the automotive pack.
Almost all cars universally used tempered glass, and not much usually happening there as far as materials goes.
This is how it looks like with IOR set to 1 - but no reflections although otherwise it looks fine regarding tint
Not sure how the reflection work, might take a look on the starter content's glass sculpture material.
Also that's a Finnish police car, right?
Yeah it's a Finnish police car
If I set the IOR to something else than 1, I get reflections back but the refraction/reflection just looks weird. In this example it's 1.3
Starter content's glass material gets me the weird reflection/refraction problem again, but not as pronounced, only on the corners and edges. It also doesn't seem to let light pass through properly since it's not meant for raytracing, I think
Ah, so you're using RT?
Yeah so the light works properly on the inside of the car, the window material was also for RT
Yeah, sorry, I know nothing about RT specifics. I don't have RTX at hand, so...
quick question: I was watching a tutorial about mesh vs bsp, the guy in the video pretty much suggested that the mesh is very cheap and that you can have millions of the same mesh and it won't cost anything. How is this possible? If I have a rock mesh and i use that same mesh to make the floors and mountains, houses, so basically billions of this same rock, it not stress the engine?
Quick answer: Unreal Engine doesn't work the same way as Source engine did.
Also you don't need millions of rocks to build the mountains.
thank you, for the answer, so I was just being extreme to ask the question. So is it true that the engine only loads the mesh once? So if I have millions of the same rock mesh, the engine will load the level instantly? it doesn't make sense to me. Thank you for any input.
a short quick rough explanation is the mesh itself is only needed once as its basically copied for every other version and copies are super cheap
this is not the same as nanite which handle super high resolution meshes
Nanite is another 🥫 of 🪱 lol
I was hoping epic had an actual doc explaining this but... alas they do not
is this a my summer car clone
thanks mathew, so for my extreme example, if I use billions-trillions of the same small rock mesh to make a small rock universe, would this be feasible?
Possible, but only feasible with Nanite/UE5, if the rocks are detailed on their own.
In UE4, you might not get far enough with LODs and instanced mesh
theres realistic limits, memory and such, but actual # of things can be quite high
Nah it's not a game at all. I'm using it for a short film I'm creating. I want to have cg environments in it and I figured doing it in Unreal Engine with RTX would be a good idea
Ah, sounds interesting, seeing random finnish stuff here always makes me wonder what it is for lol
theres more to "just throw a bunch of crap at the screen" to make stuff work well. materials, manipulating the objects, target platform and play rate, stuff like that
i see. thank you for your input
Do you have any knowledge on how to enable bCompilePhysX = true; in ue5?
considering its going to get removed at some point, I dont see the reason for it 😦
as far as i know physx is going to be gone for 5.0
😦 the only plugin that supports line trace bullets with collateral damage (replicated) derives from it. Im trying my best here to enable it lol
Chaos seem to be stable enough in The Matrix Awakens demo, in console no less. Though it looks kinda janky for vehicles
nope, just deprecated in 5.0 I was wrong
updated visual studio, everything is compiling very slowly nnow... like im on a dell from 2006
Hmmn I have an idea on how to get the reflections on my final composite but it's a bit rough method. It would be to render the reflections separately and then composite it later on top of the windows but I don't want to do it this way
Visual Studio 2022 is now 64-bit, so it can go wilder than VS'19 in RAM usage.
i have been using 2022.
when you updated VS, you didnt install incredibuild right?
did you pay for it?
naw i got a free trial for like 2 years
unless you have a good reason to use it, it could be the issue. If it goes out of trial mode and your not paying it limits the # of threads that can be used when compiling
but theres also the fact that UE5 limits # of cores used when compiling based on free memory out of the box now
I think Incredibuild is only useful for networked builds, or as I'd like to call it "compile farms"
Can i ask something after i installed a plugin in here and i dont know how to get rid of this
what... is... this....
like... we see stuff on your screen but what do you mean by "this"
What even...
im guessing they want to know how to remove the light complexity visualization
I just don't like looking through screen photos. It's hard to read anything on it
inredibuild is a trap that so many people fall into 😦
Like, they never officially state that Incredibuild only useful in very specific cases.
