#ue4-general

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brazen coyote
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are*

kindred depot
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look on marketplace just type megascans

drowsy snow
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Around 2:35 mark, the cave shapeshifted entirely
I still can't figure out how do they do that, is it VAT? Chained morph targets? Camera cut tricks for the next view?
https://youtu.be/iQZobAhgayA

The Heretic is a short film created by Unityโ€™s Demo Team, written and directed by Veselin Efremov.

The film uses every aspect of Unityโ€™s High Definition Rendering Pipeline, features advanced effects created with the VFX Graph, and showcases Demo Team's first realistic digital human.

Read more at https://on.unity.com/36jOXHY

Check out more of ...

โ–ถ Play video
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Haven't found any solid docs on it, been trying to replicate that effect in Unreal.

brazen coyote
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ok so

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the bridge plug in does not show up anymore when i open my engine and try to search it up

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and there is no option to add it from my vault

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i have quixel installed and stuff but its just not showing up anywhere

brazen coyote
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im just re installing the whole engine

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and praying it all works out

plush yew
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can someone help me that uses may

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maya

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how do I get this popup when I add objects

bright sigil
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try pressing t

stray drift
plush yew
bright sigil
stray drift
plush yew
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Can someone help me with mario kart

stray drift
drowsy snow
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What if he's CryZENx in disguise

prime willow
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@drowsy snow so im trying to setup a boolean like trigger for my function

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might if i pm you with where i might be screwing up x-x

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im not sure where you place red boolean's and checks lol

crystal skiff
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Best way to learn?

drowsy snow
crystal skiff
crystal skiff
bright sigil
# crystal skiff HTML and css, thats it

probably the same approach as how you learned those languages then - give yourself a little project like "how can i make tetris" or "can i make a snake that moves procedurally"

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the smaller and simpler the better

crystal skiff
bright sigil
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give yourself some wins before you do something big

bright sigil
crystal skiff
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oh I know to start small and push you further each time.

plain pier
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How UE4 handle touch movement events? Change to mouse movement?

crystal skiff
bright sigil
plain pier
bright sigil
plain pier
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touchpad (sorry for my English)

bright sigil
plain pier
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Thanks for answering. I'll check it

plain pier
bright sigil
plain pier
plush yew
warped spoke
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Hey people,

I have a question about the licence.
Can i use the assets and textures from marketplace and Quixel legal for a studio production in the university.
I searched , but still nothing found to be 100 % Sure

drowsy snow
# warped spoke Hey people, I have a question about the licence. Can i use the assets and text...

As long as the final render is made with Unreal Engine, you can use Quixel Megascans (regardless of where you get it) for free. Otherwise, you have to pay for another licence.

As for UE Marketplace goes, any stuff that isn't made by or officially provided by Epic Games can be used outside UE. Otherwise, you can't leech them outside UE. Same goes for any Quixel stuff in marketplace or MetaHumans
https://marketplacehelp.epicgames.com/s/?language=en_US

kindred depot
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does anyone know why i am receiving better results with the rotation of the camera by breaking and making a rotator, rather than just pluging it into rotation?

plush yew
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I am trying to import a 3300 frame long animation into UE4, the import result is I get like 10 animation files then every one of that includes a 0.3 second nothing. Any ideas?

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okay I solved it by only ticking "Key all bones" at Blender export (under anim baking)

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Now I need to fix another issue where I receive a message at the import "Imported bone transform is different from original." the result anim file is working fine but flipped over... In blender my bones are not differ from anim bones, they match positions so idk..

kindred depot
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Its all trial and error with blender

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most issues someone else had so there is a lot of documentation in google with people asking questions. A lot of solutions tho

plush yew
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can I extrude mesh itself into wall to make a hole? for example window, door

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aight I solved this with applying transforms on the armature

slim zinc
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Angelscript is great

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I didn't like the idea of learning C++, but AngelScript is fine with me.

sly coyote
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I have a question that I'm not sure what section it should go in, I'm pretty well versed in unreal engine but I can't seem to figure out exactly how a certain type of projectile works. I'm talking about the projectiles from MMOs where they always hit the target and they're not really projectiles but they're like just the particle effects of a projectile. World of Warcraft or City of heroes... Where you hit a button and the projectiles fired from the character but it's not a real projectile nothing's going to get in the way of it it's going to hit its Target regardless based on a stat roll instead of an actual projectile movement component... How does that work how, do you do that? Is there a Best practices guide for that or any guide at all to that type of projectile?

slim zinc
sly coyote
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The closest I can come up with was a projectile with no collisions at all, that automatically adjusts its position to constantly head towards the target

slim zinc
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Like, have a coroutine or something. Have it update your projectile and bring it constantly closer to the target, until it is close enough to hit it

sly coyote
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That's what I did but to me it seems like all they're doing is firing off some kind of particle effect and I was wondering if that's not the case if they are actually using like a projectile movement but they have no collisions like I mentioned above

kindred depot
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Is this bad practice? it keeps showing up as None. This solves that issue.

grave nebula
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@sly coyoteYou get source position and target position to particle system. Rest is handled there.

digital anchor
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Just do a timer, after [your projectile delay] the target gets damaged, use that same delay to interpolate particles and other effects, theres no need for projectiles at all

slim zinc
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Is projectile - a separate entity type in UE, or something?

sly coyote
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Yeah that's what I was wondering, if it is just a particle effect that plays... And the whole thing is handled by the particle. Is there a resource I can look into or read on this?

slim zinc
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I still haven't really learned how UE works

sly coyote
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The only reason I ask is cuz it seems like such a waste to build a fake projectile and spawn that actor just to have it show a particle effect flying through the air. When the hit and everything is based on a stat not an actual path

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I can't find anything to read so I can study it a little bit and see how that is actually handled

slim zinc
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If you don't like cost of spawning stuff, then implement object pooling

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Also in MMOs time of projectile travel can vary

sly coyote
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I'm hoping to figure out how to do it with just particle effects so I can fire it off using gameplaycues

slim zinc
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Sometimes you can outrun the magic missile coming after you

kindred depot
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BRO i seen a video about this last night

wary wave
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@sly coyote - there is no projectile

kindred depot
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let me find it.

wary wave
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the VFX is entirely client side, and it's basically just a delayed damage effect

sly coyote
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Dude please, my googlefu has been failing me

wary wave
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do something like draw a spline between player A and player B, and have your emitter follow that spline

kindred depot
wary wave
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you probably still have an actor to do this, and the spline start / end can be moved to keep the path up to date

kindred depot
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yupp right here

sly coyote
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Gameplayability can handle the spline spawning....

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Im glad to atleast see that my suspicions that it can be handled completely with the particle are actually correct.. it just seemed like unnecessary the way I was trying to do it

wary wave
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I'd still use an actor to manage the effect tbh

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there's nothing wrong with doing that and it gives you a lot of flexibility

sly coyote
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Yeah it can't be worse than adding the load of replication from the particle movement component just to display a particle that's not even using it for its intended purpose ๐Ÿ˜‹

rare pulsar
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If i like to have Coins / Stars / Crystals that are Persistent over the whole game, should i store them in "Game Mode" or better creating an "Save Game" and save it in a Slot? Since i was intending to use the Coins you gather later on in a Merchant to buy Equipment or Skins. And the Stars / Crystals are for opening new Doors or unlock Boss Rooms like "More then 10 Stars" unlock first Boss.

drowsy snow
mellow flame
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can i export a generated lod from unreal?

drowsy snow
drowsy snow
mellow flame
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how?

drowsy snow
mellow flame
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i guess it will export all, right?

rare pulsar
drowsy snow
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That's when your save game system come into play, basically making save data based on what Game Instance remembers.

rare pulsar
drowsy snow
rare pulsar
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Is a Game Instance less performance heavy then "Loading" Slots all the time? I know it could be annoying to load allways all the slots in ever new Map to join but in the end you could just Copy Paste most of the script into ever new Level Blueprint.

drowsy snow
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I hope you get the bigger picture about this workflow by now.

rare pulsar
plush yew
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Hi, I've got a question.
I've got a UI widget reacting to player's input Pressed and Released - it's a bar that fills up on key pressed and on released starts to decrease. Actions for that are dynamically assigned during gameplay (different GAS abilities are sharing the same widget), so I reset the bindings with every ability activation. This works fine in PIE - both abilities fire off Input Pressed and Released events. However, when I build my project, only Pressed input is recorded - Released never fires.
Is there a known issues or something that would prevent correct Input Released UI behavior?
BP setup:

hearty walrus
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installing unreal onto a new PC

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getting this error upon launch

hearty walrus
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thanks

devout quest
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Hello Iam having trouble with my ue4 from blender the wheels are turing in the wrong direction its so weird.. If anyone can help me I would apprecite it ๐Ÿ™‚

eternal forge
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according to https://www.unrealengine.com/en-US/educators
theres an Educator Discord for unreal engine, however it seems that the discord invite listed on the site is invalid, does anyone know if this discord server is still around? Have some questions that are maybe better fitted there

Unreal Engine

Prepare your students for the jobs of tomorrow by integrating Unreal Engine into your curriculum.

