#ue4-general
1 messages · Page 1108 of 1
alright, well join the club
havent done it before
i dont do cpp but thats what it sounds like
ok thanks ima try to figure it out
well the first question is what is this project?
Does anyone know where I can find the option to disable the gameplay debug menu in builds?
Yeah, one of my playtesters found it by accident. I didn't even know this menu existed, let alone appeared in builds.
I understand that there is a console command to bring this up, but how can I remove the hotkey?
Can I run Unreal Engine 5 on my laptop?
Sure, but your build times might be very long if you're trying to make anything that looks really nice
well, the hotkey wont occur in an actual build if thats the concern
Well, it did in this case
The playtester was playing on a Windows build
lmao, oh wow,
Project Settings > Gameplay Debugger
it doesnt show up when i build.... did you build as shipping or development?
Ah this?
Ah, that might be it.
It won't in shipping builds
That was my issue then, set to shipping build.
I never even knew the menu existed before, but now I do, I can use it in testing for myself.
Yeah it's pretty useful sometimes
nope
this
its a common problem, but no i dont - on a different note, those look like you could get away with masked instead of transparent, which is a way to solve the issue
great
Ah, thank you
I feel like it should be totally possible to turn a blueprint into actual, compilable code (programmatically). So, why are blueprints on their own not-so-fast scripting layer?
thats not really something i believe is true
blueprint is code, it has to be converted to cpp and that conversion is not always optimal
That's how I heard it referred to, I think in a video by Zak? Yesterday?
im sure from a purely numbers viewpoint there would be a difference
as a contrarian, not all of use are trying to make the most performant, optimized, superbly clean design - some people are more concerned over framerate, and its important to focus on performance for that reason. This widens up to what kind of hardware it could run on, and ideally its as wide as possible, so thorough optimization is obviously beneficial
optimization is important, dont get me wrong, and knowing cpp is a great skill to have - but you dont need them to make a game that is fun (and runs well)
This practical discussion led by Senior Dev Rel Tech Artist Zak Parrish presents an overview of common issues that arise during a studio’s first six months on a UE4 project, focusing on solutions. Topics include general best practices, optimization guidelines, and how to avoid common pitfalls of game development.
Learn more at http://www.unreal...
sorry wrong time
yeah, his lecture is sound, i agree with it
I'm certainly not poo-pooing the existence of blueprints. I haven't gotten around to relearning C++ yet in all this. Assuming that I keep going with this, 90% of my game's functionality will probably be driven by blueprints because they're good for rapid development. I'm just wondering why it is categorically slower than native C++
in a generic sense, higher level code will always be slower than low level
a key thing he says about bp is in being aware of performance, which most wont be when using bp
I mean, yeah, there'll be a gap between carefully-designed machine code and something high level, but Python code can call numpy/pandas libraries and be essentially as fast as compiled C. Because it's just a wrapper for actual C code.
that's where i believe bp are totally fine to use, but utilization is the same strict rigor as being a programmer in cpp
does anyone know some good tutorials on how to make a map that a player can customize? So like there are templates, and they can choose one, then place a spawner for a specific thing? i.e. the player places down a spawner and chooses for a troll to spawn. When played and they reach that area, the troll spawns. Also i want it be able to be online, so people can play with thier friends
well, also remember that all of bp is visual, so there is a large amount of extra code to process, which by automation does not optimize as well as if it were made by a programmer in cpp
im afriad i do not, though it sounds like several large features to attempt
Invalid Simulate Options: Body (ThirdPersonCharacter_C_0.CharacterMesh0 SK_Mannequin) is set to simulate physics but Collision Enabled is incompatible
Where exactly is this "Collision enable" setting in the mannequin details?
it is not a good idea to have physics enable on the collider of your character
causes more problems than allows
Collision Enabled is in the collision settings for this mesh
certain settings can conflict with its capusle collider
Will physics enabled change anything particular during the gameplay? Like will it make the gameplay more "realistic"?
i dont know what you mean by that
again, the player has a "physics" about it, hence why you can jump then fall, but it is not using the physics checkbox
setting an entire skeleton mesh to physics, afaik just makes it ragdoll
I have a button that increases your speed but it doesnt update unless I press W again in other words it doesnt update the speed when the character is currently moving.
I already have a sprint button, which does increase the speed 'live' I'm not sure why my other increase doesnt affect the character while they are moving
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..
Can you confirm that that block is actually firing, with say a print statement?
Running into new terminology. What is a sublevel, and what is it for? Streaming is somehow involved?
....ok, yes, that is certainly a page that is communicating information without actually explaining any of the concepts of what they are and what they do
well...
OK, I see a page that does explain that sublevels let multiple people work on different parts on the same level at the same time. That helps a lot
Is that the... main use?
level streaming also
I think that's more intended use of One File Per Actor
how long it takes to pack a project to exe?
depends on the project and the available computing?
Small black room, with box type meshes and planes with images on them and spotlights. 32gb, ryzen 5060 and rtx 3060. It's a walking simulator type, with no gameplay just visual experience.
How do you set up the widget? Where do you do the create widget functions?
set up the widget?
means
?
Gotta go ELI5 mode I guess
How do you make the health bar widget?
by right clicking, going to user interface, and clicking on widget blueprint
Then?
then, i created it
After you make the widget BP asset, what do you do next?
then i just took 2 pics from google, of health bar, created a image, then progress bar, and added those both
then in progress bar, i coded it
like losing the health if enemy hits for eg
How does it look like in the widget editor?
here you go
anybody have an advanced battle royale asset? only one i can find is around £70 and im not willinh to pay that for one asset
Not going to concern about the functionality yet, but is that at the bottom?
at the end of the screen, at the very end as you can see the line under it
(under the health bar)
Have you set the anchors for the widget?
ancors?
Anchors, the flowery thing that appears when you select one particular widget.
thanks
i didnt set that
i forgot to set that
now its coming
Yep, that's one issue ironed out 👍
@drowsy snow one more issue
this is the guy, which tutorial i am following
and when he plays the game, so theres this green health bar thing appearing on his screen
and this is mine
....what's the ordering of your elements?
without that green thingy, but i added it
??
Like. Visual elements have a draw order of layers, right?
Is the progress bar actually functioning?
Try temporarily hiding the frame image widget
Okay, that means the progress bar isn't working.
yeah, have added blueprints for functioning
Or maybe it is, but not as intended
Good grief, forgot to mention about it
I think you better end up wrapping both in another canvas panel, but I digress.
so in the end blueprints run like normal programming things right ? i mean if i will have 100k nodes in one blueprint but will use only 5 per game or per level or smth like that performance will not be affected greatly right ? if some one knows
if you have 100,000 nodes in one blueprint you should be arrested
Why even 100K nodes
🤦♂️
@drowsy snow i was going to write 1m but then thought that would be too much soo went for 100k 😄
i mean too much for writing here not for blueprint 🙂
That's too high of an exaggeration even in typed programming
It's like saying having 1 million functions in one cpp file for no reason at all
@drowsy snowbut will it affect performance noticeable or not ? if you do it in cpp or smth like that im pretty sure you will not notice anything
It's just blueprint abuse with that amount of nodes.
@drowsy snowi just want to know if there are some reasonable reachable limits because i dont want to spend 57 years on building something and then realise that i have to redo 56 years of work 🙂 only for this reason
No offence, but you might want to question yourself first if that's the amount of extremes you're reaching.