Does anyone know a UE5 noob discord? where like total UE5 Noobs can gather so I'm not going to bother and waste people's time here? 🤔
your not wasting any of our time
dont be a ue5 noob, be a ue4 noob and learn ue4
We volunteered to waste our times here :P
because I generally like to ask a lot of small questions because I tend to zig zag from tutorials online - asking people - tutorials - asking... so on... 🤔
Also yeah, start with UE4 first.
Its due to my ADD superpower xD
mans going from a winter beater to a tesla lol
btw is there any specific reason why people say go for UE4 instead of UE5? atleast as a first
for more compatible material to work with or?
no
UE5 Early Access is not stable enough, and some bugs exclusive to UE5, you never know if it's the engine's fault or yours.
If you do not understand the fundamental basics of UE4, then how are you going to survive in UE5.
I'd argue it's more of stability problem
alr, I'm getting 4.27.2
Reroute Node.
thank you
is there any shitposting section here?
#lounge
(why I cannot tag lounge from mobile 😭)
This window thing is turning out to be rather complicated, unless I do it like this (which is still complicated) render once normally without reflections, then render a version where the window is pure green, then render a version with reflections you want, then use the green render to matte out the version with reflections, and composite that back in
Or something like that
Create Photoreal Car Linux when
Gotta love getting suffocated on those 
Im planning on getting a new computer mainly for unreal engine but idk if i should go for desktop or laptop
Depends on how nomad you are.
As in moving living places a lot, and/or with less stable electricity.
If you don't move around much, and/or having no issue with the electricity, go with desktop PCs.
Otherwise, laptops are okay, albeit more expensive for the same configuration.
My parents own a boat
And i might be there for like 3-6 months a year
And power there is like fine ig but its not great either
Does anyone know where to find info about using the unreal engine intro video for our games? I can't seem to find the link on their site anymore. We're supposed to get permission from epic before using it right?
Hmmmm what kinda laptop am i looking at in that case?
Is it okay to have UE4 installed on a 2nd disk?
Look for (actually) gaming laptops, and do research on the specifications. Development with Unreal Engine are demanding on RAM, GPU, and particularly CPU.
I have seen some sellers lying about "gaming" laptop when all it could play is a shitty footbal games.
I have it on D: drive all the time.
Oooh alright thank u :DD
Having it on C: drive isn't a good idea
is it possible to relocate the engine or atleast the projects?
Whatever, just better not to store UE in OS drive.
Just move the entire engine folders and the projects.
I've got ~60gb left on C: <.<
I'm about to get a PC upgrade in a few months... idk when since I'm waiting on DDR5 news
You might need some adjustment in the Launcher, but it's not necessary, as you can just launch the .uproject directly
basicly totally new except keeping my 1080 Ti
Unreal's derived data cache could take up more space, so definitely spare some real estate for it.
No probsies!
I think there's hard limit on it 🤔
Not sure how many tho
Yeah.
Most likely performance and stability reasons.
I'm sticking with UE4, thank you very much :P
unless im mistaken, Unreal projects defaults to your documents which is on C. There is a way to move the Documents folder, but it is done through windows. You can ofc just tell Unreal where you'd like your projects to be created from the start. It's a matter of preference. Not sure why you don't have a D drive (I'm sure its there....). Since UE4 engine and projects are storage hogs, it is best to put them on a different storage device, preferably ssd and ideally never something external (though laptops users may not have a choice).
I got Engine in the C: and projects in E: now...
not sure what D: is... is it just E: but different name?
Basically those are Windows's drive labelling system.
OS drive/partition always on C:
I added some stuff to my project, do I need to reload it to see the asssets?
I should probs just look it up on YT 🤔
If you mean putting .uasset files directly in Contents folder, it should immediately show up in Content Browser.
Also, why is the master branch in 4.28? Is it just to prevent people from porting assets made in master branch to the stable branches/builds?
uassets may not update in browser and a restart should refresh the engine to see them. This is not great though, it is better to migrate
Or do we actually going to get 4.28? 😳
i dont see the point in all of this.
why continue to make newer versions when they have 5?
Why Windows 10 is still supported when we have Windows 11?
a new version doesn't necessarily mean new features
why cant i stream in calls?
Go check the master branch.
Specifically this file:
Engine/Source/Runtime/Launch/Resources/Version.h
"zip up project" is still the correct way to begin working on another machine right? I want to start a new perforce server but not copy unessentials over, so I'll copy it over to a new machine and upload it there to the perforce depot fresh, does that make sense?
epic games launcher crashing, gg x)
Either you're new here (have to be at least 1 week before you're eligible for streaming) or you haven't DM @buoyant granite with !stream command.