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If not I was wondering if I need to put any legal disclaimers in for example the splash screen of a packaged unreal engine application that I give to students as part of a course.
They will not have to use the editor, (therefore wont need to use unreal engine directly) only the packaged application. I am wondering how stuff like that works legally

drowsy snow
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But as far as including Unreal Engine logo in the app, it's not mandatory.

tender ember
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hello I'm trying to add a thing from marketplace to my project but I only see a few old projects instead of seeing all of them. why can't I see my other projects?

fierce tulip
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that depends on the version the pack was made in, and what versions your projects are.

tender ember
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I opened my project in 4.27 but it was created in 5.0

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about the asset idk I thought it's compatible with ue4

fierce tulip
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opening a project made in 5.0 in 4.27 will result in fubar.
that is why it might not show up. best to send it to a new project and migrate it to your project from there, but points at first sentence things might go wonk

kindred depot
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You could always try sending it to 5.1 and going back to 4.27 because they use the same dependencies.

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just did this with a plugin that was designed for 4.27. Content would not show. sent to ue 5.1 then back to 5 and it showed and worked.

fierce tulip
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cold shivers go down the spine of many veteran devs after reading that
but hey, if it works, it works.

tender ember
fierce tulip
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make a new project > open mp-pack in launcher > the usual stuff

tender ember
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ok wait I found the culprit I ticked show all projects. I didn't see it the first time. sorry I'm a noob

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thanks for you help๐Ÿ’›

fierce tulip
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np

plush yew
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any ideas how to fix that edge glitch?

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(exported from blender, removed any sharps and doubled vertices)

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in blender it also happens, no idea how it got moved to unreal

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In Unreal it is even more noticeable

drowsy snow
plush yew
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thanks xd

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looks like it ye

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it must happened when I removed the doubles

toxic jolt
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when a plugin is on discount sale, how long is it on discount sale? Where is the date specified?

hearty walrus
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can you change the location of the popups?

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because this

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looks like this

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due to an issue with my display

clever axle
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guys is interp FPS-dependent? Will a player with higher fps interp to a value faster than others?

autumn flame
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No

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It used Delta Time iirc

clever axle
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I thought so too but I get speed inconsistencies when I interpolate a velocity value

cinder knot
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so, do the noise node always follow the world possition wehn i move my object around or is it caused by world position (plugged it in since panner doesnt work)

autumn latch
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Should I create multiple controllers for different things the AI โ€‹โ€‹will do?

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or one controller and multiple behavior tress?

sterile barn
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one controller, multiple behaviour trees normally

fervent kernel
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Where do I find what version of Visual Studio/which SDK to use for building each version of Unreal Engine off of Github?

sterile barn
sterile barn
autumn latch
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like this?

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Does it make sense to create different controllers for very different characters?

drowsy snow
hearty walrus
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yeah

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getting it replaced soonโ„ข๏ธ

drowsy snow
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Unfortunately you have to replace it.

Though if you aren't going to sell the old monitor, you could repurpose it into a light panel

hearty walrus
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ah

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thanks

bright sigil
# autumn latch so, one controller one behavior tree and different tasks for my different AI's

if you'll be defining very different logic, you probably want different controllers. Casting and arrays will be trickier since they are different classes though. But if one controller is meant to use AIP while another does not at all, they can be different classes, though you could also just disable/destroy AIP on the one that doesn't use it. As for BT, you assign it to the controller, so different ones can be assigned - but if you have logic in the AIC that sets bb keys, it's a safe bet to keep those redundant for each AIC.

signal saffron
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does anyone know if chaos destruction is replicated?

primal tendon
plush yew
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Hello.. Is help section on this discord? or can I write here my problem?

bright sigil
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on many sections there are help, if you look at the channels and feel one is most appropriate, try there, otherwise go ahead and you may be directed to a channel

autumn flame
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Does RVT support displacement? ๐Ÿค”

primal tendon
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I did buy natural roads from brushify some days ago, it was good

I wanted to ask the grasses created by auto material by brushify is kind of painful for eyes.... any idea how to fix that

autumn flame
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I know i mixed Brushify with Infinity Weather but when I switched to use RVT it would remove the Displacement / Tassellation

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Sad times

primal tendon
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I was trying it on Unreal 5 btw... I imported 4.27 version on UE5

unkempt cedar
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Any idea on how I might let the player type onto an object,,, and how I would get the location of the last letter typed OR the location of the text cursor?, I want to try and make a thing where there is a hand writing what the player is typing, on paper.

plush yew
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I have problem with character spawning when I press play.. I already try some solutions about game mode and still dont work.. any1 wanna help? dm me

unkempt cedar
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@plush yew thank you, didn't know about them. ๐Ÿ˜๐Ÿ‘ now I know where to start

astral dust
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hey guys im using the dynamic weather system from marketplace, anyone know how to remove these screen raindrop effects?

ancient lotus
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any reason why the color for the text render component is so far off from what is set? its drastically darker and if i make it a tiny bit brighter it comes to white

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same in all lighting

dense knoll
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Would creating save data for individual charecters be a good idea or a bad idea?

terse zealot
bright sigil
ancient lotus
dense knoll
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Im using this method for every unique player charecter you can equip, so everytime you unlock a new plane, that plane gets a save file with its upgrade status and weapon unlocks

timber lake
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Hello guys fresh fresh to unreal engine should i get 4 or 5?

bright sigil
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what are you doing with the engine?

timber lake
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Just want to do try and fiddle with indie game development I'm just thinking of a openworld city game where I can just well roam around

bright sigil
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UE4. Check out the pins at the top of this channel.

timber lake
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maybe add some ai enemy's again just to trying stuff out

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alright thank you!

silver badger
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Hi I have a player and an object. I can cast a raycast to this object and want to push it in the direction of the ray. How can i do this?

plush yew
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Why doesnโ€™t unreal engine have anything like gdnative?

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guys

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how do i import this road into blender??????

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im new to ue5

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@plush yew

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got it thx

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and how do i get it back @plush yew

normal burrow
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Lol

tiny valley
lucid grove
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Hey fellas. In terms of performance. What is better:

  1. Have 30 sphere overlap triggers
    or
  2. One multipshere trace that runs each each few seconds from player and if it find specifig object doing same trigger as sphere overlap
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I have a spawners in openwrold with overlap sphere and im thinking about doing opposite - just run multisphere trace for those spawners instead of checking their own overlap.

bright sigil
lucid grove
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I can just set them tag "Spawner" and some simple collision. Im just not sure how exactly on overlap is working

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I mean - i know when i overlap it it fires

bright sigil
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but you still need to check for thier collision and then also add the sphere trace, so it sounds like its simpler to just keep it as sphere colliders in the world

lucid grove
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So this overlap check doesnt really doing some extra work right?

bright sigil
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to put into perspective, I've got maybe 300 or 400 sphere colliders, the only time they lag is when i turn them on too see ๐Ÿ˜†

lucid grove
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I was worry like this overlap check tick everything or something

bright sigil
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if its just player, set the collision for the sphere to only check for pawn

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the less check the better

lucid grove
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Yeah, i already have it

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I set specific channel for player so it only detects player character

bright sigil
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sort of, but you can disable tick on the spawning actor iirc

lucid grove
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No extra checks

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Alright, thank you, then i just overthink myself

bright sigil
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i just double checked, my spawners have tick disabled

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im sure there is some overhead, obviously, but using a sphere trace seems to just add and not replace

plush yew
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Why doesnโ€™t unreal engine have anything like gdnative?

ebon palm
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i want to open my project but i get a error that a module is missing but i dont can find it

tranquil meadow
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Is there a way to preconfigure import options for static meshes in Unreal 4? I'm onboarding an outsource studio to our project and we'd like them to have the import options set up ahead of time, rather than having the first time they go through those steps be when they're actually integrating content. Is this possible? Or is the only way to establish those options by importing something and configuring everything on the first dialog?

plush yew
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is too much of a bad practice of not using folders for a long project?