I mean, basically, I can't think of a reason why you'd want to have so many nodes in one blueprint
You should be abstracting things away, splitting things up
@drowsy snowthats my point i dont want to find out that after i reach it i want to know it before
Just for needs of being able to manage the information
@sour tide i understand but when i was starting to learn programming i thought i would never reach thousands of lines of code but when i actuall built something few thousands was pretty fast to reach and it was not affecting any performance but i was lucky because i would have to do so many things differently back then and i want to know in the end if unreal engine blueprints will work same way or i should do smth differently right now if there will be some performance costs bacause i may not get lucky this time 🙂
100k, or even 60 million lines of code is normal application. 100k nodes in one blueprint is well outside what it was likely designed for
I would expect it to be quite untested.
But.
With the magic of macros you could test it today
@sour tideoh what are macros im pretty new in UE like really new
Even if you're having only 5 of them actually used, unmanaged, it's going to look like a filthy room full of trash, and you sleep inside it.
You highlight some nodes and right click and say "convert to macro"
@sour tide thank you i found documentations will try to figure them out thank you
And it makes it into a little manageable chunk for the blueprint. If you wanted that chunk accessible to other blueprints, you'd make it a function instead
So if you made nested macros you could hit 100k nodes easy
@sour tide oh at first thoughts that sounds amazing 🙂 will try to figure them out now Thank you Very Much
However, I must reiterate: I still can't think of any game structure where you'd want so, so much functionality in just the one BP. It's the God Object situation from OOP. Those turn up in most OOP languages because it's hard to manage information flow between objects, so you keep it all in one object to avoid dealing with the problem
But UE gives you three ways of managing how BPs link up and it feels natural and neat
So you should be able to avoid the situation no matter what
(I actually hate OOP approaches to most programming problems, but it's usually the right one for video games)
does a culling volume not work on instanced static meshes?
Hey guys.. I have a bit of a complicated situation: I have a level that consists of sublevels. I want to use this itself as a sublevel. Is that possible? Because when I add it as a sublevel, it only shows parts of the level (the persistent part I think)
It's not possible to have nested sublevels, no.
I see. Then what's the easiest way for me to merge all of the sublevels into the persistent?
what can i do if ue is detecting my sprite as a texture?
Convert it to Sprite.
Sprites are Paper2D thing.
thank you
I guess just put all the sublevels into one persistent level.
when colloborating on a project (using source control) - what's the correct workflow for managing plugins? is it simply a matter of checking to make sure the plugins are downloaded from the marketplace? is there another way to 'sync' this up?
How so? I already have a level with all the sublevels in it. I wonder how to pull everything over to the persistent
Put them all again but without the nesting
Code Plugins from Marketplace is an exception to the EULA that licensing has to be individual. That's why it got installed per engine installation and not per project.
That's pretty much the common way, yea.
@sour tide thank you very much i was just interested for not real reason and now i have figured out many things thank you and thx to every one
Hi, wondering if it's a good idea to look for backface culling for third person controlled character
also I don't find anything on the net about it, is there a very simple solution to it?
Easiest way is to make a 2 sided test material that is blue when correct and red when viewed from the reverse side
Hello Guys If i took a Staticmesh from marketplace and i modify it however i need does it affect copyrights or license or something ?
only if you wanna resell it, you can do whatever you want with it for your game/movie
No not resell it but i will use it in my game
then its fine
thanks
How can I change the direction of the sun e.g. if I wanted a smoothly changing, or randomly chosen, time of day? Do I change the directional light into a blueprint to begin?
In my case, I use "world seconds" to control the rotation of the sun.
And because I used sky atmosphere, it's just a couple of directional lights.
That world seconds added up on tick and wraps around from 1 week back to 0 seconds
I'm definitely missing pieces. You need a blueprint for the directional light itself, right? Otherwise, I'm not sure how you can affect it
Yeah, I did put them all together in BP.
Hey, anyone knows guides/videos about Unreal shading ? I'm coming from 3dsmax+vray, and I know the basics but wold love to know more. 👋🏽
The reference to the directional light is "editor only" which is worrying, but I can also only seem to get nodes to Get the directional light information, not set it
Old video but still applicable to this very day
https://youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
Thanks! I'll watch it
(going to bed. I'm clearly going to need to find a worked example for this one)
Ive been lighting my models with just hdri, should I be using light actors or am I doing something incorrectly, Im guessing programs like marmoset use just hdri etc
I have 2.6ghz processor, 8gb 3200mhz ram, 4gb nvidia 3050ti(laptop) gpu, is it enough for unreal engine 4?
i still go thourh those tutorial
why just 8GB ram?
Bc i couldnt afford more when i bought it
I think the minimum for a good performance is 32GB but I'm not sure
Yes thats why i am asking
I tried core it was a litle bit laggy
But unity works well
Is there a way to do reverse clipping in umg, ie have a backround only appear when objects are in front of it
Or how can I mask a umg element with another element
Hello everyone, can anyone plz tell me, how to teleport player in vr using ui?
if you enjoy the videos remember to like and subscribe and a comment is always appreciated
is there a GUI to get all objects in memory and their size?
theres obj list command, but that seems to combine all objects of one type
with steamAdvancedSessions is it possible to change the max allowed number of connections, or to toggle the public setting after the Create Advanced Session node has been called?
im trying to set up the scenario where the lobby is created, people can join and then decide exactly which settings to go with before starting the match
Is there a way to adjust pawn sensing, in this case to add an extra frustrum for sight (I want a large frustrum to check for enemies and begin chasing, and a smaller frustrum to tell my pawn to start attacking)? I know I could just add a collision cone myself but I'm trying to be efficient and already have many collision components.
well it only needs collision when A is allready true
if you want to optimize AI you need to set tickrate to only what is needed on em and use the IsRecentlyRendered node a lot
you can often stop a lot of logic once its not on screen
why my unreal source build progress bar stuck as same from the begining. the logs age getting more, but the bar is still same
Hey there, i hope someone can help me. I created outlines with post process in unreal. Its working well in the first picture but when i import the example scene from unreal and do all the settings the colours get dark. I cant fix this i used e different post process volume i deleted every component in the scene but nothing fixed the problem. I also created a new blank scene and its working there as well. Maybe someone have clue? Thanks in advance!
thanks I'll look into it
oh.. there's an update session node 😅
triple A companies and everyone i know around me and youtubers are all using unreal engine 5
their even showing games for unreal engine 5
blahhhhhhh should i still be waiting for full release to use it if my game is going to release 2 years later from now most likely asdfghjgf
@drowsy snow ;-; should i stay in 4.26 or move over now ish?
I stayed in 4.27.
is 5 that terrible for pre production / prototyping?
I still don't have faith on it being okay for low spec gaming.
And my game had to be low spec friendly
If you want to jump to 5.0 when it finally come out stable, then by all means.
yeah my game wont be lowspecs unless i remove so much stuff or do super optimizations blahhh
so i should still keep waiting? until full release
Why not, if you feel like your project can benefit from it later on.
