#ue4-general

1 messages ยท Page 1111 of 1

open spear
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yea its the valley project

grim ore
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oh valley of the ancients is evil

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how much system memory do you have?

open spear
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hmm, 32 gigs, usage goes to 16gigs at the max

grim ore
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yeah should be fine. Chances are its just an unstable video card being pushed, UE does that on DX12

kindred depot
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does anyone see anything wrong with this? I can not get my bullet tracers to show....

grim ore
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like I said I had one project fail on me when my card was not getting enough juice when I was undervolting it. UE really pushes a card and driver to the limits and points out unstableness

open spear
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hmm, ok I am trying underclocking stuff slowly

stray drift
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@grim ore pretty sure it's just the project being wacky, I have the exact same issue with that project only. Cyberpunk, Doom Eternal, etc etc everything is fine

kindred depot
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this is why i upgraded to a 16 gig 6900 xt. no issues sense i bought it.

rose pine
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My screen stays like this when installing bridge. how can i fix ue4

stray drift
kindred depot
grim ore
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@kindred depottheres no real code there to evaluate. when you say show, what do you mean. spawn? be visible? etc.

open spear
stray drift
kindred depot
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there should be no issues...

bright sigil
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niiiiiiice

kindred depot
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i tried offline, and online nothing works for the tracers.

bright sigil
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you know.... it would be easier to know why the hell im looking at this ๐Ÿ˜†

kindred depot
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Bullet tracers xD

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spawning a bullet projectile

bright sigil
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great job ๐Ÿ’ฏ

kindred depot
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I added a collision inside the project settings just for it as well.

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well shit, if its a 100% job why dont it work LOL

bright sigil
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oh it doesnt work?

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coulda fooled me ๐Ÿ˜‰

kindred depot
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All the visuals fx work, muzzle flash, sound, but the dang tracers wont freaking spawn.

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its driving me nuts

bright sigil
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the tracers? no way, ah man, wth

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what is this line tracers?

kindred depot
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Yeah line t by c

bright sigil
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you got em plugged in right?

kindred depot
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ofc lol

bright sigil
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but they dont show up?

kindred depot
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the first line you see was a test that sayys actual bullet xD

bright sigil
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๐Ÿฆ‘ where? (there's no squint icon)

grim ore
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so the issue is the item is not spawning, or you cant see it, or its getting destroyed on spawn, or ?

kindred depot
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I dont see it hold on ill do a quick video

grim ore
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do you know how to debug?

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plus this looks like its multiplayer which makes it worse

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but if this "tracer" (I assume you mean BP_Bullet) is supposed to spawn and do something on the client you should be able to breakpoint on that node and step to the next one to make sure it spawned

kindred depot
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Yeahh its MP

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replicating everything first.

bright sigil
kindred depot
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to try and see the bullet

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lol

bright sigil
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turned off debugging?

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like developer things?

open spear
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reduced clocks by 250mhz and the project gave the same error on launch, didnt even start loading textures

kindred depot
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_<

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ill thry this easy ballistics first but it has not collat dmg and its all c++

bright sigil
kindred depot
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haha

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when all else fails, look to the marketplace for help.

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ill redo this one more time. ill let you guys know the outcome

bright sigil
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I. Can't. Wait.

open spear
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woah

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wuts happening

grim ore
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well again, did you try breakpoints and debugging

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verify it actually spawns, etc.

bright sigil
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no i think its line traces, though Atomik said "tracers"

grim ore
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by tracers they mean the physical representation of the bullet, the "tracer" look of them when firing

bright sigil
open spear
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reduced core clocks and ue5 isnt even lunching the game, all loadings have become slow? reverted the clocks but everything is slooooowww suddenly

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Hmmm let's see now

kindred depot
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im not replicating cosmetics lol its ran client side but the fpp is not seeing the tracers

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the tpp has its own cosmetics

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fpp arms and tpp body

bright sigil
kindred depot
bright sigil
kindred depot
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hahah

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i know im crazy talk.

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all good tho ๐Ÿ˜„

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lol I set up a very unique system.

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you have the first person gun that hold first person data and the third person gun that holds all the data(bullet ammount etc)

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new projectile. does this look right?

stray drift
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First and Third person guns ๐Ÿ˜… The naming needs work at least

kindred depot
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i forgot to plug in the location

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got it

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LOL

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meh i dont like tracers.

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do many games use them? i dont remember

stray drift
grim ore
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depends on the goals of the tracers, in multiplayer games they help to locate the person firing

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I would also think if this is a VFX, you should try using a VFX and not an actual object

kindred depot
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I am spawning a static mesh and destroying it

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your right

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but it works, i use a particle system as well.

grim ore
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but if the goal is for this to be for multiplayer and for people to see them then it has to be on all clients within range as well

kindred depot
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makes more sense when seen written down.

astral dust
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hey guys, im facing a small bug. I save the map but it still asks me to save it.
The contents of it are saved though, but still need to resolve this issue

ivory lake
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Can anyone help me with this ? I can't find the other tab in a newly created niagara emitter. It should be something like in the 2nd image.

kindred depot
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unreal slackers on laucher!

bright sigil
rancid lagoon
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how do i make unreal generate a number between 1-12 then if it is a 1 then it spawns a chacter, if it is a 2 then it spawns a room, etc....

bright sigil
kindred depot
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๐Ÿ˜ฎ

rancid lagoon
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how do i make an event happen on the specific integer

bright sigil
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you can do a select instead of a switch if you know how to use it ๐Ÿ™‚

bright sigil
rancid lagoon
rancid lagoon
bright sigil
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i dont understand

kindred depot
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he wants it to spawn a random room depending on the integer in range

rancid lagoon
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the room i have is a blueprint, if that helps

bright sigil
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yeah, but i still dont know how you want to have it happen

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i get you want it, but when? how?

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like on begin play?

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a trigger?

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after killing an enemy?

rancid lagoon
kindred depot
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overlapping?

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you might want to take a look into bp triggering

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if player collides with a trigger volume... etc.

rancid lagoon
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ok, but my main question is how to get an event triggered when it generates an integer within 1-12

kindred depot
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on overlap you might need to add a delay, with triggering the area will be generated in range.

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we cant help you all to much, you supplied us with information, we gave you the most basic answers.

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maybe some SS's

bright sigil
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you will have to figure out the transform on your own

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you may also need to destroy or disable the collider once it fires

rancid lagoon
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ok, thank you! that actaully helps

rancid lagoon
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GOT it to work!!! thank you soo much!

mint sequoia
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One thing "Rider for Unreal" shows us is that it is possible to add .uproject affiliated commands without entering them into the registry (which UE4 overwrites constantly), anyone know how to do this?

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The two commands above this are my own C# application that UE4 keeps overwriting (I use "Repair" to get them back). If I could find out what Rider for Unreal is doing I could finally not have to deal with this.

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I posted on StackOverflow but years ago I did the same for the same reason asking if there was a way to do this without the registry, and no one gave a solution

stray drift
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@mint sequoia could you make a throwaway local git repo, add everything before creating the action, then create the action and see what files have what changes based on the diff?