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i feel that the search tab and prefixes are all that one needs

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I would organize

pure void
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When I press control+z it will kick me out of the details window of that object and I have to reselect it. Is this normal or is it a setting?

pure void
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or static meshes

plush yew
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hi

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i enabled a plugin but in the video it shows the cpp folder, i dont have that cpp folder anyone know why ?

bright sigil
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ur project is not cpp

plush yew
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its the wather systyem

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weather

bright sigil
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well there's engine content and then there's plugin content

plush yew
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but when iconvert it into an cpp i will get alot of strange things happening right ?

bright sigil
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i dont know

plush yew
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i dont wanna try haha xD

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i tried it on 2.6

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its my testfolder xD

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gone try the 2.7 maybe

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its a free content try it ๐Ÿ˜›

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its kinda nice if it works i guess

sharp crest
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anyone knows how I'd add an in-game feedback box?
where u can write feedback that goes into a google form or just anything

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I don't wonna make my own database and connection and stuff for it

bright sigil
plush yew
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ty

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going to check that

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cant find that lol xD

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first time i see something like that xD

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nope dam thats to bad xD

bright sigil
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your only searching in content

plush yew
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got it !

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haha

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left up ๐Ÿ˜„

bright sigil
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shhh, they said they got it, lets just leave

plush yew
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he updated it

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how sweet xD

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the night day cycles is awsome already

rare pulsar
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Is there a way to Unbuild Light? Can i just delete the "Map_BuildData" File? Because i really like the version when it was unbuild, since i build the light it looks super ugly.

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I tryed to find a away but the only post i found was a reddit post and they say "disable static lighting in world settings" but i dont even have that option at all.

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the Directional Light and the Sky Light are both Movable allready.

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I did that but that file is still there. even after rebuilding

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I never had that file before it only appread after i build the map, what happen if i delete that map? does that file go too?

ebon palm
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i get this error and when i try to rebuild it it dont work

rare pulsar
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thanks it worked i just opened other map then the file was gone.
Is it usual that sometimes UNBUILD maps look better? I feel it looked very strange after building the light even in "prodcution" qualty

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I see because i wanted to improve the light for example if i use a "point light" the shadows where so hard and after reading a bit i found out if you build the light they get softer

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I see thanks again i found some Lightmap stuff, but i didnt wanted to move stuff around i have no idea so i probably read more about it.

urban prairie
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hey I don't know where to put this but basically I need help making a barebones stealth game for a project all I need is detecting a.i, a win menu and a game over sequence. I'm extremely new to all this and im willing to go on call no matter your time zone

wild wing
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my pc fan goes crazy when i open my new unreal engine project with everythin installed already. i have default settings and have around 50 fps. 100%gpu und cpu usage from just my open project. i have a i7 und rx580 8gb. i dont know the issue and how to fix this

knotty stump
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Hi there, i just plugged some new studio Monitors on my workstation. Works great, but when Unreal Engine 4.27 is the active software, i hear a fair amount of white noise. It goes away when i shift to other apps.
Any cue?

split jasper
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Stupid question, I changed all my viewport settings when I was honestly a litttttle liquored and now for the life of me I can't remember where I found those settings. In particular, how do I get the sample background back?

plush yew
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my friend told me this looks like an asset flip ๐Ÿ˜ฎ

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it isnt right ? ๐Ÿ˜ฎ i put my soul into it

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how do i recompile the cloud master material????????????

split jasper
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wow that's a lot of question marks

plush yew
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inr

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ow okay, but if i give it an extra push like, an nice animal system with crafting,harvesting,questing, dungeoning and a hell of a story line in the quest section this all will be okay right ?

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the push is going to be wether or not xD

split jasper
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But yeah normally this kind of feedback request goes in the #work-in-progress channel

brisk pollen
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what's the best way to add an option between toggling and holding a key for an input action with the enhanced input subsystem?

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i thought maybe i could reach into the mapping context and swap like a ADSHold and ADSToggle input action

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but i can't figure out how to get the mapping context itself from the enhanced input subsystem

blissful harbor
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Does anyone know how to scale a collision box in just one single direction along a given axis? For example, if I want to scale the box along the x-axis, is there a way to make it scale only along the positive X direction?

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I've tried to scale the box and move the box by half of the scale amount but that didnt seem to work

split jasper
blissful harbor
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it scaled in both direction and didnt move at all

split jasper
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...what happens if you JUST try to move it, no scaling?

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Because if it doesn't move, then it's as simple as you did something wrong in trying to move it

blissful harbor
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one sec

tiny zodiac
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There's this awesome feature that is the box subtractive option.
With this feature you can add a box and then add another box that cuts the original box.

However i'm not being able to use it inside a blueprint as a component.
How can i add a cube, and then add another cube that subtracts it, in a blueprint?

split jasper
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INTERESTING.

blissful harbor
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So i think the problem is that it's scaling faster than its moving

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maybe

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heres by BP

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oh wait

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oops

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wrong numbers were used

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but, it should still move faster than it scales and it doesnt

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it scales faster than it moves

split jasper
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yeah the first thing I'll say there is that scale and location numbers are NOT equivalent. Changing something's scale by +1 is NOT going to put the side of it in the same place as if you moved it by 1 unit

blissful harbor
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thats what I was thinking

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not sure how I would calculate the actual correct value though

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oh wait....

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nvm. I'm at a loss lol

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i need to get the initial size of the box

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then do the math

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I think i got this

blissful harbor
marsh nebula
#

Hey I've got an UE question

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so I accidentally deleted something and now my character's animations are gone and he just slides around in a tpose

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I've tried a bunch of things but it just wont get fixed, so if I create a new pawn and copy/pase my bleprints into the new pawn, will it work?

urban dust
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Anyone else experiencing a bug in 4.27 where -
after working with blueprint graph or material graph for some time -
any type of list in ui (example, tab menu) closes right after you open it.

wraith dirge
#

I don't get how unreal engine only charges 5% while the appstore charges 30% lol

dusty river
#

I just imported this hair alembic file, and I have my groom plugins and such enabled, but for some reason I am missing the ability to see the area where I should be able to edit strands

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anybody able to help?

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wondering if the reason I cant create a binding asset right now could be related...

subtle marten
#

Question, how do I make it so the project runs in portrait instead of landscape?

uneven zenith
#

hello, i was hoping i could find anyone who could help me implement this mechanic i would like to include in my game.
Im very new to game dev/unreal engine and have not found any guides/forum posts regarding exactly what im looking to implement

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idk where to ask either

dense knoll
#

how do i prevent UE fromdoing weird stuff like this with reflections?

robust marten
#

Is there a UE4 equivalent to Lumen? My interiors are so dark I cant see anything and I can't just add lights because I have a time system

drowsy snow
kindred depot
#

what about an immersive material?

drowsy snow
#

Also adding fake ambient light probes with inverse square root disabled could help

drowsy snow
kindred depot
#

ahh makes sense

marsh swallow
#

You know, I never thought to look or ask this question before, but does UE have some kind of Actor ID that once it's placed in a level, it will never change?

#

That we could use as a string or name to save for different conditions for that actor on level load?

lost sparrow
#

How does Unreal handle compatibility with raytracing? If a non RTX supported card is used, does it simply not work? Is there a way via blueprint to check if RTX is supported with the current GPU or not? I have a workaround using the DLSS supported node, but that locks into Nvidia only GPUs, excluding AMD.

I'd like to automatically switch off raytracing effects, and grey out the RTX settings in my options menu whenever it's not supported.

bright sigil
lost sparrow
#

Wasn't sure where to post. Kinda a Blueprint/graphics/general question.

marsh swallow
#

So then UUID is what I am looking for?

#

Idk if UE4 has UUIDs tho. ๐Ÿค” come to think of it, I might have looked for those before.

bright sigil
marsh swallow
#

Current I use actor tags or just a string and bang my head off the keyboard a few times to give each different object in the class its own unique ID.

drowsy snow
bright sigil
#

then it does sounds more like UUIDs

marsh swallow
#

I was wondering if UE had something Iike UUIDs already integrated that will never change

bright sigil
#

uhh, its possible, are you spawning and destroying these things?

#

or do they last?

marsh swallow
#

Nope. They exist at construct of level load..

bright sigil
#

well.... its probably not the best, but you could store display names

#

i believe those should be unique

plush yew
#

I'm using Megascans new forest library, but light build time is very long. Like even a small scene with like 10-20 trees can take up to 10 mins. Any way to decrease something to make it run smoother?

marsh swallow
#

I mean some things we destroy but we can't use object names because those are unique but handed out at runtime based on which object in the class loads first.

drowsy snow
plush yew
drowsy snow
plush yew
#

ok

marsh swallow
kindred depot
#

LogShaderCompilers: Display: RAM used: 36.31 MB (0.04 GB) of 3276.80 MB (3.20 GB) budget. Usage: 1.11%

#

how do i increase the ram usage?