DM the bot.
ok
lol
take your time i also have a interesting deal to make with you if youd be willing, and i think youd benefit massively from it moreso than me lol
Already put up suggestion about this on #server-feedback
ill tell you about it in pm's mostly because you and me both use daz so lol why not xD
dmed u
sounds like a large task, i would think migrate is safest, though a full copy paste could also work, but does not address the clean up of "unessentials". That is just a matter of methodical cleaning
I usually duplicate my project, so thats what i would do if i wanted to clean things up (which I did a month ago, everything was migrated into a new folder and restructured for better organization before the big art push happened/happens)
Not sure about perforce but at least with git you have .gitignore that exclude build files
But I gotta say
It's out of topic for this channel
#ue4-general isn't 100% general channel
one would argue this is not unreal related..... but this is why #work-in-progress exists
It's literally a command in the Unreal menu - "Zip Up Project"
Instructions there work pretty well!
I had this on my tab on a different computer but I guess I forgot about it. Seems a bit silly that you have to have so many layers to get windows to work properly, but I guess that's life, and it's not that difficult to model that anyway. Although now I pre-wonder how I do this method the fastest way if I have, let's say, 30 different cars
is a material instance basicly the equivalent to a instanced mesh? like having a normal material on 1000 meshes beeing way worse than having a material instance on these 1000 meshes?
same
an instance is just the same material (with or without additional values tweaked)
so no, its not equiv. of instances meshes
anybody knows why someone that's trying to play my game is getting this error on startup? he has a good pc
If it blames D3D, usually it's DXGI_DEVICE_HUNG
Try running it in DX11
DX12 in UE is known for being a bit buggy.
Append -dx11 commandline arg in the game's executable.
Unless you absolutely rely on raytracing, no, it won't.
okay thanks so much gonna try
Can you have C++ code for Blueprint? I would like to create Blueprint which contains several meshes, which I like to position in Bluepritor editor, but want to make C++ construction script and tick to it. I did not find a way how to combine it.
At this point I need to create Meshes in c++ construction script and position everything manually
make a c++ class and then have a child blueprint from it
Which channel would a lighting question fit best in?
Yes.
This is what I thought as the only option now, but it has 2 issues:
a) It seemed to me like ineffective way, because of extra inheritance layer
b) When Blueprint extend C++ classes, I can't access blueprint meshes in C++, because C++ is parent - so don't know about meshes 😦
Thank you
And yeah, BP is on top of C++.
So what would be best way to make for example Train Bogie, when I want to combine wheel meshes and other bogie parts in blueprint and then in tick function of TrainBogie class rotate wheels and to other tick stuff for Bogie? At this point, I need to instantiate meshes in C++, which means I can easily place them by mouse (which I can do in blueprint)
That is the other part - I want to expose blueprint mesh to c++, not vice versa
If you want to feed anything to the C++ function from BP, the most you can do is to make the C++ function callable by BP.
ye that's not possible
So how would you do it? OK let's say you want to make Car class, which in ticks take care about rotating wheels correctly - so you need some group actor with car chassis mesh, wheel mesh and possible door meshes etc. Of course you want to assemble car in editor, not by manually instantiation of meshes in C++. But you want to program car logic in C++. How to combine it?
Basically I need a way to assemble car from several meshes and then access those (sub)meshes in C++ logic
Make a BP callable C++ function that can send the reference around.
can you do that with a bp function library?
OK, that may work - but is it really the only and correct way? Seems to me like too much work for simple thing - and more memory heavy, to keep everything twice - references in blueprint and sending them to c++
Just an object reference barely make a dent in memory, unless you're talking about ≤ 2 GB of RAM.
Yes, but you'd have to do another referencing with that.
Barely make a dent in your memory, but might get BPs a little more noodle-y.
OK, I was just making sure if I miss something or not. I thought there will be the way how to attach blueprint directly to class 1:1 and autoconnect class fields to submeshes 😦
this worked for him, thanks again,
do you know what's the usual way to deal with this issue? since it crashes at startup for a very small amount of people... should I just default to -dx11?
Yeah, you should default the graphics API to DX11.