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Oh you mean for Windows actions, not in-IDE actions within Rider, nvm ๐Ÿ˜

mint sequoia
stray drift
mint sequoia
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And if it did, they would have the same issue I have

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UE4 launcher constantly deletes all .uproject associations and re-adds their defaults

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Ah... it wasn't searching the entire registry after a few searches, I'm wrong, but also I see how they're doing it now ๐Ÿ™‚ Nevermind

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The problem is... they added it to EVERYTHING facepalm

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That's their solution

stray drift
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Dunno if the Rider plugin has anything to do with it as well, it might be hooking into the regenerate process for example to add its items on top

mint sequoia
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Nope

mint sequoia
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It just globally smacks it onto every single extension

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That really got my hopes up

stray drift
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I think that's configurable during install time. Might have ticked an option like "allow opening folders as Rider project", used to tick that with intelliJ a few years ago. It's either that or have to right click the specific file to open as project

kindred depot
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hey move it guy

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๐Ÿ˜›

mint sequoia
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Instead it basically certifies the fact you cannot extend .uproject commands

mint sequoia
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It's... awful

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That's why Rider registered with every extension

kindred depot
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idk still waiting on a fps/tp locomotion from you..

stray drift
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Maybe he's getting held up on that by Rider abusing Regedit, food for thought

mint sequoia
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Nah Rider isn't doing anything wrong, Epic Launcher is

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Or perhaps windows OS is

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There's a design issue where everyone can point at the other guy

lucid grove
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Hey fellas! I dont know at which point, but my pawn characters started to push each other when colliding. I have no collision other than collision but capsule.

mint sequoia
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Is it a Pawn or a Character?

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Character extends Pawn

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Either way, if you only have collisions on the capsule, then whatever object type is assigned to that capsule, it's blocking

lucid grove
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Player character pushes small pawns, pawns sometimes push character aswell

kindred depot
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could be the physics asset collision

lucid grove
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Sometimes even in air

mint sequoia
kindred depot
mint sequoia
lucid grove
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Im sure i know lots about it

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But never encountered this one particular

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Google leads me to different aspects: from character velocity factor, to basic things

mint sequoia
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The solution is "don't make the object type assigned to your pawn collider block the object type assigned to your character collider"

kindred depot
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100% your collisions. mess around with them, if its not it, ctrl z then on to the next one.

bright sigil
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weird, my pawns dont push or get pushed

mint sequoia
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Or by saying "push" are you implying there is an impulse applied, and don't simply stop

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It's confusing phrasing

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Do you want them to block each other's movement?

lucid grove
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I'll probably rephrase it differently. Usually the characters just got stuck in each other. And now they're pushing each other into the air.

mint sequoia
lucid grove
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No

kindred depot
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collision with the capsule

mint sequoia
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They walk through each other?

lucid grove
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Ha-ha, no ๐Ÿ™‚ Hold on, gonna show you.

mint sequoia
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Describe what you want to happen and what does happen

lucid grove
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This probably better way to explain the problem

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The little bug is character

kindred depot
mint sequoia
lucid grove
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All components (without capsule) have no collision

mint sequoia
lucid grove
mint sequoia
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So both the big and little character have those same settings?

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None of them have any meshes set to simulate physics?

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And don't do anything like that in construction script or begin play?

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The character mesh, in particular

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Because to me it looks like the little character's mesh is simulating physics and responding to the bigger character stepping on it which is causing it to fly off

mint sequoia
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And nothing simulates physics?

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Including character capsule?

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And if you change Pawn channel to anything other than Block then nothing happens?

lucid grove
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Nothing simulates physics, but mesh have collision

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Just disabled it for test purposes.

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Same result

mint sequoia
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If you do that there's no collision?

lucid grove
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I must say that other characters also can push my character.

mint sequoia
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Right, so your collision profiles are setup wrong

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If you changed it to not block pawns and it's still interacting with pawns then there's your issue

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It means something on the little character is still colliding with the other character

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And it's affecting the capsule

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Which means either collision between capsules is still occurring, physics collisions are occurring on mesh (which is applied to capsule), or you have some form of triggered behaviour that adds an impulse

lucid grove
mint sequoia
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For one thing, record that video again with capsule showing

lucid grove
mint sequoia
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OK so your capsules are clearly blocking each other and then a couple of seconds in there's a push

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So disable collision on pawn vs pawn via capsule and see if that push still occurs

lucid grove
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Even harder now. I think we in right direction!

mint sequoia
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Now disable collision on mesh

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Try again

lucid grove
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Without character collision im going through. No pushing.

mint sequoia
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Or it stopped pushing when you disabled capsule collision?

lucid grove
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Without capsule collision - i can go through other pawn, but still push him away each 2-5 seconds. Without mesh collision and capsule collision - like a ghost.

mint sequoia
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OK so your mesh is resulting in collision that is then applied, which suggests your mesh either simulates physics or is having an impulse applied

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And your capsule is moving with whatever is happening

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Which means that CMC is updating it

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Look at these settings

lucid grove
mint sequoia
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Since it scales push force, it explains also why the smaller character flies away

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Try to disable "Enable Physics Interaction"

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Then re-enable mesh collision

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See if the push still occurs

lucid grove
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Done. Still there.

mint sequoia
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Which character did you disable mesh collision for, both?

lucid grove
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Only the player one

mint sequoia
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OK, so the non-player's capsule is colliding with the player's mesh

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And the player's mesh is pushing them back

lucid grove
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Probably

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Enemy Capsule have this settings

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Mesh this

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Player capsule this settings

mint sequoia
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...Well there's the problem then?

lucid grove
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Push push push push (like a song ha)

mint sequoia
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It does just seem like not understanding UE4's collision system BlobShrug

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You're letting a skeletal mesh collide with a character capsule, that's going to result in exactly what you're seeing

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I did ask you that ages ago in the conversation

lucid grove
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But at this point mesh doesnt have any collision at all

mint sequoia
lucid grove
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Hold on, i might be lost you in translation

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So basically - i need to disable mesh collision (if im not gonna use something like ragdoll at runtime) and use just a capsule collision.

mint sequoia
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A character will not react predictably when it's capsule is colliding with an animated mesh

lucid grove
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Got it.

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Thanks a lot, really appreciate it

rapid sleet
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quick question how to make the ocean bigger

sour tide
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Couldn't remember how to make a blueprint implement an interface the "normal" way. Just dragged the interface onto the blueprint in the asset browser. That worked.