#

i have 64 gigs.

drowsy snow
#

Shader compiling?

kindred depot
#

Its using barely anything

#

yeah

drowsy snow
kindred depot
#

ahh

#

I mean it goes fast.

#

oh well thanks

merry girder
#

i had added a video loop into my game ,i was working perfectly in preview but once i package it and open in another pc i get a white screen instead of the video playing

drowsy snow
merry girder
#

Blink media any docs available

#

never mind found the docs

#

its in VR

ebon palm
#

i get this error and when i try to rebuild it it dont work

#

How can i fix it

#

I click on yes and hรฉ dont want to rebuilding

drowsy snow
plush yew
#

asked before, but can you make mesh subtractive and make holes in wall with it? like using window or doors mesh

drowsy snow
plush yew
#

well, I have this window and that wall

#

alright, blender then I guess

#

I saw this and thought that it would be easy

rare pulsar
#

Why is it when i want to Rotate a Cube in my World with a Timeline in the "LEVEL BLUEPRINT" that it works without problem, but if i want to do the same with a Blueprint Actor, it no longer works and Jitters around like in the Video.

https://i.imgur.com/ttQlZeS.mp4

plush yew
#

yeah, kinda get it now - using box brush and cylinder to create that window form

#

but no, it has rough edges lol

kindred depot
#

Does anyone have the documentation that explains the plugin conversion from to 4.27 to 5.0?

#

like for example the .Actor should be swapped to .GetActor.

#

makes me rethink everything i am doing ๐Ÿ˜ฆ

#
LogAssetRegistry: Error: Package ../../../../../../Users/User/Documents/Project_SHAVOFixedMain/Plugins/RMPP/Content/Blueprints/LagCompensated/BP_MPPP_LagComp_Arrow.uasset has newer custom version of FortniteMain
#

Look what UE5 is called

stone edge
#

can we get the skies from twinmotion to UE?

#

I still have no idea how to properly set up environmental lights in UE, the mixer should have all I need right?

rapid sleet
#

Hello I want to use cesium to make a map of only one island in detail

#

And on what basses does one pay for the cesium services

wary wave
#

that sounds like something you should be asking somewhere that deals with Cesium

trim mesa
#

Hi, I was trying to make an animation

#

and in color and opacity, instead of (opacity), i am getting (A)

#

How i do i fix it?

#

@drowsy snow

#

or somebody can help me

autumn flame
#

A is Alpha aka the one used for ya know, Opacity

lost reef
#

Anyone know why my frienda pc is crashing since I updated the project from 4 26 to 4.27? I pushed it to perforce, its the exact same projwct but it is crashing his pc on load at 73% of opening the project.

autumn flame
#

Did he try deleting the Intermediate and Saved folders just in case?

heady quartz
#

Anybody know why precomputed visibilty doesn't bake on masked materials?

ebon palm
fossil basalt
#

does anybody know why there is a limit to 18 trace channels but no limit to object channels?

sour tide
#

Today's random creative practice. These bushes are all the same. They have their base colour, and a secret second colour (a hue shift). When the player gets close they gradually shift to their second colour, and slowly revert if the player is further away.

#

Now... how can I do this without using ontick?

fossil basalt
#

thank you ... is there a benefit to using them over the object trace method?

lost reef
#

Unfortunately his entire pc is crashing not just the engine and he is on the other side of the country, idk how to guide him on sending in his crash report for his pc.

tardy hedge
#

How does the number of macros and functions affect performance, if I have an infinite amount of functions but only call one at a time will my fps be affected

lost reef
#

Im just not understanding why he could run it on 4.26 and not on 4.27

stable path
ebon mauve
#

is there a chennel for modding discussion?

drowsy snow
ebon mauve
#

ah i see

drowsy snow
#

Though if you use Unreal Editor officially provided by the UE4 game, like ARK, you may ask some Editor specific question (but not specific to the game)

ebon mauve
#

ah okay thank you, its particular to the game but only because it has a nonstandard way of storing 3dmodels. i cant find where they are located

next tangle
drowsy snow
next tangle
#

ok i test it

#

with a directional burst? @drowsy snow ?

#

here

#

i think that work

#

oh ok idk then

proven lake
#

Guys can we make just a header file with unreal, no cpp just header file, currently I am trying to add a .h file from my rider and I close my editor and Generate Visual Studio files but no success, I can add .generated.h file

dusty river
#

anybody here use the Groom plugin? I have imported an alembic hair model and everything has worked so far with the exception of I cant change any setting like hair width, and I am unsure why.

plush yew
#

Is it possible to enable an actor's collision to work against my character's cloth simulated part?

dusty river
versed bloom
#

Is there a way for me to inspect BP_WoodWall119's components in the details pane? I can access it via scripting just fine, but I want to browse e.g. one of its staticmeshcomponent's material and other properties. Normally I can do this by browsing components in Details, but since it's in a child actor component (inside another child actor component), the Details tree just ends at the child actor component, and if I try to manually select WoodWall119 in the outliner, it forces the selection back to PlacedConstructible4

dusty river
#

this is day 4 of me working on exporting and importing rigged character meshes, and once I get this hair stuff figured out I can get back to creating and such so if anybody could help or point me in a suitable direction that would be great!

fervent sigil
#

Hey guys,
I'm doing a bit of personal research about why people choose to go to game development.
If anyone wants to share, I would love to hear why you guys chose that path, and whether it's for professional or hobby (currently and what you want).

dusty river
#

I am an artist aspiring to create games because I feel that fat cats and wallets are clouding peoples ability to stand up and create work they love and instead sit back idle and let our beloved passed time get ruined.

#

I've sat back for years letting my creativity sit stagnant so I am taking a stand in my life, and through that I hope to inspire change. I also don't think of what I do as something that is either hobby or profession, to me being creative is a natural way of life to me, its just now I am taking charge of my self and my life.

dusty river
fervent sigil
#

Thanks for the reply! and first let me say good luck, I really love that attitude (although every reason is a valid one imo). And yeah got a few follow up (feel free to also elaborate on that, the more the better):

  1. The question about hobby or profession isn't about skill level, just to clarify. It's whether you're getting paid for it, for every little part of it (even if the game it self eventually fails or "under-sale"), or whether you're taking a risk (either part-time or full-time) and making your own game, which also means taking a lot more responsibility and risk for it.
  2. Was there a specific moment/person that got you into that realization? or just something that little by little "slipped" into your mind until eventually you decided you had to do something about it?
dusty river
# fervent sigil Thanks for the reply! and first let me say good luck, I really love that attitud...

I have made some money, and I do offer services, I do have business cards, a portfolio and multiple social media links to my work, I aim to do this "professionally" for a few reasons, first and most important one, I do not fit into the everyday normality of a 9 to 5, and through all the jobs I have done I was a cook for over 12 years, and it was the closest thing to tolerable in my life. I spent much of my life being creative, being an artist, I play music, I act, I sing, if its art, its part of me somehow, though I had kind of of a lame hand dealt for life and I let so many things become obstacles for my self. so through my life I had artist "spurts" and through the years I was constantly mad at my self for not doing more, for not being creatively consistent. I met my best friend 6 yeas ago and she has since given me the confidence in my self to over come my self, and now for the last 8 months or so I went from drawing random stuff on paper to doing full blown digital work, and have also spent the last 5 months of that learning the art of 3d with which I feel like I have made tremendous progress, and would love to share but I don't think here is the place for that.

urban prairie
#

is there anywhere online I can download unreal projects

dusty river
#

I am also risking a lot right now as I have abandoned a normal 9 to 5 and have poured whatever free time I have into learning. its a big risk because in this time I am not creating any kind of foundation for my self really which could impact me dramatically later in life, though to me its also worth the risk cause I would honestly rather whither away in nothingness than live a life where I am forced to do anything else other than be an artist.

heady quartz
#

Anybody know why occlusion culling isn't working? It's not even visualizing it

plush yew
#

Is it possible to enable an actor's collision to work against my character's cloth simulated part?

fervent sigil
# dusty river I have made some money, and I do offer services, I do have business cards, a por...

Amazing. I can't even begin to express how I feel a lot like you! Taking the risk to do what you love and what's good for you, even if it is a great risk, is something more people should take and a lot more often. Glad to hear you're already on the right path and improving btw, and looks like it's going to get a lot better overtime as well!

Regarding the content sharing btw: I'm not an artist my self but there is a #graphics channel which might be more appropriate for that. There is also an "OpenVFX" server I know which is a good place for that if you're using Blender, although I bet there is a server for any other program you're using as well.
That would be a great place to share what you've done, feel more proud in it and even get feedback (if that is what you want).