@drowsy snow well i want to do a few things that seem possible at lower specs on unreal 5 compared to if i do it on unreal 4 :/
like?
lol
Ray tracing is consolidated into Lumen in UE5
alot of grass and bio stuff alongside mehses buildings and bustling npc cities
i cant remember the rest i havent slept in 2 days and thansome .-.
i know level destruction is a no go allegedly even now last i checked blahh
Level Destructions can be precached with alembic or PhysX (though the latter can took a while to setup the networking)
Gears 5 is a UE4 game and had decent destruction stuff
Foliages barely get new tech in 5.0 (so far) considering Nanite can't do WPO
sorry im back
wait what if i wanted cities and buildings that were fleshed out and interactive with opening doors and windows etc
and npcs littering the streets
UE4 could do that, just that you have to have your own solution for the crowd management (I don't think there's any substantial docs on UE4's built in Crowd manager)
i wnted to craft maps like the references i have in my folders
but i heard volumetric stuff is more taxing on 4 than 5
same for tons of npcs and meshes on screen in close promixitiy
i also heard morph target limits arent as heavy in unreal 5
i cant remember the other reasons but there was quite a few xD
Eh, I'm inclined to think it's the same on both
oh o-o
That's more of LOD problem. Nanite can't be applied on skelmeshes
I'm sure it would be the same story with UE4 in next gen hardware
how do i move the character camera? i try moving it but the view is locked from one perspective?
is there a component which can be set to skeletal mesh or a static mesh?
I have items which uses either one or the other and I dont want to create 2 components for the same purpose
In your Spring Arm component, make sure it can take rotation controls
I forgot exactly what the bool's called
That's how you should do it.
i can move the camera up, down, left, right, but if i move it forward or backwards the view doesnt change.
Okay, that's a different setup.
wdym?
ayo, im pretty damn new to unreal and animation but i found this ai and animation blueprint and i wanna import it to my project so i can simply use it. doesnt the bariables not get transfered or how can i do it?
Assertion failed: CurrentWorld [File:D:\PHSQBuild\UE\Engine\Source\Runtime\Engine\Public\EngineUtils.h] [Line: 192]
Error happens anytime i do anything
Full error
Ok, weird thing causing this, having the actor selected with its camera causes this to happen
anyone have any idea as to why char wont rotate, orient rotation to movement is on and animbp should be ok. I want char to rotate towards the simple move to location
when I use WASD keys it rotates fine without any jittering, but when I use RMB w/ simple move to node it does the above. So weird...
Hii
someone have an idea how can I connect two audios at a same event
In this case this is with a flashlight
Nobody can possibly help you if you don't show code
can i use nanite with metahuman?
I don't view this as a scenario where showing code is relevant. It's a simple move to node... has nothing to do with BP code. It could be the animBP, it could be the character movement, it could be the player char itself, it could be the node itself which automaticlaly puts me into walking anims instead of jog anims which is obviously based on speed. There's too many variables here to "show code". I post it here in case someone else has used the simple move to node and has already ran into this issue.
?
nanite can be used w/ static meshes only iirc, it's not meant for characters in the typical sense, although there's a work around where u can essentially attach a ton of static meshes to a skeletal mesh kind of like they did in the UE5 Demo
they did it on the big robot thing, take a look at it or look at tutorials im sure there's a few (nanite on ue5 characters)
i wanted to test nanite with grooms
see #blueprint
oh ok
why cant you import materials?? as soon as you open them they become blank
What’s this channel for?
Text
225448446956404738
General
General discussion about Unreal Engine that doesn't fit in other channels.
September 14, 2016, 2:51 AM UTC
December 12, 2021, 5:06 PM UTC
Any advice on adding a distance fog that's centered in one location outside of a sphere/volume?
So the player within can only see so far in an area around them, and if they venture out it gets dark, sort of thing
Wondering if anyone here as used GetMoviePlayer()->PlayMovie() to play game thread blocking cinematics without level loading? Currently I'm getting nothing but a black screen with multiple movie files of differing types. Media files are fine.
question my montage is failing to save multiple times, what should i do?
make sure its not open in more than one project
@grim ore it is not, come to find out everything cant save
😦
normally thats due to the project being open twice
but perhaps your drive filled up or disconnected
uh oh
what?
My pc turned white
It’s back and it’s responding now
I have 129gb free
@grim ore why did it stop responding, virus?
Ok everything saves
could just be windows doing a scan, or your drive starting to fail
the non saving was windows probably blocking everything
check the event log, windows event viewer, it should show an event
its possible, thats just a place to try and find obvious stuff. windows does weird stuff when it has drive issues or access issues
so you think it was my ssd?
it could be that, it could be windows scanning files and finding some weird stuff and locking drive access till it was done, it could be UE4 locking it up for some reason (less likely)
it could be your machine trying to access network resources and this pc locking up drive access
Can i use the infiltrator assets for a marketplace project
best guess from the guidelines? https://www.unrealengine.com/en-US/marketplace-guidelines ```2.1.e Sample content from Epic Games must not be an integral part of your product, but used for display or example purposes only.
2.1.f Substantial portions of source code, Blueprints, and/or Material Blueprints from Epic Games must be used for example purposes only.```
so yes if using them as part of an example, but not for resale
ok thanks Mat
How would HLOD's be handled across teammates using something like perforce?
Hey guys
I wanna start learning UE5
I know web development, 3d designing and some other stuffs
Wanna explore the feild of game development
I learnt unity a bit, but then thought of going with unreal
Can you guys tell me from where should I start?
Please ping in case you reply
learn the interface, learn basics (working with assets, lights, play test), then dive into preferable areas (BP or cpp, mesh import pipeline, physics, audio and vfx), keep any idea small and simple, learn how to build out your project earlier than you think (and often), avoid mp (unless thats a familiar concept to you already)
be aware that UE5 is not stable
internet, preferably from epic games live training videos
Can you share if you don't mind?
check the pinned messages in here, top right pin icon
thanks man!
Anyone here using Houdini with UE4.27 or UE5?
Mine crashes if I add Houdini Asset as Component in Actor Blueprint.
UE 4.26 does not crash.
Can someone test this as well just to confirm?
I am now doing further testing.
Using 19.0.465 daily.
Is there a way to make the editor compile the shaders for every asset in the project? I want to load up a new project that has many assets and just have them all compile overnight - (it's an asset browsing project)
hair cards, from zbrush, fibermesh, from max.... a plugin?
Not sure the appropriate channel to ask this. Any UI designers that I can bounce some questions off of regarding some UI elements?
Well it's not really either system more of an idea/best practice
continue
I am working on a first person horror game, and it has quite a bit of controls. The very first level is an intro level that walks you through the different controls. I was thinking of making collision boxes that render 3d text above the item you can interact with explaining how it works, but not sure if that's easier or if just having some ui text is better for user experience
It eill only ever be in this one level so nothing complex but not sure how best to proceed
you can place text in world space if thats the question
you'd have to see try both to determine which feels better though, not all cases work for all cases
Yeah I was just looking to see which was more user friendly
ive seen both, both can work well and not so much
you said horror, so as an example, if they have a flashlight and its otherwise dark, probably best to have the text in camera space so they dont miss it
once again, testing both will determine the effectiveness, there is a lot to consider as each game has its own designs
It's tricky because it's not being used anywhere else in the game. The game has on screen ui elements but I don't want them to confuse them with the one time help stuff.