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Genius.png

bleak zodiac
sour tide
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Wait, did it work? I think I might have gotten confused with an inputaction with the same name.

tough apex
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Greeting. Does anyone have issues with missing smoothing when importing a character or asset?

rapid sleet
drowsy snow
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I don't think you can change the water size at this state of things with it.

bright sigil
drowsy snow
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Considering that it rely on Landmass, and things has to be very, very specific with Landmass at this point

tough apex
bright sigil
tough apex
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Gotcha and thanks for the aid

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Tis be the torture XD

bright sigil
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whoa that looks likes something else is wrong

tough apex
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I changed everything to skeleton from animation in the tree and that happens ;u; Been stuck on this for months

bright sigil
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it looks like more geometry got created

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can you edit models in daz? i.e. model?

tough apex
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The model looks fine in Daz and the Mesh in unreal looks as intended. My only issue is when I retarget for pose. I think whats wrong is the pose itself but I'm unsure how to fix it

indigo cradle
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Quick question, does anyone know how to make velvet type material in Unreal Engine?

indigo cradle
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Interesting! I will test it

bright sigil
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gl it can be tricky

tough apex
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Looks fine when I reset the pose...

bright sigil
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its like certain vertices get moved for some reason

tough apex
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I removed hair and clothes. It isn't the default model from Daz but if I cant use a costum one, kinda defeats the purpose of making my own

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Still cant figure what it be

sour tide
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Why doesn't my sphere trace hit the bush?

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It doesn't have collision, does it need that?

bright sigil
sour tide
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I'm already printing what it's hitting, and it's only hitting Landscape

stray ruin
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you gotta add collision to bush

bright sigil
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then i think you're good

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ohhhh you want to have the bush as part of it

sour tide
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Yeah I actually want to interact with bush

sour tide
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Welp I just crashed UE4 for the first time

plush yew
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guys can someone drop me "send to unreal" plugin for blender?! i did all the connect epic account to github stuff, doesn't seem to be working, spend half hour trying to download the damn thing.

sour tide
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hooray now I can make my bushes change colour randomly

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except it feels bad, so, maybe I should rethink how aiming is going to work for this

plush yew
sour tide
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Pure practice

plush yew
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i went into far cry trippy gardening type of scenario

sour tide
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and stuff like "plants with randomised colours" might come up again later if this project idea pans out. I'm going to have to look into procedural generation stuff

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One of the fundamental game mechanics would be "walking up to strange plants and harvesting them" and having your body block your vision of the thing that you're trying to grab feels bad

mint sequoia
stray drift
mint sequoia
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Something to look forward to when you start modding engine and doing stuff Epic doesn't expect most users to

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(This is satire, I drew that in photoshop)

wary wave
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(this is not satire)

mint sequoia
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I never said it wasn't reasonably true ๐Ÿ˜›

sour tide
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actually, I did it trying to adjust a collision hitbox through just trying things which was maybe the most ambitious and self-directed action I'd attempted so far

stray drift
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I'm pretty sure I got regular crashes day 0 ๐Ÿฃ๐Ÿฃ

sour tide
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So like 95% of the things I'd done in it were Incredibly Safe Activities

mint sequoia
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I started in 2014 and crashes were normal, nowadays if you're just doing expected newbie stuff you will probably not get any

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UE4 had a hobby and that hobby was crashing

sour tide
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it was just UE4, adding simple collision to objects, and trying to modify that

stray drift
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I'm just setting up anim BPs, retargeting anims etc and it's crash city. Less bad than Unity though

sour tide
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yeah, but it's UE5 though

stray drift
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Shiny UI > being productive ๐Ÿค™

At this point I'm going for a Christmas holiday soon, and the full release might come January to February so dropping to 4.26 then going back up sounds like too much work to be worth it

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May be wrong. I often am.

raven estuary
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I just saw the game "Unpacking" whats that are style called is it still called pixel art it doesnt really seem like it

stray drift
raven estuary
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I dont think that came out right lol

clever axle
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hey guys!
How can I apply damage to a destructible mesh that is not based on force/impact? I want the actor to only take damage from bullets, not from physics

stray drift
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For a fun one, Mortal Shell, also a UE game, did an 'indie' rendering mode.

They basically rendered normally, downscaled it to like 1/4th res, and displayed that without any smoothing etc. I guess that would get you close?

raven estuary
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That might work so make it with all real things and just drop the res down

stray drift
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Helps if the scene is clean and not too detailed, and the lighting is simple as well, like cel shading would work well.

Also note the projection is isometric to make the lines crisp

raven estuary
regal mulch
prime willow
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so i have a super serious question

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quality of code

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if my code or function works exactly as intended gameplay wise and function wise

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should i bother reworking the code to make it optimal or use less nodes for the same effect etc etc

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i cant seem to find any good resources or answers on if how many nodes used or the way you setup your code matters if the end result is still the same

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@grim ore @drowsy snow @neon bough or anyone else knowledgeable about the matter, if you can chime in id sincerely appreciate it as im trying to make a game for production and little things like this still goes over my head and i wonder if its important to take this into account early rather than after the game is nearly done being prototyped etc etc ๐Ÿ˜ฆ

neon bough
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hard to give an generic answer

prime willow
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thats my literal problem xD

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i have noticed though

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that people who are really really good at unreal engine code in ways i didnt even know you can do, ive seen their blueprint setup and its parcular and interesting how they rig each piece or setup into each other and how long and short their systems may be

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but its almost always from someone who has done like 5 - 10 years of unreal :C

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considering i want to sell my game for actual cash i have concerns if code quality might cause issues down the line that i cant even conceive due to my limited experience of 3+ years..

neon bough
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the most important part is that you understand your code ๐Ÿ˜„

stark stratus
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Hey all, question; my project wont open anymore it crashed, this is the log

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how would i go about to fix this?

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open a backupa dn where are those?

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this is the crash log

dusky inlet
#

You should be more concerned with code maintainability than with premature optimization. You want to write code that doesn't give you extra work every week. In these cases its worth it to future proof your systems

grand lava
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@prime willow if your code works you should leave it as is, for the moment. Otherwise you'll find yourself reworking the same code over and over again, which can turn into a real motivational and or time sink. Try to finish with what you have, and if you decide you need to expand your code then you will probably have to rework it in some way or another. Optimization happens usually way later into development.

dusky inlet
stark stratus
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would it fix it to open a autosave?

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and could i just open a autosave?

plush yew
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if you try to build UE5 with 3 Computers ๐Ÿ˜„

dusky inlet
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Possible but I wouldn't bet on it. You can just try it out. Regardless I'd install debug symbols so you get a better idea of what's breaking

plush yew
prime willow
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ok thank hyou guys

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i appreciate your inputs

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ill take all of this into consideration โค๏ธ

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im currently building the systems with manipulations in mind from other functionality so its good to know im on the right track

glass minnow
#

Hello people, I have a question/decision on my mind and couldn't figure it?
I was creating a dog-like creature, based on Pawn class, with collision(let's say capsule) and skeletal mesh init, but at this case, collision components gravity doesn't work, if I enable simulate physics, gravity works but turns the character like a bouncing ball.
But if I do the same based on Character class, this behaviour doesn't happen and gravity works(simulate physics off), and this is the behaviour I want to achieve.
Then I compared two identical assets, Pawn and Character one, everything is exactly same except Character Movement component. So, here is the question(s).