The issues with DX12 in UE is already quite well known tbh. I know how it feels, DX12 is much much lower level than DX11.
alright found the project setting for it, thanks for the advise, kinda funny dx12 is the default lol
how do i connect it?
Oh right, forgot about that lol
I'm getting a bit more tempted to jump to UE5 😅
They discontinued landscapes?
Hmm, maybe they resolve it in stable. I won't jump to 5.0 that immediate tbh
sorry for my bad english :) i dont understand the solve
I prefer using PhysX in 4.27, as I don't intent my current project to upgrade to UE5.
can u share a image for this?
What do you want to achieve?
but offset?
i want to offset and idle work same time
ow
i created a blendspace
for aim offset
my bad
Maybe, but the free ones may not be good, or don't play well with UE4 cough Mixamo
There is Mixamo, anims are meh and the rig isn't compatible with UE4 standards, but for prototyping, it could work. Use at your own risk, because Adobe practically abandons it (along with Fuse)
Adobe removing Mixamo links here and there lmao
lest we not forget this
As if Unreal Engine 4 wasn't one of those "production game engines"
That is comedy
Granted, it was 2016, more indie devs with UE4 weren't as much as recent years, but yeah...
UE4 was only free for a year at that time
then where do you think they get it from? sorry for asking i'm kinda new
They get it from their animators.
hehehe
3d printed weapons and mocap suits.
lol
Btw you can wrap links around < and > to disable previews for the wrapped link
Wow you guys are amazing. I'm also new to discord and i never knew here we can connect with like minded people
is ALS replicated out of the box?
we are nothing alike -.-
okay boomer
ALS V4? No.
we are alike gasp
Yeah, but everything is in C++, and might be intimidating to some people
is it derived from a character movement component?
Not to mention BP ALS V4 is still difficult to follow along as is, even with huge refactor.
No.
i might jist give it a shot in the dark
ALS is itself a Character class and Anim BP
i mean its pretty simple if you understand the cache system
Also ALS is heavily biped oriented, good luck applying the same on quadrupeds, like cats.
🐈
The System Is Made Of :
-A Simple Blueprint Actor Component That Saves The Info The Animation Blueprint Needs And Takes Care Of Replicating The Motion And Overlay Switching.
- An Animation Blueprint That Is Pre Setup And It Just Needs Filled Data Assets To Function.
- Animation Modifier To Create The curve That The Animation Blueprint Needs .
A...
about to buy this
do a couple blend bones with my anims and keep the main loco
lol
anims are meh
and looks like quite a few
its not about the anims, i was going to replace them. I was talking about the anim graph code. Look how fluent it is. Go to 5:18 in the video
UE4 crashed, and I skipped the autosave restore on restart - now there's a bunch of stuff missing from my scene even though I'd saved not 1 minute before the crash. What gives? Can I restore from autosave still?
not like restore works (does it?) autosave should work
How do I open an autosave?
take what you need from the autosave folder and put into content (obvious replace the bad stuff) - I'd also suggest making a backup and backing up regularly
i tend not to for reasons, i make copies, takes 10 secs
is it possible to make sprites with aseprite and if so how do i import them to unreal engine
much like you would any other sprite or texture, check out the docs!
what docs?
dumb question; does anim notify look completely differen in 4.27? I can't move forward in this tutorial i'm watching, because my screen is totally different, and the result of the anim notify i tried to do isn't getting the result the tutorial says should happen
Conrad good to see you
unreal docs?
where can i find them?
the internet!
whats the exact name?
Shakaama, my arch nemesis, I'm on 4.26 so i haven't a clue whats different
its at this point im concerned as to how reliant you are in someone providing you with the aid of using the internet
zamn
(your not my arch nemesis, just playing up the moment) I don't know, how about a pic of this new-fangled anim notify?
HEY YOU CAN'T TAKE IT BACK... i was enjoying it
meanie
I'm trying to get my motherboard to recognize the M2 drive. What does activating RAID in bios do? Clearing room for UE5.
😆 yeah ill keep it, some people on here dont respond well to sarcasm and dry humor
I think hoodieguy thinks i really am his/her/attackhelicotper's arch nemesis 😦
RAID is basically chained hard drive configuration (IIRC)
consult your mobo book for the details
you're part apache helicopter?
I thought my alias was obvious enough in the heli thing...