I may just do a Help container and make it look different than the rest of the UI
part of training the player, from the sound of it, would be about the UI as well, so go with UI and not world text
helpful info is always going to appear in the top right.... and such
I have a question relating to physics assets, im not sure if this is the right channel to ask, or if there is a better one? My problem is getting all my bones to show. It shows my total of 6 bones in my skeletal mesh, but physics asset is only showing 4.
#legacy-physics probably. But if I understand, you're importing a mesh with 6 bones, but only four are recognized on import? Do all 6 have some degree of weight on the mesh?
yes, they have all been weight painted and tested to show they do in fact each move a different part of the mesh
what do you mean by "show"
that they are movable bones within a pose mode
ah! I think I just found my answer! if I create a physics asset manually by right clicking the mesh and creating it, I am getting more options as opposed to importing the mesh and letting it generate the physics that way. I am now seeing there is a minimum bone size option, and I just lowered that way down and now my bones are showing! whoo! 🙂
ahh ok
my other question I had was not being able to shrink the area of effect in the physics asset, I can only scale down so much, but some parts of my model would be nice to shrink down whats being affected anymore. Do you have any idea about that?
shrink what?
the collider?
the physics body
gunna need a picture
these orbs that you can choose to be capsule/box//etc.. which constrols what area is affectintg the physics
select it and use scale tool
It only lets me scale so far, then no more scaling allowed 😦
remove the superfluous then, if its that minor, phat probably does want to work with tiny colliders
these colliders are physics solvers, if you want more accuracy you'd be using per-poly calc for phsyics and i dont know how reliable that all is
I have not seen/heard of superfluous, is that an option within phat?
oh ok 😛
simplify* the colliders in other words
Hello guys. I am having some trouble understanding the c++ workflow in UE. I am a Unity senior dev, just starting to get into UE.
My question is this: Do I need to have the source code version of UE, I mean compiled UE, when I want to develop stuff in UE's C++?
Or is it okay to work with the binary version, like I would in Unity, and use C++ classes without needing to use the compiled version of UE?
its best you get the source code for cpp work
being a programmer, you'll find plenty of answers and info in the #cpp channel
asked there, nobody answered
The lazy slackers
Does anyone know how I can export my cinematic camera to a gif?
export it out as normal, it makes separate image files the combine them into your gif
Anyone know why using high res screenshot in PIE is rendering nav volumes (4.26.2)? or a work around? As a last resort I could disable the volumes or maybe make the volumes big enough so they won't show in screenshots but I'd like to avoid that.
Building the engine from source code is not mandatory, but it's there if you want to tap into the power
But for C++ Unreal projects, when installing vanilla launcher builds, enabling the source code files are mandatory to get them to compile at all.
thats my bad
Any ideas on this?
How can i rename the file and remove the spaces, without affecting my projects and the whole engine version? I want to get rid of the spaces
i dont really understand it
So it becomes "UNREALENGINELATEST4.26"?
Just rename it. It shouldn't affect the engine and the projects, aside from forgetting where the projects used to be.
As if there were a point light, but without the light... and a volume of some sort, instead. So a sphere of no fog in the centre, and as that sphere 'decays', it turns to pitch black.
If you want to go oldskool, make a post process material to have depth based fog.
I don't want it to follow the player though, I want the 'clear' area only in a fixed position
You know how you can create localised fog? I want the opposite of that. Come to think of it, maybe it's the same practice but kinda in reverse? 😄
Yes.
Yeah ppv and ppm
The text in the editor is a bit blurry for me in ue4.27 but its fine in ue4:20... weird
Any ideas on how to fix this?
Doesnt seem to be a problem with the font since its the same one on both
Could it have something to do with the DPI setting? I disabled it to get rid of a flickering menu bug
Are you NVIDIA GPU user?
Yes
Of course...
But I updated the drivers yesterday
That's the problem
People have reporting issues with newer NVIDIA drivers, and somehow rolling back to older versions solve the problem.
Hmm I went back to the driverrecommended in the pinned messages
Lets see if it works anyways
So, general question. How could I reliably attach my player to an actor? I can get it to attach but it seems to be miles away from the socket I want it to be at. (Riding an entity for example)
change Location Rule to Snap to Target.
Nope
??? where is RidePoint then
snap to target should put you right on the location of the socket
maybe try AttachActorToComponent instead.
just in case moving around the root is the issue
hmm. looks kinda like screwy collision. disable all collision on your thirdpersoncharacter so there is no clipping
then i'll fall right though the level
*once you attach i mean
disable movement input, disable movement, disable collision, attach
right, what component do I disable collision for?
The only thing that should have it would be the capsule.
whats the node called? never used it before
perfect, just some general tweaks now
thanks! thats opened up a lot more things for me
you might wanna do what mike said and diable input as well, so you cannot walk off your dragon
good point.
I do plan on that.
Also, if I rotate my socket, does that rotate the character when attached? Making sure I understand this correctly
yes, it should
the entire transform should be inherited
location rotation and scale
Yeah, just tested. Awesome! Thanks so much
and when you dismount, remember to re-enable everything you disable, or you are right in that you'll fall through the floor :)
noted 🙂
Speaaking of dismounting, do I need to set my players transform when I dismount or is that handled automatically?
If it was me I'd probably just hide the player character, put a duplicate mesh on the dragon, and change the camera. Reverse for dismount, animate the dismount, destroy the mesh, set the character to its transform, unhide, change the camera back.
camera hell.
new issue, the capsule component isn't following my animation even though the animation has rootmotion enabled
Hello btw how can i post in #volunteer-projects , thank youu
i have a simple is valid
this is in a weapon anim bp
trying to set and make the main character ref valid but the cast fails
what should i put in as the object
why are you adding the character to the cast failed?
the cast should never fail in a animbp
because for the first time it will
this is a weapon bp
what im trying to do it make a clip reloading animation
this is all wrong. Use slots.
im using both
you're making your code to confusing bud
let me explain because its not confusing
i am making a shooting game
the gun that im shooting with has a clip as apart of its mesh
i want to move that clip based on the hand scene component
where does this method come from if you dont mind me asking?
shooter games
see the mag
its apart of the mesh
plan is to attach it to the hand scene component
so the clip moves
TBH, you should just be using a montage in your characters blueprint. from here you should be creating a slot called reloading slot. then the character can use the slot reloading slot instead of doing this complicated animbp.
but my main character ref isnt working
You don't have an actual reloading animation for the mag to come out the clip?
just create a function called casted character.
what did you do?
Yeah but the point being, this is the same way with slots. your character removes the clip the same exact way with out doing all the extra coding.
slots in montages correct?
Open montage, go to default slot, create slot called reload
I did
Your forgetting what I said
bam
yeah that sucks.
i get it
if you just open it in blender and seperate the mag
😛 this could be an easier solution.
What's the difference between GameStateBase and GameState?
When do you guys recommend using HLOD?
somebody know in Horror Engine how to move with the right thumbstick in gamepad the paper note and shake the photo? not only with the mouse thank you so much.
Hi
https://www.youtube.com/watch?v=d-Ytq2FaRfo
maybe this might help
Rus: Скачать оружия вы можете на официальном сайте https://www.unrealengine.com/marketplace/en-US/fps-weapon-bundle бесплатно.
Eng: You can download weapons on the official website https://www.unrealengine.com/marketplace/en-US/fps-weapon-bundle for free.