  • Can CharacterMovementComponent affect gravity/physics?
  • If I want a non-humanoid character, should I still go for "Character" or "Pawn" with extras(which I want to know what are these extras)
  • If I don't want to character being possessed by controller, but AI, is Pawn or Character better way to go?
drowsy snow
glass minnow
honest vale
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yea the CMC is pretty... complex with how it moves ๐Ÿ˜„

next tangle
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Is this the best way? i want to aim at the weapon i work with c++... the character itself has a camera and every weapon has a camera... is that how you do it?

honest vale
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probably no, most games have an animation that raises the gun so that it's in front of the existing camera

drowsy snow
next tangle
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Also i must get the player character the camera

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And the weapon must in he place

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I can create a socket on the weapon model I think

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And set the camera

drowsy snow
plush yew
#

u can even scale up the gun for more dynamic aiming, there's lots of tricks that go with weapon aiming, FOV change of camera etc. etc.

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u can even have second gun that replaces the hip gun in a split sec and is meant only to shoot from aimed down position since accuracy of hip fire vs aimed down fire is different.

drowsy snow
#

Also for exclusively third person games, for zooming in sniper rifles and alike, you can have modified version of the weapon with just the weapon stock and the scope

next tangle
#

Itโ€™s hard to make aim?

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What do I have to do. I have the gun that you can see up there. Now I would like to add aim. What is the best way... to give a socket to the weapon model for the camera?

drowsy snow
next tangle
#

I will create a normal view and a weapon aim

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Fps right

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I work with c++ that the thing

drowsy snow
next tangle
#

Ok

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I quest in c++ channel I think

drowsy snow
# next tangle I quest in c++ channel I think

If you want it that way, and it works for you, then good for you.

Using anim BP and anim states would be way easier and can yield better result, but hey, what do I know about your project needs.

next tangle
#

But I can mix bp and cpp

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Yes but I love coding

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Itโ€™s a character thing or weapon?

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Charakter I think

drowsy snow
opal cedar
#

Hmmmm

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Where did the grass block man go

drowsy snow
#

AnimBPs are more specific to skeletons and animations, and not exactly the same as any other UObject based BP

opal cedar
#

@drowsy snow Just a quick question, do you know how to use Quixel Bridge?

drowsy snow
opal cedar
#

Ah yes, thats the one

#

Do you know what to do when you can export since you've changed the location of the application (Such as blender)

plush yew
#

Guys isn't this the naming convention for custom collisions when importing to UE?

drowsy snow
opal cedar
#

Emmm ok then

#

Thanks

slim zinc
#

Hey guys

#

What's the most developed non-C++ scripting langage plugin for UE?

#

Preferrably with C-like syntax

exotic thicket
slim zinc
#

Ideally I'd like to somehow integrate Beef into UE, since it's a lot less pain

wary wave
#

UE's C++ layer is perfectly fine to work with

exotic thicket
#

You're not going to have a better experience with any of the other bindings

#

they all bind on top of the C++ functionality

wary wave
#

I do nearly all of my scripting in BP because of its very tight binding to native code and other systems

prime willow
#

and letting go early makes you barely hop upwards

exotic thicket
#

Tbh I have had like zero issues with C++ in UE so don't really know what the "ton of things wrong with it" are :D

prime willow
#

can you do that with character movement?

exotic thicket
#

and I'm not really a pro C++ guy either

prime willow
#

or is that a system you gotta build

slim zinc
exotic thicket
#

What's wrong with it anyway? Just curious really

slim zinc
#

Can't tell with 100% certainty, so you can call me ignorant, but so far it seems to be an overall dirty language with shitty debugability

drowsy snow
slim zinc
#

It's been developed for many many decades, and there's a lot of deprecated features buried underneath, as well as just bad design choices

exotic thicket
#

I dunno, it's as debuggable as anything I've used

drowsy snow
slim zinc
#

How do you usually manage memory with C++?

exotic thicket
#

Both Rider and Visual Studio have a good debugger which gives you breakpoints, ability to view variables, etc.

prime willow
#

not the stop jump function

#

but moreso when pressing jump you dont reach max height instantly

exotic thicket
#

UE has automatic memory management for C++ so you don't need to worry about that so much

prime willow
#

but when holding it to max height

#

when pressing youll just lift up somewhat

#

im thinking maybe impulse jumping idk x-x

drowsy snow
slim zinc
#

Automatic memory management? Do you mean garbage collection or some other approach?

slim zinc
#

Ew

exotic thicket
#

I don't know the specific methodology they use, probably reference counting

slim zinc
#

I'd rather delete everything myself, tbh

drowsy snow
drowsy snow
slim zinc
#

I did that already

exotic thicket
#

Why do you want to use something like Lua or C++ if you want to manually manage memory?

slim zinc
#

Although it's not a complete engine by any means

drowsy snow
#

I mean, heck, if you want absolute control, go to ye olde Assembly x86. Shit gets real with it, including memory management (at least in DOS)

slim zinc
#

That's an overkill

#

I just don't like GC, that's all

prime willow
#

no no

#

take it a step backwarda nd be a real a man

#

build your pc from metal scraps

#

and lithim pieces

drowsy snow
slim zinc
#

So far my experience with GC in C# - is that it's something, that you have to dance around, in order to maintain high performance of your application

prime willow
#

file the cords as well

#

make sure each wire is hand crafted for true control

#

on output and voltage

modest trench
#

UE4 gc is a lot faster than the competition afaik

exotic thicket
#

I think how it's managed in UE is a bit different from C# because it's still C++. Basically it just removes the need to manually new and delete variables

prime willow
#

gotta get it just right amiRite

slim zinc
#

You have to constantly avoid instantiating classes, and instead try to use structs wherever possible

#

And yet structs are less capable

prime willow
#

my real question is

#

can you make an array

#

have the array check for a variable

drowsy snow
#

Kinda hate programming purists ngl

prime willow
#

than choose a different set of arrays based on the varable found

exotic thicket
#

Either way, all the languages that would bind onto UE would incur the same "features" or "limitations" of UE's C++

#

So if you want to be closest to the metal so to speak, using C++ would be the way to go

prime willow
#

kind of like branch but for multiple varaible and than itll flowto whatever array as intended

#

_>

modest trench
#

I've wasted a lot of time obsessed with memory management tricks that don't matter

prime willow
#

the best i thought of

#

was sequence into branches with the variable on each branch

modest trench
#

It's interesting but I would have been better off just making art

drowsy snow
#

"Blueprints? You want me to connect nodes? Disgusting! I want to get raw, type it down to the metal, baby!"

slim zinc
prime willow
#

than i need a node that connect the array to the branch

slim zinc
#

And then when your class is deleted, that field will be deleted as well

prime willow
#

nontheless that weird stuff i wanna figure out later

exotic thicket
#

@slim zinc never even heard of that language until you mentioned it :)

modest trench
#

Beef lang looked great

slim zinc
#

And is not the best fit for everyone

drowsy snow
#

Beef language looks confusing.

slim zinc
#

But I absolutely and utterly adore it

modest trench
#

Hope it gets used for something (not being sarcastic)

slim zinc
#

It's kinda like C# gone right

drowsy snow
#

Probably as good as brainfuck, the best of the best esolang ever

slim zinc
#

lmfao

modest trench
#

Beef is not a meme thing

exotic thicket
#

tbh C# is C# gone right imo :P you can't really pack everything into a single language I think so it's quite good for what it tries to achieve

slim zinc
#

Well, I mean, it's "gone right" for me

#

Everything I hated about C# is fixed here

exotic thicket
#

heh

slim zinc
#

Including things I didn't think about

modest trench
#

That one code plugin might let you create beeflang hooks

drowsy snow
#

No, any application

prime willow
slim zinc
#

Um, Beef is a programming language. So of course you can?..