So RAID activation won't help it find M2?
honestly never used M2, always just been ssds (the normal, human kind) #hardware is a better place to figure this out
after seeing a titktok of some "girl" saying her stuff changes by the hour, i'm all confused and just call people every name in the book to cover all my basesses
Gotcha.
notice the anim notify doesn't have a bar anymore
God UE4's autosave naming convention sucks. Every file has _Auto* appended, and the numbering goes 0, then 9, 8, 7... for some reason. Substance does it best where the latest is just the usual file name, and then every other is *_0 upwards.
I can't just drag and drop, makes the task super tedious.
uh
is it a lot of files needing to be renamed? i.e. to have a certain file name removed
All the tutorials on YOUTUBE
@bright sigil It's not many, but this late at night, it's enough
Autosave actually works, only if your Unreal project have source control enabled.
Yeah it's not set up, which is my bad
try to find and get a little program called AntRenamer, great for mass file things in windows
so what do i do?
Kekw
There's some Windows official tool for that too. It's not so much the mass renaming, it's comparing the file changes, and then having to manually replace and rename the right one. Some files are up to date, some aren't.
hoodieguy i assume then you are, indeed to be refered to his holiness attack helicopter prime?
well seeing has how it's Matthew... you could bug him, but i didnt suggest it
the notify section just moved though
I'm not that kind of human, so safe to say, my alias don't lie
(Maybe not the Hoodie part, most of my old hoodies no longer fit lol)
@grim ore hey CONRAD said bug you about the new anime notify
I don't think he watches anime 🤔
not to sound weird, but there was a whole pile of hoodies on sale at walgreens and i had no less than 5 women (#sigh so hard to be me sometimes) helping me find one that fits,.... and I was thinking of you LOL (what hoodie would show up that "guy")
right click in that row
really earning that nemesis title...
the animation window was changed yes, but anim notifies are still there and work the sameish
epic happens to have a first hour with animation video.... just saying
Here's the problem: the guy says add "end turn" at the end of the animation..... then go to event graph and search for end turn and an EVENT end turn should show up...................... ME: ... nope, doesn't show up
the guy..... is here
no no another guy... way more snarky than the loveable @grim ore
ah yeah that video is old, but the principal should still apply. what part are you stuck at?
looks like this part: #ue4-general message
Making some basic BPs to play around with. Make this little button. Both the cubes have "step up" turned on, but the character still can't just run up the side. The steps look way too small for that to be a problem.
See he says this https://youtu.be/v3W2ostR820?t=700
Hey. In this quick tutorial, I am going to teach you how to create a True First Person Character using Unreal Engine 4. The character will lean properly to follow the players' camera movements, as well as playing proper turn animations.
This works well for First-Person and Third-Person games
Project File: https://drive.google.com/open?id=1GDjhx...
yeah but end turn, is that supposed to be an animation or a notify
im not sure if step up actually works that way
Maybe I should add another slightly larger collision around the base?
i put the video right where he says it
with sharp edges?
well this "End Turn" is an event in the BP, it isnt part of the animation that I can tell
@sick patio so you did this?
Try increasing the walkable angle in Character Movement Component (might want to do it only when you're near a button)
oh wait, no its the notify... lol theres a BP event called the same thing
or what am i doing wrong?
did you add the End Turn notify?
ugh, that video had a bad cut as well, that doesnt help
YES THANK YOU
ok so it should show end turn in your animation then?
I LEFT HIM A STERN COMMENT ABOUT HIS JUMP CUTS
lol
i'm so frustrated, you all don't know
What do you guys think?
i'm... i have a dirty mind
It's wrinkled IK
it should look like this if its working, what does yours look like ?
i'm gonna keep quiet
waht the? how did you do that?
i just have a line at the very end of the animation, that I have paused and said go to end
that red line?
no?
so you added a track, no problem there.
now you right click on that track where you want it and add notify, then name it
and it should show up in that spot
you can zoom out if you need to see the start and end of the track easier
like i said #ue4-general message
x marks the spot
keep this in mind, since you will run into it... dont put notifies at the end of the animation, like literally dont put it at the last frame. Most of the time you blend one animation toa nother so its going to miss the notify since it never plays that part
Guys Im having a bunch of issues. I was using UE 4.2 and now went to 4.27, and started a new project, but my editor has been glitching out a lot.
that looks great, too bad it's not white on a Black pullover
I'm not a fan of text on sleeves, but eh, looks fine.
sorry 4.2?