And thanks again for sharing all of that with me ๐Ÿ™‚

fervent sigil
dusty river
#

would love people to just work with and nerd out on topics and creations

#

I do enviorment design/creation, character modeling/sculpting/rigging and now I am trying to take all those skills to unreal.

#

I did some unreal a few years back but it was short lived after I created a test level because I found the aquisition of the kinds of assets I wanted to be expensive or just non existent, so now I know how to make all my own stuff.

#

I am not the best texture artist yet either, but I can create my own custom textures as well.

rapid sleet
dusty river
#

it wasn't till a couple days ago that I wanted to test how capable I was at getting something from blender to unreal that I found its a CRAZY process.

livid wolf
#

Probably many have asked this before, I just a new guy asking it again. My U4 4.27.2 engine keeps crashing with the same issue, but only if i actually use it. If i leave it idle it will go forever. My best guess is alt tabing continously for tutorials, but im open for any other ideas especially solutions. Please dm me if you got any tips not found on google.

next sierra
#

does anyone have a unconventional weapon idea thats not too difficult to make? im not the most creative person in the world. ;/

#

make meaning code

#

or bluepirnt

grim bolt
#

has any one shipped games using megascans? There are low poly game ready realistic assets in the marketplace, but can megascans be generally be performant and production ready like them for game design(assuming you properly set LODs for geometries and textures)? Is nanite a requirement to reach that 60 fps spot when using megascans?

prisma plank
#

What I want to say. Epic is epic)

drowsy snow
prisma plank
#

Lumen reflections- vs screenspace

#

screenspace seems cleaner

#

yes

#

very close up- it's simply test macro and not complaining about lumen)

plush yew
#

hi

#

the iddle animation and the movement animation is most of the time the same right ?

#

but i think that it can be bether

#

If standing still you beter can use an idle animation that has all sort of idles right ?

#

one more question ๐Ÿ˜„

#

searching a riverspline

#

or something like that

#

if i enable landscape editing in world detail panel of the landscape the preparing stays stuck or something

rare pulsar
#

I try to understand ENUMS so far i see they are just like a LIST, like some "states".

But where is the Code for it exactly stored?

Lets say the ENUM has 2 Stats "State A" and "State B"

So i can use in my Character Blueprint "State A" and "State B" for something random and in an other Blueprint i could reuse this stats for something different again?

Or do they Crossover the "Code" you attach to a State?

For example lets say, in the ENEMY, i have an ENUM STATE called "GODMODE" that makes the enemy immortal.
So if i have an attack skill in my Character and have a Branch condition of "GODMODE" is TRUE => no damage dealt, but if its FALSE => you do damage.
Does that mean "GODMODE" is a State that got cross reverenced between everything or do i misunderstand the ENUM System?

#

Ahh, i see, so my example would be Right? Like basically its just a "STATE" that is called between everything, so a enemy with "STATE 1" can be used in code for the character that has a attack that works with "STATE 1"

#

Could you not in theory make tons of "Branch Conditions" that would work the same?

#

Ahh i see, thanks a lot now i understand it better.

smoky hull
#

does anyone know what could be causing this? I believe its because of the graphics drivers but it happens to many people

ancient lotus
#

alrighty so im having an odd issue. this is using 4.27.2 source with chaos. whenever i try to play as client on a level i get a black screen and my mouse stays active. playing as server works just fine. i also noticed that if i clear the Game Default Map this error appears and again its only on the client. i tried this on the installer 4.27 build and it seems like its working just fine. any thoughts?
Edit: Fixed. its something related to EOS

worn bison
#

I'm struggling to ask this question in a productive way, but I'm going to just go for it.

For an adventure/survival game, do players expect 60 fps on high/epic settings on PC?

I'm of the opinion that I'm fine with lower frame rates (30 to 60) if I get nicer resolution and a more beautiful world. I know there is much one can do to improve performance, but I feel I don't want to spend time on improving performance once I hit a sweet spot. But I know other players have different opinions, so I'm trying to seek out other opinions, especially from those who have released a game before.

next tangle
#

Why it looks so clean and light itโ€™s a hdr on it? And how can make the clouds like on this screen

charred blade
#

what does the suffix -can mean in japanican
I mean Ameri"can"

neon bough
#

i think that whole discussion is leading nowhere

#

because if you target XY fps on your hardware, it won't reach that on lower hardware

#

it's more like, which hardware should at least provide a enjoyable gameplay

#

i was regarding to the whole optimization point, not to hard coded fps limits

#

there shouldn't be any hardcoded limit

#

but there should always be a fps limiter option

#

some people don't want their gpu go crazy for few extra fps

plush yew
#

guys how do i open a existing project in ue5

worn bison
#

Thanks for the input, I appreciate it

grim ore
#

@plush yewyou open the project and choose to upgrade, import in place, or make a copy. the same way you open a project normally when upgrading

plush yew
#

upgrading?

grim ore
#

what are you trying to do...

plush yew
#

everytime i make something and save it the next time i wanna open it up i cant cuz its blank

mint raptor
#

Did you ever figure that out

urban prairie
#

soooooo I was following a tutorial

#

And essentially it mentions late that this sequence for the bad guy to catch the player and fade to black

#

it needs the animation to make it work

#

least i think

#

and I botched up the animation importing and now my player manneiquin and enemy almost t pose and there is no fade to black end sequence

#

(I'm gonna add an end game title after this)

grim ore
#

@plush yewso your using UE5 and projects are not working in UE5 when you open them? that is the issue?

tawdry wren
# mint raptor Did you ever figure that out

Yeah eventually. Itโ€™s something to do with like a null object ? Or something wrong with the actor while building. It seems like certain actors in the level will cause it to break. I.e brushes but Iโ€™m still not sure.

urban prairie
mint raptor
urban prairie
#

do you think I could cut out the animation montage bit and just add my game over sequence

#

??

grim ore
#

you can do whatever you want... its your game

#

did you understand what you doing when following the tutorial? if so you should know what each part does and if you want it or not

urban prairie
#

Say delete these and jus add game over sequence

grim ore
#

maybe, its your code I didnt follow the tutorial. If you dont want the animation to play then dont add it

urban prairie
#

fair fair imma give it a go

plush yew
#

Any reasons why gpu sprite particles disappears at a certain angle?

#

I can record a video

#

I clicked on "Set Fixed Bounds" on a hundred times as google suggested, still bugged

#

Hmm looks like readding it to the scene solved it

opal stratus
#

Hey guys, i'm trying to create a stained glass window and have the light shine through and show caustics, or the coloured glass refracting on the ground, does anyone know how?

hearty walrus
#

ight

#

where would the smartest place to begin be for gamedev

#

I've got most of the idea stage complete

#

but nothing in action

#

would it be worth asking external people for assistance?

grim ore
#

the best place to start would be the beginning

#

we have no idea where you are now or what you know or your experience so uh....

neon bough
#

i started with QBasic, so...

#

go(to) for it

grim ore
#

if your trying to learn UE tho, the pinned messages have links to learning material

hearty walrus
#

I know /some/ unreal engine

#

but it's been a long time since I've used it, so my knowledge is rusty

tawdry wren
# mint raptor Does that mean you removed some actors and you were ok? Essentially if there is ...

yeah i removed a few different actors and it built properly. I haven't dug more into it since but i've just realized some actors won't correctly parse but i haven't debugged which ones yet. I just made a new level and slowly been adding things back but tis not been on my priority list but it has something to do with a defective streaming or something with an actor in a level. I know its a bug because it shouldn't be happening but its just something with a defective actor that can't stream properly or something. Thats all i've gathered when i debugged it.

urban prairie
#

how come this isnt killing my player character?

grim ore
#

maybe setting the game paused ?

#

or is the issue none of this is being called?

#

so your adding two widgets with 2 canvas panels?

#

ok so then you have two complete screen covering wigets from the sound of it, are either one set to allow clicks thru them? if not then yes one could be blocking the other

#

it looks like when you have both on the screen, one of them is letting mouse click through?

#

yeah so no hit testing on the other ones

mint raptor
tawdry wren
tawdry wren
#

5.0 @mint raptor

dusk nebula
#

What's the proper way to implement something like perks that trigger under specific circumstances? Placing them all in the character and then testing for all applicable perks whenever something happens doesn't seem efficient at all. Is it a component or something like that?

#

So if there are multiple effects that could trigger on a given event, that would be the best way to define which ones should happen without checking each?

mint raptor
# tawdry wren 5.0 <@142361971264716802>

Very odd stuff. So I tried a blank map still can't find it. Nothing is inside it. Also, it says it can't find a map that it clearly has no issue loading by just having that map be the default visible map on the persistent level. This is very bizarre. I'm on 4.27 this should be working on 4.27?

dusk nebula
#

Guess I should learn C++, then

split jasper
#

So, I need a bunch of dead bodies. Just like a ton of corpses.