WebMoney:
Z288993677959
R583155777585
E367345285298
TBH this is not needed with slots. your reload animation will remove the clip with ease.
¯_(ツ)_/¯
lol
I got a question for the big brains here, matrix awakens, why is the skybox nanite what the actual heck
I cannot think of a single reason lol
Hey guys, I'm thinking of making a multiplayer fps game, should I use unreal engine 4 or 5
are you new to unreal?
Yes
I've noticed that the Groom plugin doesn't say experimental any more, does this mean it's considered production ready? If so - is there any roadmap for it, there are still a swathe of bugs with it not playing well with DoF (see example edge of hairline with weird artifacts).
so i imported two assets, one is health pickup and secondis fuel pickup, but when i imported them, it divided both the assets into two pieces
Expand the mesh section, you can "combine meshes"
it's a check box
on the import window
let me check
Thanks
np
it worked
or make them one object in your 3D app
anybody got any insight into the Groom Question? I really don't want to have to work out what my UDN password is 😅
im usin line trace for hitscan guns in my game and for some reason they are ignoring my player character
any ideas?
nvm i got it
Having a super weird issue. Just started to happen out of nowhere. "Spawn Actor from Object" no longer exists. It's part of the "Asset Action Utility". This just happened out of nowhere. I haven't changed anything.
@drowsy snow Thanks again for the link, awesome videos. Highly recommend for everyone new to watch :
For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
(00:05) - Introduction and Materials in UE3
(04:14) - Materials in UE4
(08:56) - How Color Works Inside a Material
This high-level overview takes you through the concepts of Materials and our physically-based approach to surfaces in UE4.
A ...
I just Updated my unreal, but it didn't update my multi user server and will no longer allow me to join saying: Invalid version for 'Patch Engine Version' (expected '1', got '2')
How do I update the server?
Is your server using vanilla launcher build?
Then update it per usual. Make sure all editor instances are closed beforehand
ugh... trying to learn blueprint has been massively frustrating. the amount of effort required just to do super basic stuff feels staggering
@half nebulaBlueprints are a really programming language, yet visual. Which part do you find most difficult to grasp?
the biggest hurdle so far has been learning all the unreal-specific language. like, earlier today i hit a snag where all i wanted to do was raycast from the camera and return the first object hit, but it took like a half hour of flipping through tutorials to find out that unreal calls it a "line trace" and that i needed to use "break hit result" to get anything relevant out of it
@half nebulaok so it is not much about the programming language but more about how to do certain things. That can only be learned from experience or by following a comprehensive course. Flipping from tutorial to tutorial is not going to help much. Did you follow any of the courses on learn.unrealengine.com?
You can also ask under #blueprint or here, usually you will get an answer rather quickly.
In general a Line Trace belongs to the family of functions called Scene Queries, supported by the physics engine.
Is there anything I missed during the last few years on how to improve this awful search?
Pressing Enter adds the freaking End Ability State node...
@regal mulchCannot think of anything else than adding EndAbility to your favourite nodes and picking it from there
are there any good tutorials you can recommend that are better for someone who already has a solid grasp on programming concepts?
@half nebulaif you are already familiar with programming concepts but just want to grasp better how Unreal Engine works, you should pick something close to your objective, so your motivation stays high enough. Are you trying to make a specific type of game?
right now i'm trying to recreate an upgraded first person controller i made in unity a few years ago
@half nebulaok so you should probably focus on FPS related tutorials or courses. That may be close enough to what you are looking for.
The First Person template which ships with the engine could be a good starting point to study and familiarize with.
On learn.unrealengine.com there is a course called "Creating a First-Person Aim Trainer"
i'll look into it, thanks!
Seems to be close to your needs
Anyone that would like to join me in a first person space exploration game in UE4? Payment: Revenue split
use the job boards
How do i send a message there?
just follow the #instructions
Guys ,i am having an issue with GPU Lightmass
its not clear after baking (Grains Everywhere on screen)
I don't see how an overlapping UVs video helps an issue with GPU lightmass causing grainy output
@wary wavemy bad, I just realized he was asking about GPU lightmass which is UE5 specifc
it's UE4
but still experimental afaik
I should stop multi-tasking over multiple channels 😉
Point taken
Hello all. Is is better to start off with UE4 or UE5 as a beginner with UE in general, coming from unity? Its strictly for learning initially no game to be released yet. From some UE5 video tutorials I have to admit that I do like the UI better. Thank you.
given that UE5 is currently very early and very unreliable, I wouldn't use it for learning purposes
Aha excellent
I want to seriously pace myself anyway because my day job does not allow me lots of time unfortunately
@misty latchthere is a specific course on learn.unrealengine.com you may like "Making the Switch from Unity to Unreal Engine"
@patent cobalt thank you I will check it out.
Was making games with Unity 10 years ago for a company which eventually dropped the whole thing therefore I had to go towards Front-End
My current company saw that I have a game dev bg and said "hey we got some eu project dealing with AR and you are the only one that knows anything" 😄
I did a research to look where I left off all these years and decided to use unreal
@misty latchsounds like a new career path for you. In case of issues with AR you can ask in the #virtual-reality channel.
Does anyone know how to fix it ?
Every time I start play mode in firstPersonGameMode, the character would start at a weird angle, and I can't do anything like move or shoot, it looks character is stuck at ground....
For now blueprints are probably my best bet
@misty latchIt's never too late. Make sure you check the Learn Tab in the Epic Launcher and the project templates which ship with the engine.
@patent cobalt thank you for all the help 🙂
@indigo harborHow is your character handled in the level? Spawned by the Game Mode or directly placed in it?
Just drag it on the ground
@indigo harborwith the capsule touching the ground? Are you possessing it by setting Auto Posses Player 0?
I think it not touch ground, and a BAD size text with it don't know why
nope, I deleted the original one cuz it had same problem
@indigo harborbest way to position it properly is to raise it well above the ground then press the End key on your keyboard
That will slide it down until it touches the ground
Then select the player actor and on the right, under details, make sure Auto Possess is set to Player 0
@burnt tinseldon't need to ask for permission, just explain your problem
can't find Auto Posses option, am I doing something wrong 0....0
@indigo harborthat's not your player, that is just the Player Start
One thing to understand. When you Play the Player Start is replaced on the fly by your Pawn (player).
my team recently migrated to source version of UE4.27.2, but our individual engine builds have different engineassociation GUIDs, so we have to rebuild everytime a change is made.
how do we fix this
ok what?! Do I need a real character to start?
@indigo harboryou need to check your game mode. That tells the system which class to use for your Pawn and replace the Player Start with it.
It is likely that your Game Mode is not set properly, so the default pawn is being used.
Can you find your GameMode?
I think it is
@indigo harborwhen you click Play and check the level content on the top right can you see your FirstPersonCharacter in the level?
Make installed builds of your custom fork for your team to use.
wdym\
^^^^ This
Familiar with "rocket builds"?
nope
There's a tool to automate the build process
https://github.com/ryanjon2040/Unreal-Binary-Builder/releases
eh.. nope
Also for some reason, downloading iOS dependencies is mandatory to build UE4's AutomationTool program
is there a tutorial for this?
this
The README.md has the guide.
it works with 4.27?
Even 5.0
what do i do once its compiled
I deleted it , and find that, if game mode is "None", it works fine, but when I switch it to FirstPersonMode it will go to the weird position
Does anyone know how to fix this problem.