The walkable angle already seemed generous in other places where I was like, able to stand off the edge of platforms. I added an extra staticmesh box around the bottom that isn't rendered. Works perfectly now
I was going to ask, should i click a few frames back? you a mind reader aren't you.... you have powers we're not ready to believe
step straight up
I would make my own shirt that say "I still use Unreal Engine 4" 😛
Lul
still a daunting jump
Me too cause ue5 lags for me
@pure voidcommon causes for that are bad nvidia drivers, and bad DPI scaling settings on the monitor
I could make it not lagging by disabling every new technologies, but still had 10 fps less than in ue4 which is many for me
you will have to figure that out based on testing, probably?
you might have no blending, you might have a ton. Test until it feels right basically
thank you
just was an FYI if your event is not triggering, it might be too close to the end or start to actually trigger due to blends
I'm doing all of this blind, but i'll keep your advice in mind... going forward
Yeah whats happening is that when I wanna look up a node or component, the search bar starts flickering and I cant select anything
Im trying to figure out how to share a video of it
speaking of testing............... i tried to put the animation, where the foot is PERFECTLY on the ground.... is that impossible to do? i redid it like 20 times
There is a pinned message about flickering in this channel, check it out
Until average student computers can run Lumen and Nanite in decent performance, I'd stay in UE4 for making games.
Though I do tempted to use UE5 to make tech demos
Found it
At least in mobile it's in the right side bar
(sorry for the Japanese texts lol)
this is the link in the pinned message, https://nvidia.custhelp.com/app/answers/detail/a_id/5157 , there are more in there as well
I thought the same
Thanks Ill see if that helps!
I am making an MP game and not everyone has high tech pc.. like myself I still have a gtx750ti from 2015
Never used it out until now with ue5
Looking good, but maybe use the newer logo 😂
Also apply those to the metahumans
Rider paid advertiser has entered chat xd
I didn't make this lmao
This is the official unreal swag drop
This is last year's Christmas stuff so that's why
Nope
My laptop crashed rip
crack open a cold one
This could also go in blue print category hehe
Arguably my favorite shirt of all time
This was never sold officially AFAIK
Or it doesn't have the Dev Team thing on it
I think they did sell it back when Epic Games store were still merch store.
Unreal needs me to make their swag, i mean
people who don't even like me buys my gear
They used to sell those
It was way back before EGS took over.
EGS?
Epic Games Store
Before games, it was Epic's merch store
This one is clean too
And they used to sell that Unreal Engine est. 1995 one
I don't know if BP ninja ones are going to be completely different...
notify us if you got it working
why do i get the feeling, you're counting on me blowing up my computer, trying to get this to work?
uh.....
oh no I divided by zero
If the BP ninja pack don't include this one, I'll just bootleg it myself
Yeah, I added that. I needed to add a collision that was tighter than a simple box
(I finished your intro MVP series yesterday)
just set everything to complex collision and call it a day 🙂
that sounds... like a trap
honestly box would be fine if I could just exclude the doorknobs
what are we talking about?
the entire anim notify was to make the character "move" smoothly left and right. mine just stands in idle and spins
no movement at all
sounds like more problems than the original question
your not setting this up correctly then. you need to call this from your move right
so lets piece this out
iirc, you wanted a notify event "End Turn" - as to what this means, i though it was ending the turn in a turn-based game. Then, something about foot on ground, now there's no movement, only turning
Like i said. IF you are not making a refence to the Moveright movement, your character wont know to do this action.
and, without much technical jargon, what is the entire feature that you are trying to create?
he is trying to do it when moving the camera tho.
and here i call the end turn notify
ahh that tutorial
did you follow the steps tho, he never says to add to the anim notify.
yes i followed everything 20 times
when you press the booleon on the right side, is the character doing the action? (Turn Right/Left)
alrighty so whats the secret to building the source engine 4.27 with chaos? following the guide here: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/ChaosPhysics/ChaosDestruction/ChaosDestructionOverview/ leads to problems when launching the engine and seems related to setting the BuildEnvironment to Unique. when i leave it at Shared and change a project over to it it then complains about whats shown in this post. i tried the solution provided to no avail as it complains when recompiling about physx
https://answers.unrealengine.com/questions/920431/view.html
like the other guy said, i'm not pressing "right" i'm simply moving the camera right
@plush yew
yes
which was the whole intention, at first, and then the tutorial goes off into this whole tangent
Im compiling my engine should be done in about 20
not to rain on the parade, but that end result is pretty jank, lots of camera jitter
that is why i said this tutorial lol
oh you weren't talking to me?
to you and everyone one else on this topic, seeing the last bit of the video, its kind of...
are you saying he's ... not the megazord of UE4?