exotic thicket
#

I've used so many languages that I generally don't have very strong opinions of any particular ones lol

#

I just use whatever I feel like using or whatever does the job I want with the least amount of friction :P

drowsy snow
modest trench
slim zinc
exotic thicket
#

They all tend to suck in some way or another lol

drowsy snow
slim zinc
prime willow
#

my question that i need to learn is how do i make jump get full jump height on holding the axis or button but tapping it only bumps you slightly up based on how long its held until max jump height is done

slim zinc
#

It's not compiled

prime willow
#

my movement system is practically done aside from bug fixing alli need to do is that particular part :C

drowsy snow
prime willow
#

currently jump just reaches max height no matter what :/

slim zinc
#

่Šๅœฐ็œŸ, You maybe meant "less"?

prime willow
#

huh

drowsy snow
#

Whatever, I don't give a shit, that's what I'm trying to say

prime willow
#

sorry i havent slept in 2 days ish

#

;-;

#

sorry

drowsy snow
#

I'm not adding another programming language just because of programming purist ego. Runtime code execution matters more, because BPs and C++ are compiled, and modding is the only reason I add third programming language.

slim zinc
#

I wasn't really trying to get you on my side, was I?

prime willow
#

well at least youre not as stupid as me

#

im trying to use only one type of code for gameplay :3

#

either C++ or BLueprints

drowsy snow
#

Hard to please programming purists

Anyway, jumping

prime willow
#

o.o

slim zinc
#

Why call me purist though

slim zinc
#

So this thematically fits

drowsy snow
prime willow
#

ah

#

so having jump go as high as you hold would need rewriting

drowsy snow
#

CMC's jump is more like adding impulse, happens instanteneously

prime willow
#

oh..

#

so id have to add a range based on how long its held

#

so tapping would be short jumps and holding would be longer full jumps

drowsy snow
#

Yeah, so adding upward velocity based on how long the jump button is being held

prime willow
#

yush :3

slim zinc
#

Usually in games jump force isn't instantaneously applied though

prime willow
#

o-o

#

i wanna do something like mario 64

#

or most platformers

slim zinc
#

It is applied while button is being held, but this force exponentially fades the longer you hold it

drowsy snow
prime willow
#

where its a slight jump or longer higher jump but quite a nudge based on hold input

#

hmm

stray drift
#

@slim zinc have you seen AngelScript? Hazelight use it :)

prime willow
#

@drowsy snow im too tired to think proper

slim zinc
#

I've only heard of it, I think

prime willow
#

ill poke you in pms about this when i wake from nap

#

but im going to see if i can set some stuff up for you before i nap since im finally almost done xD

stray drift
#

But also might as well just wait for Verse.

slim zinc
#

Thanks

#

And have you seen Wren?

drowsy snow
drowsy snow
#

At the same time I'm kinda confused with grand planning the Lua functionality

stray drift
#

I think modding is a niche requirement though. Depending on a random Swedish studio's support would be my primary concern :)

drowsy snow
#

I value modding more than programming language bias, being a modder myself.

slim zinc
#

Use Wren for modding

#

It's much better than Lua, imo

#

It's syntax does look weird at times

#

But you get used to it

stray drift
#

@slim zinc you're against one GC implementation, not the concept itself. Reference counting ones are performance friendly and save a lot of stupid work when programming. Languages like Go also have much fewer concerns with GC due to different implementations

stray drift
prime willow
#

nope nope time for topic change guys

drowsy snow
#

lol jk

prime willow
#

i have done the thing D:<

#

its too late to go back

slim zinc
#

But I still like being able to explicitly delete stuff

drowsy snow
slim zinc
#

(In Beef it's not bothersome at all)

prime willow
stray drift
#

It's not usually "able". You either have to do it all the time and blow up RAM, or don't do it.

slim zinc
#

Yup I know

drowsy snow
prime willow
#

im really proud of my movement system so far

#

blah i need to play xiv adsfgfh

slim zinc
#

But managing memory is easy

prime willow
#

ive barely leveld my sage

drowsy snow
prime willow
#

crystal

stray drift
#

No offence mate it just seems like you're here to preach about Beef. I stay away from niche stuff as much as possible, minimise friction to development as much as possible.

stray drift
drowsy snow
prime willow
slim zinc
prime willow
drowsy snow
prime willow
#

;O;

stray drift
slim zinc
#

But yeah, I guess for now I'll just dive into UE by enduring C++

drowsy snow
prime willow
#

will definitely do โค๏ธ

stray drift
#

This is relevant lol

slim zinc
#

True

#

Monopoly is scary

stray drift
modest trench
#

The real rough part about ue++ are the compile times

#

If a scripting lang comes out I don't care if the syntax is emoji based

#

These compiles are killin me

stray drift
modest trench
#

I hope we get it soon

stray drift
#

Fortnite started using it what, a year ago? Skookum is usable in 4.23 or something... ๐Ÿคท

drowsy snow
stray drift
#

It's just horrible UX to have to restart the editor in between recompiles, especially header changes. Even Unity is better than that

drowsy snow
#

I swear my gripe with Unreal C++ is slow compile time

#

At least I'm not disgusted with BP so iterations can still be fast

modest trench
#

Live coding in ue5 can leave it open even with header changes

stray drift
#

C++ is for concrete implementations though, so I'd imagine a lot of time you would be converting over someone's sketchy BP implementation.

stray drift
drowsy snow
#

Unity C# is high level right?

slim zinc
#

Doesn't EU have debug builds, that are quick to compile?

#

Or something

stray drift
#

Hmm no, BP is still faster if you count that, and so was OG Skookum, and I'd imagine Verse in the future

drowsy snow
slim zinc
#

I don't even feel like fixing that typo

drowsy snow
#

Oh fuck, really?

modest trench
#

Yeahp

drowsy snow
#

Now the challenge is whether I can keep my words on staying in UE4

modest trench
#

It's still a full uht compile though so it doesn't feel much faster for me

slim zinc
#

How do BP nodes compare to, let's say, nodes in Blender?

#

Are they equally bothersome to use?

stray drift
#

Is the unit testing any better in 5?

drowsy snow
#

The last thing I want is some UE5 features hogging performance on lower end hardware

slim zinc
#

And also geometry

drowsy snow
#

I can drool over its animation feature

stray drift
#

It's similar UX I guess, but UE BP covers most scripting you could ever want.

drowsy snow
#

And metasound

#

OMG metasound

#

It's like my inner sound designer wet dream

stray drift
#

Sound scripting, AI scripting, material scripting, animation scripting....

slim zinc
#

Oh wow

stray drift
#

It feels pretty consistent still though, and some difference is expected when you're dealing with such disparate problem spaces.

drowsy snow
#

Don't get me started on anim BP

stray drift
#

Has anyone tried TDD for BP function libraries and the likes?