When glass reflects in glass it turns black...
@indigo harboryou may have some custom code in your GameMode changing the way the pawn is spawned. Check inside of it.
Before compiling, you should have the option to zip the build in the tool.
Once it's done, associate your project with the custom binary build and share the zipped build to your team.
ok thanks ill try
how do i know what options to use
include server? include client?
im using it for dedicated server
I don't know about dedicated server stuff, I'm not building MP games.
good afternoon, where/how would you save input settings? in a save file?
Game User Settings.
sounds legit... does it work with enhanced input?
@low micaI would ask in #graphics, you are more likely to find this level of expertise there
Never used enhanced input.
Thx Marco
it's pretty easy to put it into a save game slot, having it in some game user settings would be cleaner...
I have a scene 1000 billboards, I ve noticed switching the scene to unlit mode increases fps from 200+ to 600+. Why are billboards affectected by light and what alternative do I have for a unlit billboard
Also would viewmode unlit work in a packaged game?
Hello everyone! Since my project updated from 4.26 to 4.27 there are virtual texture flickering appears. The static mesh plane works as a stamp and updates every tick. Who knows what could cause the problem?
does anyone know how i can make an object hover? ive made it rotate, but i wanna add i little z movement, have it move up and down slightly
@warped parrotthrough animation you can use a simple timeline to set its Z offset from the resting position
got it. wanted to use that as a last resort. find it funny that theres a rotation component but not a hovering one lmao
@warped parrotyou can easily make your own "hover" component. I have a tut showing how to do it for a physics simulating actor, but in your case it is much simpler.
If you don't want to use a timeline you can use a sin or cos function to affect the relative location of your visual component. Plenty of possibilities.
Hi Guys Does anyone knows how to bake Gpu lightmass Using Swarm Agent , I saw a tutorial where the guy was using Swarm Agent for Gpu Lightmass
Hello guys can anyone help me?
I'm designing a landscape paint, the problem is when I use (Road layer) on (Grass layer) they they just blend, Any idea how to make (Road layer) dominant to (Grass layer) so they wont overlap?
I think its the collision, check the mesh and the capsule's collision
Try having only one component that block other object
what does that mean (i am new)
Most of the time(in my cases) this happens when the collision of mesh(or other component) is the same with the capsule(or other component) causing multiple collision event
how would i move a variable from one blueprint to another? ive set it to public and i know its something to do with cast but i dont understand it
You mean change a variable from another blueprint? cast would do, also game instance (im not a pro tho but I want to help xd)
well what i want to happen is when a key is collected the variable bool key collected is set to true. and then on my chest interaction blueprint. in order for the chest to open. i want to player to press E, and have the key collected variable bool be true
this is what i have for my key
and its not done. but thats sorta what i wanna do for my chest
Try having a branch (Key collected) on action "Press E" set the true to execute then false to no action
Are you talking about material layer, or adding spline mesh?
Also what kind of road are you talking about?
If I paint the grass layer with road layer they're just blending together creating a greenish road
I want the road layer not to blend with the grass layer to create a pure road texture
hello all i just wanna know a solution of problem
my problem
i wanna Check When My Character Overlap With Object If Object Matrial And Character Material Are Same THen leave If Diff than Call Death Function
Try using branch then
variable1 == variable 2
if false then execute death function
but how can check matrial
I'm not exactly sure sorry, but what you can do is create a variable for each character xd
does iPhone XR support Live Face/True Depth?
is there a plugin that will detect unused materials? I have about 140gb of materials in my project of which im only using 40gb or so
removing these manually is a pain
I use this:
https://www.unrealengine.com/marketplace/en-US/product/not-yet-unused-assets-filter
but you could use this as well:
https://github.com/ashe23/ProjectCleaner
Adds a filter to the content browser so that is shows unused assets. Useful for project asset cleanup!
hey! anyone here making a p2e on blockchain?
Hi there, in my game so far i've been making fairly uniform keyboards, with only 1-2 different meshes per board, so i could easily import the meshes and add them to arrays, then generate the keyboards in a loop (right keyboard in the image). I'm getting into making more organic keyboards now though (left keyboard in the image), where each key cap is a unique mesh. I will be making potentially hundreds of these (eg. lots of unique minigolf courses) , so could you recommend a way of importing all the meshes fairly automatedly / with repeating some process 40 times per keyboard? thanks 😄
I don't think keycaps are that unique IRL shape wise (in one keyboard), but the elevations and arrangement do help.
Also the little bump on F and J key.
my question was regarding a keyboard that IS made of unique meshes. In short how would you import a folder full of unique meshes, potentially hundreds of times without manually touching each mesh or arrayifying it mesh by mesh yourself?
:no_entry_sign: Jean-Pierre#4616 was banned.
Whats wrong with multi import? You can literally drag and drop any amount of selected meshes into the editor ( drag n drop ), and only hit the import button once?
Or are you referring to dragging them into the editor, and positioning them?
good point i need to think harder / just try it 😄
i can certainly drag them in like this, but if im switching between 100 different unique groups of meshes
I could maybe set them up as sub levels for streaming, make some logic to grab all the new meshes after sub level is streamed and reassign any variables i need to to the new meshes hmmm 🤔 ok thanks i think i got it 😄
hello all, I'm currently reading about releasing Unreal games to steam. Most documentation is about integrating steam services in Unreal to use their achievements and other online things. However - for now - we only need the ability to upload games to steam (for testing). I watched a video about uploading (and also read about that in the steamworks docs). Do I need to do all this dll copying or can I just upload a standard Unreal game to steam using their upload software?
If I should better ask questions about this topic in another channel, where should I ask?
Certainly not in this server, who knows what NDA from Steam you're signing on.
well, this is a very general question about pure technical stuff, so it's possible someone here knows
I mean, there's plenty of games on steam without any kind of steam integration at all
what's your question?
I'm going to guess it's HTML5 export
This also feels like it could be a good candidate for a blutility, once you have the meshes in, use some kind of naming convention, or something to relatively easily build up the keyboard using a blutility.
Which is no longer possible for native HTML5 export as of 4.26
That's out of topic for this server.
i usually charge €500 a day, pm me if still interested 😁
- yeh go ask in a web dev server 😄
job offers are only allowed in the dedicated channels. points at #instructions
ill check blutility out 😮 i just got to the point where i have 40 staticMeshActors that i need to convert into BP_Keys 😄 maybe that'll help
If all you need is a site, go use YouTube sponsors like Squarespace or Wix, or Wordpress. Should get your site up in no time
Otherwise, it's not Unreal Engine related and out of topic for this server.
ohh blutility sounds awesome
blutility is great, but sometimes/often a pure construction script and/or "Call in Editor" functions are enough
So I have a problem. the capsule component of my enemy wont follow the root motion of my animation. Even though I have rootmotion enabled and made sure the root bone is set.
wait
How difficult of a project was The Matrix Awakens for Epic staff? Did they put a huge team on it? Excluding dev time for the tech involved.
Heard they had 60+ people working on it
But they also wrote the engine
so, thats weird, the root bone wont move.
So for individuals, maybe you can get some mileage with Unreal 5 and Houdini work
anyone know what might be up with that?
I don't work with root motion that often, so no clue
fair game
anyone know when unreal editor will run on m1 natively?