I've never watched transformers
lol
transformaers? lol
and the washington redskins play excellent basketball
they would win the world series this year
hey now, they're no longer the redskins
that's right, have some respect for the indigenous groups that we learned from and then imprisoned
so am i doing something wrong, that my guy isn't moving?
i really dont know, apparently, but if you went over the video so thoroughly...
seems like like you got stuck on the notify
don't get me started, the owner and one of the natives were best of friends, who was thrilled at the name ... #butthatsnoneofmybusiness
but after getting helped, i assumed you were able to make the notify event, link it as a skeleton anim notify, then call the event
Another commenter said the same thing
he was spinning
the original poster didn't reply
i guess hes no megazoo then
hmmm
seeing this image, look how many of the same cubemaps are in each windows.
xD meh
interior design be too same
create new DynamicInteriorDesignMap
Switch on enum, use random int in range to choose many different types of cube maps.
i think the cars are using the same cubemap XD
it takes three parameters, all 0-1. Grandma, Kitsch, and 80s
doesnt really seem noticeable though
they also really shouldn't have put two identical cars next to each other like that, plus another one with just a different colour right behind
that is not that well of an image to show it but the 2 windows have the same exact interior. I bet if i went down the line i would find about 10 - 15 more
2 windows.. i mean i dont see it, looks different enough
BTW if you guys dont have this
you are missing out
ohh that is interesting. maybe a random mesh gen then? BP spawner.
such a small thing to obsess on when the cars are the real eyesore
@bright sigil you've given up on me? i'm trying to still figure out how to get the animation to play
if it makes you feel better, i can take the hit
huh?
nvm, im just not clear on everything you have - yes there is the video, but that's not what you have
i've followed every word, to the letter even had it play on 0.25 speed for most of it
i see how he does it in the video, and if you do the same then no issue, but there was the interface problem and then i assume maybe other nuances are different between versions
oh yeah
maybe its just slightly different now in how it should be done
i've read some recent comments that have corrected somethings
i did not like it tho.,
i dont see why not, though its vague so i can only give so much guidance
there's much better engines for that, than ue. but i can't think of them off the top of my head. go on twitch and look
might just be a matter of problem solving or learning how to get the systems talking the way you want, agnostic of the video
some things
@kindred depot can you give me a hint to what you ... had to adjust on the tutorial?
you said "oh that tutorial" as if the sight of the BP triggered something
I did not make it like this.
i followed as closely as possible with my version
I think i need to go to animation for this question. right?
no you need to learn now to make an anim notify work lol
I mean i need to learn everything
is there any tuts on making 3rd person characters (which i want dinos)
Take a course on blender would be my advise
no like blue prints
ik how to model
is it rigged?
ye
so what part of the "3rd person character" do you need to learn?
nothin
if its animated and a skeletal mesh, replace the third person template example
ok ok ive done the model ik how to rig i just need to know the blue prints
have you looked at the third person template?
so you know the animation system?
no
it sounds less like blueprints and more like you need to learn the animation system (which has blueprinting involved)
and there are official tutorials on that on the unreal learn sight, as well as the docs
i just wanna temp with out animation or model just a cube so i can get movement and camera done
then just use the third person template
I dont know if anyone saw this but, this is a dev at Epic on the animation team.
That sounds useful but I wish I knew enough to take advantage of it
Like. I know what animations are and what inverse kinematics are. But I don't know how to do either, soooo
hello could anyone help me out with an issue that im having
in the future, it means less animation work done from scratch, especially when wanting to using different kinds of rigs (human, dinosaur, dog)
Hmmm so I can use my dinosaur rig on a human model?
or rather dinosaur animations on a human model without the bones getting all messed up
i think its more that the way rigs are understood by the engine wont matter, IK will solve motion - though i could be embelishing the idea
well, given just this info, i'd say you need to rebuilt from the source code