#

You need to drop a... test actor in? The fuck even

#

Not like strict TDD, but doing testing in conjunction with implementation

modest trench
#

They have test macro stuff setup for some plugins

stray drift
#

Most unit testing related stuff I found was in pipelines and merge checks and all, not really in Dev ๐Ÿค”

modest trench
#

Do hard coded macro tests count as tdd?

stray drift
#

Nah I'm pretty loose with TDD, but intertwine the testing and implementation normally

#

Yeah and you end up with tests checking each function even exists, the shape or whatever of it...

#

So it's an integration of functional test. When/ how is it run?

plush yew
#

hi

#

u got 5yhalf ue4 expierience

#

and never ever did sound xD

#

i got the biggest audio pack from some resources ๐Ÿ™‚

#

like i got everything even a chicken walk

#

what do i do ? what tutorial is the best ? and shal i make wind and forest stuff or what shall i do ?

#

dont wanna learn it the wrong way

#

ooww haha

#

if its not permitted i prefer this channel haha

#

you as a guy needs to do stuff

#

thats all

#

you got quests like kill that fox! hes killing my chickens ! reward you get a golden egg xD

#

something like that

plush yew
#

wait i shopw

drowsy snow
#

I mean, your question sounds lot like a general sound design question, not something specific

plush yew
drowsy snow
#

Hard to pinpoint what issue you're facing with it

plush yew
#

the question:

#

why cant i hear all the sounds ? ๐Ÿ˜„

#

are they glitching on eachother ?

#

this are the settings

drowsy snow
#

Are your WAV files in 16-bit?

plush yew
drowsy snow
#

It has to be in 16-bit, otherwise it won't work

plush yew
#

this one

drowsy snow
#

I mean, the source files

plush yew
#

it works but not all the time even when its the same file

drowsy snow
#

I know that WAVs from several audio packs tend to have the highest quality possible, including using higher bits

#

Some sound packs that I use are in 24-bits, so I had to manually tweak them in Audacity

plush yew
#

sounds kinda painfull xD

#

got a wife who is talking 24/7 xD

#

dont know im up to the task haha xD

#

if*

drowsy snow
#

Guess I had the upper ground for being single :P

plush yew
#

hahaha ๐Ÿ˜„

drowsy snow
#

Another way to reassure myself being single isn't that bad.

plush yew
smoky timber
#

Heyy there peeps! Anyone have a little free time for an Unreal blueprint consultation? Got some issue that I can't get wrap my head around

cinder knot
#

Question: how do you make ground fogs?

#

i wanted my scene to have ground fogs and have no idea how to make em

smoky timber
cinder knot
#

no i mean i want to add those smoke like kind of fogs

smoky timber
#

then definitely particles

cinder knot
#

i didnt add volumetric fog but i wanted those kinds too

#

do i like just need cloud textures or something?

drowsy snow
cinder knot
smoky timber
#

This is from my game and they're particles if you're referring to this one

cinder knot
#

oh yeah these ones

#

what kind of textures do you use?

#

so i can try to make my own

#

is it like clouds or what?

smoky timber
#

this is the material

cinder knot
#

whats the white texture?

smoky timber
#

ah it shows it wrong here

#

that white texture is this one that controls the alpha

cinder knot
#

ah alright

#

thanks

smoky timber
#

No problem!

#

p.s. I'll post my issue here in case someone knows

#

I have this AI I did and I want it to go and investigate when a physics object causes a sound. Here's my AI code for that. I added report noise to the physics object blueprint. But when I'm debugging, I found out it only moves to the cast and doesn't continue further. Any ideas?

grim ore
#

debug? print out the actor (the cast is failing, so what actual actor is there) or breakpoint on the cast to node and see what the pins are coming in from the perception updated event

clever axle
cedar wave
#

I feel like there is, and I have used it before, but is there a command to see what object is taking up the draw calls? Like, it explicitly says the BP's name? I have looked at SceneRender and RHI. Neither specifically pointed out the BP.

clever axle
#

Guys I have a problem with a destructible mesh. I have SimulatePhysics disabled on it but as soon as the actor comes in contact with a physics enabled actor, it automatically enables SimulatePhysics by itself

#

I don't want this actor to be destroyable by ricocheting other actors, only by my gun

#

This is all so odd. It seems impossible to have a destructible mesh that's only destroyable by gun

fathom bone
#

Hey.. can someone help me , please?
I finished my game and I wanted to try it on my phone. In package i selected full rebuild and then made the install APK. Nothing works. I mean on PC now i have a lot of bugs. They were working perfectly before and on phone those bugs are working ,but there are still some other bugs. I don't know how to fix this

grim ore
#

you identify the bugs and fix them, this is software dev 001

plush yew
#

questiom:

my player keeps spawning at no player start

#

like 1 houre walking from spawnppoint

#

make it 30

#

xD

#

min

grim ore
#

do you have a player start? if so do you have a default pawn in your game mode and is it the pawn you want? if so do you have any pawns already in the world set to auto possess?

plush yew
#

oh no xD

#

i saved and the problem came

mossy kernel
#

anyone know why my metahuman looks like a ghost?

plush yew
#

made a deer to go in my level at high speed without uising my slower characters, thats why i think

plush yew
#

my inventory system handels everything

#

๐Ÿ˜„ thats why

cedar wave
#

Your inventory system handles the spawning of your character?

charred stirrup
#

Hello. How i can avoid this type of error?

drowsy snow
#

TIL building Unreal C++ stuff from command line is way faster than building it through VS/Rider
It's like astonishingly way faster

grim ore
#

@charred stirrupif there is a collision issue that will show up, so move it away from colliding objects/being inside objects

charred stirrup
#

there is bad collision on the floor

drowsy snow
#

Lmao I just discovered it, noticed that build times somehow getting way slower than usual through VS

#

No, even in 8 GB of RAM I discovered it's not the bottleneck

#

I'm still using HDD so there's most of the bottleneck, but made worse with VS keep doing Intellisense (or whatever it is) in BG, and I didn't exclude Unreal folders from Windows Defender prior to this

sharp crest
#

someone is trying to play my game and when he launches it gives him a blackscreen and then closes, so he is not able to launch/play the game, anyone has any ideas?
the log doesn't show any error....