No, probably not anytime soon though
so now only game build should support it as of 4.27 ?
Natively? That would be the case yeah. They explicitly mentioned that editor and runtime support were arriving at different times.
UE5 has Lumen and Nanite not working on M1, so we're a ways off, as per EA at least
Targets though, IE what platform you are building for
does anyone know how to fix this issue? (camera not changing view when moving forward or backwards)
Considering M1 is an ARM chip, not in a short amount of time. The engine is a huge x86 code base.
You might get some mileage shipping to iOS
Still need halp ;-;
Is it possible to change which bone counts as the root anyway? this is starting to annoy me
it just wont move
Anyone know where this glare might be coming from on the Sci Fi Robot I'm using. It appears on all types of cameras including the default viewport. No idea where it's coming from. Anyone got any ideas?
No.
so do you have any suggestions on how I could fix this?
Looks like its blinking red light thing
Aside from fixing it in DCC tool, no.
Yeah I think its an emissive material
That looks like lens flare if you dont want that weird ray effect
whats a DCC tool? Also, can I not edit where the rootbone is in UE4?
The stock lens flare do look boring 😛
I mean I like the material I just don't want the lens flare from it 😂
in what part of unreal toolset is that x86 codebase, ordinary code is usually portable between platforms, what may be real problem is hardware related stuff
Blender, Metasequoia, Maya, 3ds Max, that kind of tools.
And no, you can't just delete the root bone in editor.
use a post process volume then and disable your lens flare / bloom
If you want to compile the source code in M1 chip, be my guest.
didn't say delete, but could I move it.
Root bone ALWAYS be the highest bone in the hierarchy, parent of all the other bones.
move position, not in hierarchy, but sure.
Thanks that resolved it 🙌
welp, time to figure out how rootbones work in Maya I guess
I believe I misunderstood your comment, but moving the root bone procedurally to follow its child bones could cause recursive transform
sits in the corner with Blender
same case with blender
like, theres multiple animations in this fbx file, need to edit specific ones
is there any way to move the capsule above the red line?
or does this not matter.
what does this mean
so this refers to compiling game?
The editor and all the plugins use like a hundred or more third party libraries that just aren’t needed to compile games on arm platforms.
Getting the editor to compile for arm, It probably would take a long time to try to attempt on your own
so even that there is preleminary support for arm64, currently there is no editor natively an i cannot compile game for native architecture yes?
I'm looking into building a AR real world game and planned to use a resource such as Google Maps API. Obviously this an issue as it's mainly targeted to Unity 🤢 I've spent so much time with unreal I really don't want to swap. Does anyone know of anything that could help me with this, I know of a couple other applications but they just don't hold up to Google's APIs
so i can do that only by myself by tinkering with source code of unreal engine
AFAIK the demand for arm based editor isn’t there
@rapid sleetit is saying what it says, that variable you want to set (Overlapped Actor) does not exist in that blueprint. If you added it to that bluepring but never saved/compiled the blueprint, that is the issue.
i do not know unity has native editor but it for sure allows already to make silicon binaries
You can package games for arm but there is a superset of dependencies for the editor
Your best bet would be a x86 emulator tbh
i would like to know how to do it, because when i used ordinary package project from menu, i got only x86_64 binary, so not arm64 and not universal
Let’s go to #packaging
ok
my work in progress blueprint
btw this was passing as proof of concept for unreal xbox middleware, but i gave up on xbox
i have a bunch of meshes that are not evenly spaced - some are bigger than others. I preserve their world offsets from blender to position them in unreal, as like i said their positioning isn't predictable. I unfortunately can't get / work out what that offset is once in unreal ( for placing labels on the meshes etc ). Their relative and absolute locations read as 0,0,0
any ideas?
Bring them in separately. Add sockets to them [use empties and rename them SOCKET_whatevernamehere] use the sockets to place things. Other than that, no idea.
i gotta do it en masse somehow, im gonna have literally thousands of unique meshes with unique placements 😄
i could script-write to file their offsets before applying the transform in blender then read again from file? 🤔
Hi I was wondering how to create grid based building systems like in TerraTech, Avorion, Epyrion, Space Engineers, Crossout etc. (NOT Minecraft) where you can build your stations/cars/spaceships etc. Grid based and it holds together and can move around seperate from other grids. My questions are: How do I achive making this grids? Is there any special expression I should search for tutorials?
As MOA suggests seems easy enough to create the "sockets" in software then have unreal convert them
this might be one of the worst newbie questions asked here, trying to learn it obviously, but anyway here goes.
Any idea what happened to my scene here? it was fine until I saved it the last time. Tried opening it now and everything is too bright.
hhhhhmmmmm oh yeh
The sockets thing won't help with the offset issue, which is either down to the way you are exporting from Blender, or your import settings. Fairly sure you should be able to bulk import multiple actors, - that is of course presuming that all the keys are separate and not joined/parented?
Can anyone help me figure out why the parameter with reference has a "Data" output but not input, while the without reference has it as an input?
@foggy isledid you adjust anything? what does a File -> New Level -> the basic level with just the floor look like?
@pearl minnowso are all of those unique meshes in the scene, or one blueprint with multiple meshes?
Like this. it was kinda bright too when I opened it and automatically toned down and gave me a screen like this. Thanks for helping btw ❤️
so that looks fine, Im guessing you might not have any good lighting in that other map and your auto exposure is kicking in
uncheck this in the other map, see what happens
thx man it works
each keyboard is comprised of 40 key meshes, which are modeled in blender, then exported via a script, maintaining their offset from 0,0,0. So when i import them, they're "at the right position already" sitting at 0,0,0. So while they're preserving their location im also losing practical access the location information
screen brightned up more and the auto contrast thingy toned it down a bit again. Btw, that new scene which I created, just poked around a bit and found out brightness goes crazy high when I add "SunSky". Same is is preset in my messed up screen
so maybe i should reset their offsets before export and just take note of that original offset, then re-apply the location offset in unreal
it does sound like your maintaining their pivots from your DCC program when you import it (they all show 0,0,0 when selected?)
@foggy islemaybe you changed something somewhere in a default engine item. Your default level should look like this, if it doesnt then one of your defaults changed.
what format are lightmaps stored as? 8Bit sRGB?
I'm having an issue getting my camera to focus on the character and blur the background, at the minute it's kind of either blurring everything or focusing everything.
Anyone got any suggestions?
@foggy islebut yes if you have "poor" lighting, then your eye adaptation/auto exposure will kick in and try to brighten up the scene and make items appear brighter. You can fix this by using more accurate lighting or disabling that in your project settings
that's right! which initially i thought was advantageous, i didnt have to place anything, just spawn them all. But yeh the lack of explicit transform info means i cant place labels near the actual meshes
@shadow ravinecheck the draw debug focus plane
I'll come back another time
I checked it again and the whole thing flares up when I add the "sun sky". Any idea I can turn them back to default?
what is the sun sky?
SunSky actor methinks, from the plugin
oh yeah from the calculation thingy, that has a bug lol
yeah its not on by default, click on your instance in the world then click on the Direction Light in the Component List, then change the Intensity to something normal like 10 or less
the default one that comes with the plugin is broken
Sorry to be a pain and butt in, but i'm having some issues packaging my very first project and was wondering which channel would be the correct one to put the output log and ask for help?
depends on the error? but #packaging might be a good start, if not in here
Thank you, ive popped a post in there 🙂
So, how would I edit my animation so that the animation has rootmotion? (Either within UE4 or a modelling program)
Thanks alot my guy!! 🥳 That totally solved my issue. The lux value was around 75000.00.