#

...What systems or resources should I be looking into, considering I'm not trying to make walking talking moving characters, but dead bodies which pretty much just have ragdoll and that's it?

#

But they've still gotta look decent and not be the same face / model over and over

kindred depot
#

you can do this with body moprhs and making a blueprint of that character, with random floats in range

split jasper
#

I should preface, I've never done ANYTHING with characters / NPCs so far, I know none of these things

#

My game largely doesn't have them. Sort of a flight sim thing.

urban prairie
#

hey so I made my Game Won widget how do i make it if the player touches this random sphere i spawned they get to that widget?

kindred depot
#

Well you got some studying then to do ๐Ÿ™‚ Google search how to add body morphs to UE characters and for the blueprint part ugh just add the skel mesh to the root, and call the mesh inside the graph with ragdoll physics and the morphs.. seems easy enough

gusty apex
#

So, if i enable/disable raytracing from the project settings, it has to recompile EVERY shader in the project? (about 11,000 of them)

hearty galleon
#

unreal freezes whenever i try to click the triangle under build

kindred depot
#

that was for someone else lol

split jasper
grim ore
#

@gusty apex it only has to do that once per platform or mutation

hearty galleon
#

i cant click the button to disable the grid placement or whatever it is

gusty apex
kindred depot
grim ore
#

I meant more like permutation or variation

split jasper
kindred depot
#

mat

grim ore
#

So RT needs dx12 so it's likely doing those ones

kindred depot
#

you got a HTF custom events video

sour tide
#

I have to say... as far as documentation goes, this isn't very useful

gusty apex
#

Im thinking thats the issue actually, im not sure my GFX card 'properly' supports DX12... i have my suspicions

sour tide
#

(My personal situation being, that I want to know about this event - what circumstance will cause this event to actually fire and what it is/isn't commonly appropriate for)

kindred depot
# split jasper I honestly think I need to go one level higher even than that, and start with tu...

Everything you need to know about Functions, Macro and custom event in unreal engine 4.
UE4 Blueprint tutorial for beginners 2021.

00:00 Intro
00:07 Function, Macro, Custom Event Overview
01:47 Function demonstration (Deal damage based on velocity)
06:51 Macro demonstration
10:03 Custom Event demonstration

Function

  • Can communicate
  • is pro...
โ–ถ Play video
#

Really good knowledge you should know.

split jasper
#

I already know that stuff, I think you meant to reply to mat

kindred depot
#

good if you know that

hearty galleon
#

im trying to click the button that lets me move my cube in a small increment and its not working

kindred depot
#

then a character will be ez pz! lol

split jasper
#

Look upon my works, ye mighty, and despair

kindred depot
#

wait

#

thats the wrong video

#

lol

grim ore
#

@gusty apex once it compiles once yes it should be done for those basic shaders.

sour tide
gusty apex
kindred depot
#

LOL

grim ore
#

Also if your video card doesn't support DirectX 12 it definitely won't work with Ray Tracing

split jasper
sour tide
#

Not quite, I know the URL on sight now

kindred depot
#

Got to say tho, the only reason why i know all of this crap is from watching youtube videos over and over again.

#

especially @grim ore content lol.

grim ore
#

I learned all my crap from doing the same

kindred depot
#

LOL

#

like i said before, you know more about this engine than most AAA studio devs working with ue.

split jasper
#

I honestly just beat my head against code until it works. Videos are an absolute last resort

kindred depot
sour tide
odd harness
#

Should Blueprint actors be painted as foliage actors (with Foliage tool) or manually as the Blueprint actors in the world?

split jasper
odd harness
sour tide
#

Ah, but you had systems that actually worked to learn from? I thought you meant, like, trying to write things without any examples via trial-and-error

split jasper
kindred depot
#

Don't be like me! BUT if you keep accessing none property of something, remember this and fix that later xD

split jasper
# kindred depot

yooo how did you get your lines like that?! I didn't even know that was an option!

sour tide
#

Uhhhhhhh it's a plugin

odd harness
#

Alright, thanks.

hearty galleon
#

whats the difference between a pawn and a character

#

and which one is the player

celest blaze
#

Is there any way to disable "Compiling shadders" my project is 2D, unlit, all Widgets and png's. Don't really think I need it. Not that big of a deal just annoying sometimes.lol

kindred depot
grim ore
#

@celest blaze no because even 2d and uses shaders. Just let them finish.

celest blaze
hearty galleon
kindred depot
hearty galleon
kindred depot
#

Are you talking about Owner no see?

hearty galleon
#

no im confused aswell

kindred depot
#

Character, if the player is controlling an actor.

hearty galleon
#

ok

#

how do i make my player control it

kindred depot
#

but there is the option called "Owner No See" that makes the player that is controlling that actor not see something representing that character. Example Third person and First person weapon or animations.

#

Load the Third person example, take a look at the code.

#

open the player character. look at what it is doing understand the custom events. what turn right and forward means.

sour tide
#

....if the player can't see themselves, do you mean a first-person view?

hearty galleon
kindred depot
hearty galleon
#

oh

#

where do i look at the code

#

ohh the event rapah?

#

graph?

kindred depot
kindred depot
#

[[ Please watch the updated tutorial for a better player character with more functionality: https://youtu.be/w4nJ578XP48 ]]

In this Unreal Engine 4 tutorial you will learn how to set up a new playable game character from scratch, by creating a character blueprint and mapping the ability to move and jump to different keyboard keys and mouse ...

โ–ถ Play video
hearty galleon
#

ok

split jasper
#

Character is basically a subclass of Pawn with a ton of built-in logic for things like movement and senses

hearty galleon
#

valid

split jasper
#

For example, in my game I'm using a Pawn which isn't a character for the player. That's because I've got my own movement/control system which needed a ton of custom logic, so I'd rather start with an empty pawn than try to adapt a character

kindred depot
split jasper
kindred depot
winter gate
#

Is there a proper place to handle saving and loading game slots? Is it "okay" to handle this in the PlayerController? Should it only happen within the GameInstance?

wary wave
#

I usually have a save manager component that lives on either the GameMode or the GameState

winter gate
#

hmm okay I have it saving on the GameState at the moment

split jasper
#

Hey so I've got a line trace on a hitscan weapon, and it's going right through this turret, hitting the wall/floor behind. Is there something wrong with my collision setup for that? or something else I should look at?

#

The line trace just looks like this

#

AW SHIT ITS IGNORE VISIBILITY

#

I'mma go fight someone brb

gusty apex
#

๐Ÿ˜ข Ok, so guys... I traced the error, and its DX12 support
Looks like I'm finally gonna have to bite the bullet and upgrade my GFX hardware,
to something that actually supports DX12, not just says that it does.
Anyone got any good recommendations without breaking the bank?
Im not saying it has to be the absolute cheapest thing going - but I dont think I can really justify a Titan RTX right now either.
These days my main uses are Unreal, Art Productivity Apps (like Photoshop), 3D Modelling. (maybe some video editing, but honestly, its not a primary concern

split jasper
gusty apex
#

tell me about it ๐Ÿ˜ฆ

gusty apex
urban prairie
#

finished my stealth game level

dusk nebula
mint raptor
dense wren
#

Hello everyone, im looking to make friends and hopefully get help, in order for me to handle a pack i bought, i cant get contact of the creator, im kinda stuck, so if anyone is willing to give a hand ill be pleased

split jasper
#

What are you stuck on?

dense wren
split jasper
#

naaaah better to have it out here in case someone has a better idea than me, I'm not necessarily an expert on exactly what the problem is?

dense wren
#

ight

#

imma prepare the explanation and stuff with the screenshots

split jasper
#

I've just run into and solved a few issues with asset imports myself so I might know the problem

dense wren
#

stay tuned

#

its blueprint the problem

#

im merged a rpg inv and interaction pack

#

with a combat system

#

i kinda know how most of the stuff workds

#

but im having a lot of trouble because of merging

#

and things have kinda got mixed a little

worthy elbow
#

If its from the marketplace it must have documentation at least.. does it? xd

dense wren
#

one does

#

the other one doesnt

#

it does come with a tutorial

#

but it doesnt help me expecifically with my problem

split jasper
#

How have you "merged" them? Just imported them both to the same project, or have you cut code to make these things try and work together?

dense wren
#

no i first followed the doc on the rpg inv project integration

#

all good

#

then

#

i go to the combat system

#

i do the same, follow tut, this time pasting the blueprint and code in the main charac event graph

#

and rename some references

#

but

#

the widget and attacks doesnt work

#

idk how to connect the rpg inventory slots

spark rune
#

Hi guys,

dense wren
#

with my weapon attacks of the combat system

#

for every weapon type, i just cant attack, after i followed the instructions

#

i just click and nothing

twin prism
#

send help for my brain

dense wren
#

no widgets working

#

those are the main problems

spark rune
#

I'm looking for a quality tutorial about making game (Dating Sims) (Paid tutorial or Non-Paid)
if you have one please advise me Thanks

dense wren
#

the rpg inv items not connecting to the weapon type that is set in the combat system

#

i can equip weapon on rpg inv

worthy elbow
dense wren
#

but the weapon has no connection to the combat system, "attack"

dense wren
#

thats what im trying to figure out

#

i will send screenshots

worthy elbow
#

What you can do it create a new project with each of the package that you bought then check how everything works first

#

Then implement it to your main project

bright sigil
mint raptor
devout whale
#

Hello! I have been wanting to learn unreal engine 4 for some time. From shooting to flying to surviving, with more in between.