#

this is the last thing the log shows

[2021.12.16-16.35.13:683][ 0]LogRHI: Display: Opened pipeline cache after state change and enqueued 0 of 0 tasks for precompile.
[2021.12.16-16.35.13:683][ 0]LogRHI: Display: Failed to open default shader pipeline cache for SpaceVoxel using shader platform 0.
[2021.12.16-16.35.13:683][ 0]LogInit: Using OS detected language (pt-BR).
[2021.12.16-16.35.13:683][ 0]LogInit: Using OS detected locale (pt-BR).
[2021.12.16-16.35.13:683][ 0]LogTextLocalizationManager: No localization for 'pt-BR' exists, so 'en' will be used for the language.
[2021.12.16-16.35.13:683][ 0]LogTextLocalizationManager: No localization for 'pt-BR' exists, so 'en' will be used for the locale.
[2021.12.16-16.35.13:686][ 0]LogTextLocalizationManager: Compacting localization data took 0.85ms

drowsy snow
#

Yeah, Windows Defender (under Antimalware Service Executable) stalls the read process of files to scan it. It works for most general use case, but hampers with dev process

solar jay
#

quick question, does the performance matter if you are only making the scene for a video and not a game, because my scene is running at 20 fps

sharp crest
#

unless it's gonna work with the cinematic system I think those can record at any fps

#

maybe

#

not sure

solar jay
#

its for cinematic yes. so it doesnt matter what the fps is

grim ore
#

yep windows defender blows when compiling, its really rude

sharp crest
drowsy snow
solar jay
#

i see

#

thank you

drowsy snow
#

Although at a consequence that audio export won't work, though this shouldn't matter as most machinima makers do the audio in separate realtime recording or doing it in post

grim ore
#

yeah if you watch task manager you can see windows defender scan service causing HDD issues when compiling. its super annoying

kindred depot
#

easy gun recoil in 3.2.1.

solar jay
#

if you were to get plants from the megascan, are they already animated ?

zealous magnet
#

How would you go for sound effects in a game? E.g. every lever makes a sound when interacting with it, would you have a audio component in every instance of the BP_Lever which plays that back, or have some sort of subsystem which loads the sound files once and then use PlaySoundEffectAtLocation to play it?

zinc cedar
#

hello is someone knowing wich type of texture that is ?

kindred depot
drowsy snow
stray drift
#

These are some wacky looking textures lol, what is it, a spaceship with a face? Casper the Friendly Ghost?

tough apex
#

Ya'll wanna see something cursed?

stray drift
#

I have a feeling I'm seeing it anyway

tough apex
#

Possibly but if you say no, I'll look the other way

stray drift
#

Nah surprise me mate

tough apex
solar jay
tough apex
#

;u; Don't know how to fix it

stray drift
solar jay
stray drift
#

It does look like a face though yeah, maybe something like Roughness + AO + Spec?

stray drift
# tough apex

Nuke your project if the alternative is looking at that. Typophobia hazard

tough apex
#

I have to stare at it if I wanna find a fix...that thing of nightmares

stray drift
#

All the mesh faces look inside out, or something of that sort. Idk I'm not a 3D expert

#

Or sucked into a black hole, pick one

quartz mural
#

hey ! i was wondering if someone had experience with spawning meshes from an array on a spline?

tough apex
#

Its a lot worse when you hit play

bright sigil
tough apex
#

How so?

bright sigil
tough apex
#

Oh, I saw the light then back to the infinite holes on this mesh

bright sigil
tough apex
#

Thats basically what it looks like from the back when she runs

#

Streeeeeeeeeeeeeeetcj

bright sigil
#

yeah, i remember from last night (or 12ish hours ago) i never use daz though, but skinning seems like the main culprit

#

did you try moving joints around when it looked "good"?

tough apex
#

I did not. I just went straight to switching the bones to skeleton. Pelvis on Animation scaling and Gen 8fem to animation. Oh and spine to animation. Both are in humanoid pose. When I get to retarget window, it won't let me modify pose to get it as close as posible which I'm guessing is where the issue lies

torn blade
#

is there a way to batch download a quixel collection? I'm tired of hitting download on 100+ assets

bright sigil
bright sigil
torn blade
#

I'm trying to download all of these but I'm tired of pressing the little download option in the top right of each asset and was wondering if I could just batch download them

proud hedge
#

I want to use for each camera shot a different exponentialheightfog in the sequencer. How can I trigger visibility in the timeline for each heightfog?

kindred depot
grim ore
#

@proud hedgethe height fog has a height fog component that you can turn the visibility on and off

kindred depot
#

So i rewrote my bullet physics stuff it all works, but now the bullet is not getting the correct location and rotation of the socket used on the skeletal mesh.

#

What am I doing wrong with this?

proud hedge
#

I can not keyframe it

bright sigil
grim ore
#

you add the exponential fog actor, then you add the exponential fog component, then you keyframe the hidden in game property

bright sigil
proud hedge
#

I have now keyframed the fogdensity when a new camera shot begins ๐Ÿ˜„

grim ore
#

but yeah the density works as well

kindred depot
bright sigil
kindred depot
proud hedge
kindred depot
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Oh yeah ill just look at the FP templete.

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lol

proud hedge
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but at least density is working ๐Ÿ™‚ ty!

kindred depot
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i was never getting the rotation of the camera actor.

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only the gun actor

grim ore
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@proud hedgeyeah since its hidden in game it doesnt affect the preview, it would show up when playing. density might be smarter

idle dragon
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I'm trying to override a C++ function of a component, but I want to do it inside the BP that holds the component. Is there a way to do this?
Appreciate any answers

solar jay
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Im using ue5 and I am trying to animate the foliage but when I enabelgrasswind nothing happens, does anyone know how to fix it ?

kindred depot
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SHE WORKS!!!

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Got to love UE for example projects ๐Ÿ˜„

bright sigil
kindred depot
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10 hours to write a stupid code for this, at least its working now ๐Ÿ™‚ Im so excited.

kindred depot
bright sigil
dusty river
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Hello I am new to the community. Most of my knowledge revolves around blender, but I am recently starting to make a come back into unreal after taking significant time away from my learning I was doing in order to make my own assets and such. I have a question about importing a character from blender to unreal and was wondering if there was anybody here who might be willing to try their hand at helping me solve a problem that has been causing me a headache for far longer than I would like?

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is my outcome, and I wish I could tell you what the issue was exactly as I didnt write it down, but its something to the effect to the bone hierarchy is off and its and keeps wanting to regenerate a skeleton but always runs into errors, but ill try that

kindred depot
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I can already tell this is either a skeleton issue, or blended weight issue.

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only solution for everything.

plush yew
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who did know this ? ๐Ÿ˜ฎ

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for all the devs good or bad, this is a screenshot you wanna see

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i want to apologise for the 3 screenshots, i just want everyone to know this ๐Ÿ™‚

violet goblet
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was wondering about "directional light", why is the shadow so pixelated?
For "look dev" reasons i put my character (currently static mesh, because not rigged)
i know that for static meshes to improve the shadows via "lightmap resolution"
BUT "lightmap resolution" does not have effects on movable/skeletal meshes

is that correct?

zinc cedar
sturdy trench
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Can 4.26 version of Unreal open 4.27 project?

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.uassets seems to be missing in the editor

kindred depot
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no

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you can not down grade.

violet goblet
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what the h. was that ^^

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just a few seconds ago i got a random message from someone that i "won" ETH...
-.-

sterile barn
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Anyone know of a way to make a CollisionBox affect navigation? Am I just missing it and it's super easy?