I've been at this all day but I'm clueless on how to fix it
in details type root motion
hate to say this. but I do have that ticked
still doesn't move
big capsule is meant to follow the dragon here
anyone else have this weird bug where hovering over the engine scalability option in ue4 literally crashes the entire editor in 4.27
@pearl minnow i guess i misunderstand, but it if there is a socket placed exactly where you want it to be from blender, that gives the exact location to use in unreal. If each object is exported individually there's kinda two results: 1. all of them share the same location being at 0,0,0, so they can all get placed with the correct offset (though their locations are all 0,0,0) or 2. each of them is offset in the engine but their pivots are at the mesh's center (essentially what the sockets would handle).
And from what i am familiar with about this game, each object needs to be its own mesh, so that leads me to thinking sockets made in blender for unreal to convert (as unreal is a little more tedious to make that many sockets). iirc there are some problems with sockets coming into unreal (one i think of is unreal possibly making a duplicate set of sockets every time the mesh gets reimported - could be wrong tough).
To an alternate idea, maybe it's better to record the vector locations of each object noted in blender and reference that in unreal (maybe you can output a log of all vectors or something).
EDIT: a QoL that Unity has is hierarchy with importing - literally solves the problem, but unreal handles that aspect differently
any one knows if it is possible to have control on to spawn or not to spawn blueprint actor on level ? or i should destroy it right away if i dont want to spawn it ?
Currently while using empties as sockets, when in Unreal, you only get the positional data and not rotational. That may or may not affect you [it's a PITA imo but hey ho] As for the meshes ending up with a shared pivot point, this is down to your export or import [95% sure of that 😄 ]
One thing to consider as well @pearl minnow is to look at the "Import into Level" option from the file menu
erm, why is my directional light not casting any shadows whatsoever?
its set to movable
????
Do you have shadow scalability settings set to low, by chance?
Low shadows effectively disable dynamic shadow maps
no? 👀
everything is set to high
resolution scale 75
!?!?
and cast shadows is on right? 😏
yes on and off and on and off
nothing happens
delete it and buy new one, maybe it burned out
replaced light and still no shadows
dafq lelelel whats happening
im trying to use dynamic lighting
nice, my project now crashed
gg
wp
unreal figured out it wasnt working
hey guys i'm in need of some help with an issue. I am making an fps and whenever i move the camera the gun gets really shaky. Here is an example of it happening : https://youtu.be/Uz6BNcBhQbw?t=6 . Any idea what that could be ? Thanks !
Solys is a free-to-play competitve FPS with planets and base-building. Build your base around your Monument and destroy the other teams to win.
Available on Steam : https://store.steampowered.com/app/1537920/Solys/
Follow us on Twitter : https://twitter.com/SolysGame
Instagram : https://instagram.com/SolysGame
i mean if you can get that far into dev, im pretty sure you can figure this out. not trying to sound sassy. lol
now that's a useful response 💩
if you set up IK hands that could be an issue
kind of looks like you are teleporting
I've got to admit, I didnt see any glaring issues lol. maybe a time code for an actual issue
lol, the gun jitters a bit mainly in iron sights
thats what i was thinking. something with networking maybe?
does it do this in editor?
at around 6 seconds you see me aiming and when i move the mouse it shakes quite a bit
well I guess it does but... is it not supposed to do that?
thought about that but it still works in editor
id assume its how it is being attached
If it works in editor, then its 100% netowrking issue or replication issue.
i mean the problem works haha
oh
I am getting this error for quite some time
hey so i have an issue, i have an inventory system and i want to change the animations of players based of what their holding. i already have a way of detecting what type of weapon is in their hand, and i know how to change the anim bp. But my issue is i dont know what type of variable to use. so basicly im detecting what the player is holding in their hand and i want to set a variable for example, if its a 1handed item, then set Somthing to true. but i dont know what Somthing i should use, like idk if i should use booleans for each weapon type or like an array.
i have 2 seperate guns as i'm not making a true first person
@junior sedgeand you get this error compiling source, compiling a project, when?
If your whole code is written in c++ you should take a look at the shooter templete for a reference
compiling source
non-unity?
@junior sedgecompiling the source of your project it looks like. Is the engine running?
good idea i'll check
I didn't understand
neither do i lol
unreal is running
and that is why you have the error, it says that
its using live coding. so close the editor and compile, or use the live coding recompile in editor
Yeah it is using this thing
It compiled
@broken socketif its a simple "if this from a list, do that" look at using an enum for your item type
This is the results of the debug focus plane
in your viewport you should be able to see the plane, you can adjust it from there to get the look you want
that is just an easy way to see where the actual focus is at. alternately maybe try setting the auto focus to the target?
My camera is attached to an actor for a smooth transition so I don't think it's showing in the viewport. Might be best to try the auto focus, how can I go about setting that up?
i'm working on a game that's essentially 2d/side scrolling, but i'm just doing it in normal 3d.. i've got units i'm moving with "Simple Move To Location", clamping the Y(horizontal) value, but they aren't accurately going where i click on the screen because it's still fetching coordinates in 3d space. does anyone have any suggestions for a best practice on how to handle this? i've spent the morning messing around with the mouse on screen coordinates, conversion to world space etc. and i'm not having any luck
@shadow ravineits in the settings, the focus method. Then you can adjust the offset if needed. Your apertature on the bottom has alot to do with how much the back item is out of focus as well
the square cube is the focus tracking target on the mesh in the front, then a lower aperature blurs the background mroe
if you did the manual with the focus plane on you see this, and it lets you see where the focus distance is at visually (the purple plane)
you could always drop a camera into the world and set it up there, then duplicate those values to your actor
Okay great thanks, that's given me plenty to work with!
'BoxTraceByChannel' at the location that you want to exit to
Speaking of box traces, I'm having an issue here I cant seem to solve. I'm trying to do a box trace of a mesh, which is working fine, but I'd like the trace to have an orientation similar to the mesh. Any ideas how it can be done? Here's what I've got so far, just need to plug something into the orientation
The mesh itself is a diagonal piece, which is why I'm having issues, and why I cannot use GetWorldRotation
Excuse me guys, I have been away from unreal development for years now, is there still no flight controller that simulates bird flight?
I was working on this before I left.
As in you want your player pawn to fly like a bird or to make birds in general?
To fly around you can use the flying pawn movement component.
Yep
I'm finding it really hard to translate what I mean, but I have a video.
https://www.youtube.com/watch?v=mKyzth08cO0 @patent cobalt
sry for the FPS my machine is dying.
public free release coming soon, doing this for the community.
Part if this is animation of course by the flying movement is basically the same as a space ship or airplane
The flying pawn movement component can simulate that. Now to make loops etc. you will need to tweak a bit the standard implementation.
I wanted to make this like
as close to bird physics as i could
but i stopped working on it before i could factor in wind and stuff
Use 0,0,0 for rotation. The bounds are going to be aligned to that
I would implement a basic lift and drag flying simulation then superimpose the bird to it
Not if the mesh is naturally at an angle
Bounds are axis aligned
Here is an example of what would happen if I did that