Can you guys suggest me an idea, a game idea where I can learn while making the game. For example learing shooting could be an fps.

However i want it to be unique if possible and something not too hard to achieve but also do able if I tried and researched.

Thank you for reading this far and please could you @ me if you respond. I'm usually busy most times.

grim ore
#

a first person shooter where the camera is in the ammo and your character can't move while you fight ants invading from an alternate dimension. there done. now start learning from the start using the pinned messages in this channel

devout whale
#

That's actually pretty cool idea. I'll definitely look into it further and thanks

bright sigil
twin prism
#

thats possible?

#

oh wait nvm ur talking about generating widgets

bright sigil
#

Pretty normal for inv slots for example

twin prism
#

yea

#

i got like unique things thou

bright sigil
#

Yeah then this ia the way

#

So you good

twin prism
#

ye

bright sigil
#

Make sure you set array variable from the make array

#

On construct

#

Then you good to refernce that array wherever

twin prism
#

yes

grim ore
#

sometimes you cant avoid doing stuff like that, but finding the children and putting them in the array or just switching to making that group of widget dynamically so you can add them at the same time might be... something to consider, especially since now your inventory size is fixed

split jasper
#

I promise I didn't write that comment just now

kindred depot
#

I was thinking of a new way instead of adding like 20 slots to my skel. Can i just add a virtual bone to the skel, use a Weapon Position alter (basic vector) , modify bone, and then play anim from enum?

twin prism
#

very worth it

split jasper
#

What's a good word for the accrued inaccuracy from continuous firing of a weapon? I'm reserving "Recoil" for something else, and "Spread" doesn't make much sense when you see it out of context

kindred depot
split jasper
#

Hmm both kinda imply weapon movement. This is like.. you know in an FPS when you hold the fire button down, the reticle spreads out to indicate you're less accurate? What would you call the amount it spreads out by?

kindred depot
#

thats called bullet spread

#

there is no technological term for it

bright sigil
split jasper
#

The thing is, directional recoil is going to be a force applied to the pawn firing the weapon. It's being handled totally separate from spread

#

"AimSpread" is probably the shortest clear name I can come up with?

bright sigil
#

Offset?

split jasper
#

I think offset is one step later in the calculation, if that makes sense. Each shot takes the current spread, and from that, randomizes its own offset

kindred depot
#

INITIALIZE RECOIL PER SHOOT

#

oops caps

bright sigil
#

Lol leave it

kindred depot
#

hahaha

#

Wow i just watched a whole youtube video describing actor components.. Why HAVE I NEVER!!! seen this before >_<

grim ore
#

you dont spend enough time on the internet?

kindred depot
#

Lol, i do! but this defeats the purpose of building right in the blueprint, no more mess.

bright sigil
#

open your eyes to OOP

kindred depot
#

lol you are right ๐Ÿ™‚ thank god i learned this now than later. updating the system to this right now!

grim ore
#

well... now... I dont want to blow your mind but... you know the components you use right now in your blueprints?

#

.....

kindred depot
#

the only component being used is the movement component, I thought this was a c++ class and not blueprintable

split jasper
#

90% of cleaning up code is splitting it up into different components

#

And pretty much everything true about code is true about blueprints

grim ore
#

I think you are just now finding out that actor components can be created in BP is what is up?

kindred depot
#

yesir.

grim ore
#

that makes sense then ๐Ÿ™‚ actor components are... well... you already use them heh

bright sigil
#

But not a lot of tuts talk about making your very own

grim ore
#

true, thats the intermediate+ level of coding and boring actual work

bright sigil
#

Or solve problems with them

kindred depot
#

It just seems so much more simple to me to write your events and such in there.

grim ore
#

like if i was trying to show someone how to lean UE, I wouldnt use them as its just encapsulating coding into a more confusing level when starting

bright sigil
#

I use em for player upgrades

grim ore
#

one of the common ones to start with is your health component

kindred depot
#

Is there a limit?

grim ore
#

at some point you might get super super confused due to having so many heh

bright sigil
grim ore
#

yeppers

bright sigil
#

Couple that shit with bpi

grim ore
#

i think its mainly theres not a ton of middle + level learning stuff out there. You dont need them when you start prototyping and how many projects when learning actually make it past that part

bright sigil
#

Hf debugging though ๐Ÿ’ฉ

kindred depot
#

that is 100% true.

split jasper
grim ore
#

even stuff like having middleware for events and functions is something I try not to show when starting as once you have to follow a trail to figure out stuff people get lost easily

split jasper
#

If you duplicate logic once, just duplicate it. If you need it a 3rd time, refactor

kindred depot
#

Ahh this makes sense why some games are buggy at launch

grim ore
#

nah thats just software dev lol

split jasper
#

Yeah, that's the deadline crunch

grim ore
#

but yay for learning something new ๐Ÿ™‚

bright sigil
kindred depot
#

Idk it just seems so much simpler to me. Child blueprint for a class base game will be much simpler. I can call to the parent, and bam. Its right there, and easier to modify.

bright sigil
#

3 is a good rule

split jasper
kindred depot
#

oh i know that ๐Ÿ™‚

#

Child per team, child per different actor.(mesh wise)

grim ore
#

100 classes for a character, sounds about right ๐Ÿ˜‰

kindred depot
#

lol

#

I just bought ACF, cool system but way to advanced for me.

#

talk about class based systems

bright sigil
#

I thought we werent

#

๐Ÿคช

kindred depot
#

lol Alright thanks for the clarification guys ๐Ÿ™‚

grim ore
#

I wonder what the simplest way to introduce BP Components might be, health tends to be what I see but I wonder if there is an easier one

#

like... what if you dont have health lol

marsh swallow
#

the health bar is what i think i did first

#

๐Ÿ˜„

bright sigil
kindred depot
#

Wait you can just do heath as just a component too?

marsh swallow
#

everything can be a component

kindred depot
#

omg

grim ore
#

i mean.... you did say that earlier

bright sigil
#

I did?

marsh swallow
kindred depot
#

doing this rn, wish me luck. time to make a back up of a back up lol

grim ore
#

atomik did, basically

bright sigil
#

Lol atomik did ๐Ÿคฃ

marsh swallow
#

thats just my controller. if i could go back i would probably make a few additional components. ๐Ÿค”

grim ore
#

so.... for the sake of... uh.... an example... that has nothing to do with anything.... say you were making a simple FPS learning thingy and say you were shooting round spheres thru targets as the primary game loop.... what might be an easy component to introduce

bright sigil
grim ore
#

no triggers to trigger

bright sigil
#

Could also be done via bpi too

grim ore
#

yeah it uses bpi right now for reloading from an actor in the scene

#

like.. there is such simple systems I wonder if I could find a place to actually make a component make sense lol

bright sigil
#

Well i thought trigger for knowing if a ball went through the hoop

grim ore
#

oh thats just a simple box collision

#

i mean technically I could assign a health component to them to require multiple hits

bright sigil
#

Cant think of anything with the current info unless you just want another feature

kindred depot
#

TIME TO.......

grim ore
#

yeah its designed to be super simplistic, an intro experience, so it might be too advanced lol

kindred depot
#

fix this mess!

bright sigil
grim ore
#

doesnt look like much of a mess

kindred depot
grim ore
#

start color coding the comments for more fun

#

and atleast your using multiple event graphs so +1 for that

limber shell
#

Just an opinion, do you guys would prefer having a CapsuleComponent as a RootComponent for a character, or a StaticMesh instead?

grim ore
#

the default character uses the capsule for performance reasons more than likely

#

so a collision component makes sense

kindred depot
limber shell
#

Gotcha

grim ore
#

with that said like 90% of people want to use a mesh lol

bright sigil
limber shell
#

I'm gonna use the Capsule instead, cause if it really affects the performance then it's ok ig, I'm gonna setup custom collisions to achieve what I want to do in this moment.

grim ore
#

well the character class is designed around the capsule for movement and stuff even, if your doing your own custom movement code then who knows

limber shell
#

It's just shit about prone system

bright sigil
kindred depot
grim ore
#

yep the character is designed for humanoid and basics, prone is definitely not one of them ๐Ÿ˜ฆ

limber shell
#

The character goes brrr when I prone, so yeah. I'd prefer using the Mesh as root, but I can setup custom collisions, even if they're CPU intensive

kindred depot
#

brrrrr?

kindred depot
grim ore
#

see something wrong? Add a TODO comment with some idea of the issue and go back to the other stuff!

limber shell
# kindred depot brrrrr?