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or the best way to temporarily block off navigation from a spot?

grim ore
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there are nav modifiers that you would use for that, but unless you have your navigation mesh dynamic they wont update at runtime

sterile barn
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Maybe setting it to block instead of overlap

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it's dynamic

grim ore
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then you can use a navigation modifier to block something

sterile barn
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yeah nav modifier is what I'm looking for, haven't needed them before, TY!

grim ore
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usually collision itself would as well if its on a blocking channel (like a mesh)

pure void
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Im following a tutorial, and when they save a map they get 2 files, one with the map and the other one called built.data but I am not getting the built data saved just the map, is this normal?

grim ore
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its normal

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built data is not needed if you dont need it, if you did nothing that needed it then it wont make it

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so navigation, building lighting, etc.

pure void
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cheers

sterile barn
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@grim ore EQS wasn't doing pathfinding checks, whoops!

viral veldt
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Is there an easy way to export asset thumbnail to png or jpg?

plush yew
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Is there a way to also import textures with the FBX? I am exporting a big model with many textures from Blender and I don't want to import them one by one. I am trying with embedding mode at export, still textures don't get imported in UE4. They are in .png format.

grim ore
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no, you do not get to import the textures with fbx models

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you might get what you want out of a proper datasmith setup but no normal FBX import is the mesh(es)/animations only

plush yew
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Then why there is an option to tick called "Import textures" at the import settings?

grim ore
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its also not textures that are part of the fbx, but aside it, and it has to be followed a certain way, and it only seems to work with certain DCC programs, and only some materials and nodes are supported, and...

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so not embedded, might not work out of the box with blender, has to be certain material nodes only, has to be side by side with the fbx in the folder and named correctly, and UE will guess at the way the material should be hooked up

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alternately you use plugins that help with this process, or datasmith which is designed for something like this (but might not work for what you want)

plush yew
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That's very sad

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in unity you can iirc

drowsy snow
plush yew
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I mean I would just need diffuse and that's all, why would that be so complicated to import automatically... nvm thanks

drowsy snow
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Blame FBX for that

grim ore
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its complicated because adobe

drowsy snow
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To my knowledge, Unreal can search for relevant texture in vicinity that used by the FBX, but not something built into the file format.

plush yew
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Speaking about that I keep questioning why fbx has become the "go to" for animated models... meh

grim ore
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because adobe

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its why gltf is trying to become the new replacement

drowsy snow
grim ore
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fbx is adobe

drowsy snow
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Isn't it Autodesk?

grim ore
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wait, autodesk

plush yew
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I have used gltf2 for a C++ project of mine. Really good format.

grim ore
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sorry, same problem different company lol

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both are a pain lol

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I just assume adobe owns all the DCC stuff anyways now

plush yew
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What about .dae?

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Is that open?

grim ore
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gltf is probably your best bet but honestly you just have to work around whatever softwares pipeline your using and for complicated stuff Datasmith is what UE uses

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otherwise, its just grunt work

plush yew
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oh it's from Collada just like .gltf

grim ore
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i mean at the worst it cant be too many textures, and if it is... do you need that many unique textures?

drowsy snow
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Never used .dae format before
Looks like gltf's sibling

pseudo hawk
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quick question: Can UE run Windows 10 32-bit now?

drowsy snow
plush yew
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The DAE format is based on the COLLADA (COLLAborative Design Activity) XML schema, which is now owned and developed by Autodesk.

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kekw

drowsy snow
pseudo hawk
drowsy snow
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Besides, pretty much anyone uses 64-bit Windows nowadays, including my mom's computer.

drowsy snow
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Yeah, do yourself a favour and install the 64-bit version. I think Windows licence is compatible for both bits.
Most CPUs nowadays are capable of x86-64

grim ore
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they dont call out 64bit on the min spec on the specs page, are we sure it needs it? if so they need to update it (runtime for 32bit for sure was/is being removed)

drowsy snow
grim ore
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well the build targets are all for x64 so that makes sense

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just... curious

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and not disagreeing, they call out 64bit on recommended just not min requirement so its odd

drowsy snow
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Yeah, I guess they assume everyone going to use game engine always to have 64-bit OS

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Yeah

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Unity used to have 32-bit editor, I think, and that was a long time ago

plush yew
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There are a few issues currently going from Blender to Unreal Engine 5 and I would like to share them with you. We go through the whole process of exporting models from Blender to Unreal Engine 5 UE5 and even to UE4 or Unity

Node Preview Addon
https://blendermarket.com/creators/simon-wendsche?ref=100

If you would like more videos like this, l...

โ–ถ Play video
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hmm but for this guy it works

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he got his textures imported from fbx

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I am trying the same way and nothing

drowsy snow
grim ore
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best part of going through the release notes is the use of 64bit an 64-bit is not consistent. also... old release notes are super nostalgic

plush yew
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abbreviation. for what it's worth.

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aight

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I am not storing the textures in the same directory

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maybe that is the issue

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but I assumed embed will solve that

grim ore
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embed will not

rugged harbor
grim ore
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it doesnt import the embeded textures it doesnt care about them

plush yew
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aight then I will just manually import them

drowsy snow
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Yeah, it's just not worth poking for the automatic texture import to do some magick

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Always has been
It's common for Google to mix results up

plush yew
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can I use physics asset capsules to detect overlaps while not simulating physics?

dusky inlet
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Hey guys
just a token of appreciation as I'm slightly drunk from the epic christmas party of my team watching our senior guy break his fake phonograph on zoom
I started out as a random guy learning from the community and now I'm working on improving life for Niagara users
Cheers and happy holidays โค๏ธ

fierce tulip
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hugs @dusky inlet

weary basalt
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Merry Xmas to the Epic Team from the community ๐Ÿ™‚ ๐ŸŽ„

pure void
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Happy holidays!

thorn topaz
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Anyone use any Game Analytics that they would recommend?

devout whale
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I've got a game idea but I'm not sure how to explain it and if it's even possible. However simply I want the player to be able to go to past and present. Or any way.

So if the player is standing on a bridge in the past, once they press or so the action the world changes and everything is in the future for example. And the bridge is destroyed.

So my question is that is it possible to have a system where you can activate an action and make the whole world change? Something like 2 worlds overlapping eachother and you can choose which to look at.

Thanks for reading it this far and please @ me if you reply. I'm inactive sometimes.

thick herald
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Is it possible? Yes, absolutely. How simple to implement? No idea.

stray drift
fierce tulip
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@devout whale its def possible, but its def a lot of work with a lot of planning ahead of even beginning to implement it, and loads of trial and error.

drowsy snow
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Especially if the camera is a free rotating third person camera

devout whale
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Yes thank you everyone, I was just wondering because it sounded like a cool idea to try one day ๐Ÿ˜€

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Definitely will be hard thays for sure ๐Ÿ˜ฉ

drowsy snow
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Unity's Heretic short film did it when the MC pulled the coin

kindred depot
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I actaully seen this on reddit

drowsy snow
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I still have no idea how they do that

brazen coyote
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hey does anybody know why my quixel says its in offline mode when i am clearly connected to the internet

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i am perfectly online and cant seem to figure this out LOL

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its in ue5

fierce tulip
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servers are being bombarded with dl's due to all the epic free stuff prolly.

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else, no clue

brazen coyote
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hmmmm

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so there is no work around i jyst have to wait to use the in engine thing?

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ae*