Yeah, the mesh goes under the floor, when I UnProne the mesh floats, and it starts doing shit like this

kindred depot
#

you should be focusing on IK with that.

bright sigil
limber shell
kindred depot
#

PowerIK is free and owned by epic. its very good with the default manny skel.

limber shell
kindred depot
#

this is prob the wrong section for this but there is no where else to put this. After successfully building a plugin RunUAT.bat BuildPlugin -plugin=" and adding it to my project folder, why does the project still tell me my modules are out of date?

drowsy snow
limber shell
#

At this point, templates would just downgrade my project, since the movement system is almost done.
I only need to setup the prone and sliding system.

#

About the prone, fuck the capsule, gonna use hitbox collisions kekw

drowsy snow
limber shell
#

shorten..? Do you mean resize it?

drowsy snow
#

Change the capsule height.

limber shell
#

Ah yes, resize it.

drowsy snow
#

Pedantically not resize as in scaling, but whatevs

limber shell
#

Shit happens when I resize it tho kek

drowsy snow
#

You can repurpose the crouching state for prone.

grave pollen
#

so I was trying to figure out why my game started lagging, turns out its almsot entirely related to a large nav mesh. Is UE5 doing anything to make nav meshes less expensive?

#

I tried nav mesh invokers which is simple enough, but I have so many AI to the point where it becomes kind of irrelevant, and still makes game lag a bit

#

or asked another way, is there absolutely any substitute for AI to move around on a map without a nav mesh?

grave pollen
#

right I guess my issue is if I have 70 AI on a map it ends up being a nav mesh on the entire map anyway so it doesn't save much on performance, perhaps I can tweak the invoker to be more performant though

#

lower radius, smaller movement distances perhaps

rotund scroll
#

probably better to focus on optimizing your AI

#

trying to optimize navmesh is like shooting the messenger

drowsy snow
#

Also UE5 is going to have a dedicated crowd management.

grim ore
#

ue5 definitely can handle AI better tho if you want to wait and use the Mass plugin

fair herald
#

Hey!
I am using the DLSS Plugin for the first time and I am getting this error,
is anyone know how to solve it?

grim ore
#

update your driver?

fair herald
#

it is updated,

grim ore
#

not even close to updated

#

GeForce Game Ready Driver WHQL 457.51 December 2, 2020

drowsy snow
runic fern
#

Goodday
How can i rotate an object connected to physics constraint ?

plush yew
#

Is the engine suitable / efficient for creating an mmorpg survival style game with permanent housing?

It's the idea that players can build their own housing in an expansive world environment, obtain items from chopping trees, mining rocks, etc.

I am looking for as much advice as possible as to how to go about it and am wondering how far i can take this. I would like to optimize for performance so a majority of players can run the game etc.
Also i want there to be digging involved 8^). People will be able to change the elevation of the geometry during ''runtime'' etc.
In regards to player structures we are debating wether to use prebuilt structures or prefabs so players can be creative with their environments

median surge
#

If I wanted to make autogenerated islands what plug-in is best to use?

spark rune
#

Guys, where can i ask for some tutorials for specific subject

spark rune
#

Thanks

#

i already search for it

drowsy snow
#

Just like any branching narratives, the writing is the hard part, arguably harder than coding the gameplay. You have to cover many possibilities based on the past choices (maybe Telltale style, "Hibiki will remember that"), paths based on affection numbers, trait flags, and whatnot.

#

Unless there's a need for realtime 3D visuals, or porting to consoles, Ren'Py is one good engine for VNs.

#

Yes, but the Plus rerelease, which ported to consoles, shifted to Unity.

distant siren
#

I don't have to let my character go on the water, putting blocking volume is bad, the landscape is not square, what can I do?

drowsy snow
distant siren
drowsy snow
distant siren
drowsy snow
distant siren
prisma plank
#

How to make your own chromatic effects?

plush yew
drowsy snow
prisma plank
#

theory i know. how to make in practice

drowsy snow
prisma plank
#

I know. but there you can't change colors

drowsy snow
frigid comet
#

uhhh, what do i do when im launching a unreal engine 4 game and it shows an error: Out of video memory trying to allocate rendering resource

#

gpu?

drowsy snow
# frigid comet gpu?

Yes, that fancy fat card thingie in your computer (if you use desktop computer)

frigid comet
#

i know only what video card and processor and ram i have

drowsy snow
frigid comet
drowsy snow
frigid comet
#

i tried to look in yt how to fix this error, but everyone just shows what to do in the Unreal Engine

prime willow
#

weird question

drowsy snow
prime willow
#

is it possible to connect players to a players game world or whatever so they can play co-op with each other without having a super deticated server

#

or is online and offline co-op with players only possible with servers

frigid comet
#

...new hardware? Dude i have a laptop...

prime willow
#

wait

#

so something like division 2

#

that style of co-op can be done with listne?

#

o.o

#

oh

frigid comet
drowsy snow
frigid comet
#

bruh and where do i find another server

#

i just found this server

#

uhhh

drowsy snow
#

Maybe that's the kind of answer you're looking for.

frigid comet
#

i have no idea why fnaf doesnt launch, because Poppy Playtime does launch, and fnaf doesnt...

drowsy snow
#

At least FNAF SB had some more going on compared to Poppy Playtime

drowsy snow
#

Also pls don't use UserBenchmark for hardware reference, for crying out loud.

frigid comet
#

I would have had Nvidia, but the last laptop kept rebooting and I was offered a different one. I bought this laptop and I should have not buy it... Because this laptop sucks a lot.

#

and now i have this laptop, and i hate it.

#

nvidia would have more performance.

drowsy snow
#

AMD could've getting better performance with lesser price

frigid comet
#

i have a shop in my city but the half of laptops out of stock

#

and the other half sucks.

drowsy snow
frigid comet
#

I have no idea why laptops are expensive than computers

drowsy snow
frigid comet
#

if i will buy a computer, it will just not fit in my table

#

i always wanted to play fnaf security breach, but as you can see, my stupid laptop doesnt allow me.

drowsy snow
#

Might want to wait for Steam Deck next year, if you can afford it. Not particularly cheap, but it could pack a lot of punch in the size of slightly larger than PS Vita.

#

Don't feel bad just because you can't play it right now, there's always days after tomorrow. It's not like Steam's going to shut down anytime soon anyway.

frigid comet
#

Steam Deck? I have no idea what is that

#

i heard that it will be a console i think

drowsy snow
#

Also smaller PC parts do exists, starting with Mini ITX and Micro ATX part

drowsy snow
frigid comet
drowsy snow
# frigid comet and it will have all steam games?

Yeah, but you might have to wait for availability and/or shipping, that kind of stuff.
Again, if you can't play it right now, there's going to be another day you'll be able to play it. Especially once you have it in your Steam library.

frigid comet
#

but wait, i cant buy it. Because i have NINTENDO SWITCH

#

...

drowsy snow
#

FNAF SB isn't ported to the Switch. Yet.

#

Anyway, tangent's over

frigid comet
late verge
#

hey everyone, i migrated a folder with uassets over to another project but they're not showing up in the folder they should be in. the folders are showing, but not the assets they should be in. however the files are showing up in my file explorer. any way i can make them appear in my content browser?

fierce tulip
#

did you migrate to a content folder or a random other folder? and was the target project older/same/newer than where you migrated from?

late verge
plain anvil
#

Hey, i'm curious about unreal and i wanted to learn it. But i can't even install the engine, the download time took forever to complete, 5 hours only 20%. Is there a way to download without epic launcher? i thought it was my internet connection that is slow, but i downloaded unity and it only took 1/2 hour

toxic hound
#

hi, can anyone please take me a step by step through UE ? i'm getting confused

#

i'm trying to build a landscape

unique kraken
#

hm anyone can help me calculating a triangle projected from objects ? i want to be able to extend each triangle corner moving those object around

#

inside the material editor