#ue4-general

1 messages · Page 1114 of 1

fleet marten
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and you can set a Do Once node for it also

trim mesa
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see, its like i enter the door, it closes, perffect, but when i exit through it, its not opening properly and if we take in real life, its like punching on our face

coarse gale
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The "HeldDown" and "SET" things are where I'm lost with that image. I don't know where those came from

trim mesa
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the door is punching on our face

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can you send me screenshot for the same

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if you can

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how to do it

fleet marten
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Flip the rotation so the door is opening outwards instead of towards the player as well, but here's a copy of my BP's for a door that opens when I press F

fleet marten
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@trim mesa

trim mesa
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can you send me the blueprint

bright sigil
trim mesa
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for the door opening backward thingy

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rob?

fleet marten
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You'd just change the rotator, add 180 degrees to whatever value will spin it around the hinge side

coarse gale
bright sigil
trim mesa
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then pls explain me

trim mesa
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@fleet marten

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my blueprint for the door

fleet marten
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what's your timeline's max value

trim mesa
bright sigil
# coarse gale I don't know

alright, well this isnt your player controller, this is just an actor. the other thing is the rotate values are all zero 😜 but as for the first problem. You need to set something so that this actor knows to pay attention to input events

trim mesa
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and the rotation is 90

fleet marten
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try -90

bright sigil
trim mesa
coarse gale
# bright sigil

I haven't done that, but I set the Delta Rotation X (Roll) to 10 and it works now!

bright sigil
coarse gale
bright sigil
coarse gale
bright sigil
trim mesa
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i created a new timeline

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and i cant find the dot

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how do i find the dot

bright sigil
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right-click in the timeline, add key

fleet marten
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the arrows at the top left there in your timeline fit the timeline to frame all your points

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left click the one pointing left and right and the up and down one to scale it so you can see

fleet marten
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is it opening in the reverse direction now though?

trim mesa
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i lost my second point of the timeline as i set it to -90, how do i make it come back

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i.e key

fleet marten
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ctrl+z to undo everything. But like Conrad said right click and add keys. You can also use Shift+Left Click to do it

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if you had the same timeline in the first version* and switched your end 1 second key to a -90 value it should be swinging in the opposite direction on the z axis than your initial 90* was

trim mesa
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but now i cant enter the door

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because when it was -90, i was not able to exit

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and now its 90, i am not able to enter

fleet marten
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simulate the game and make sure that there's no collision clipping into the open door frame where you're trying to enter, otherwise nothing should have changed besides the door's rotation by editing that value

trim mesa
fleet marten
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when you play the game click the side arrow and simulate it so you can fly the camera around and get a close view to the door opening

fleet marten
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this is probably unnecessary but just do it so you can make sure that visually the door's framed right so it's not blocking the character. Otherwise by changing that one value in your timeline from 90 to -90, if everything else stayed the same, you didn't change anything besides the doors swing direction. So nothing should be causing you to be prevented from proceeding once its open

pulsar badge
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Hey just wondering how would i put my game on xbox only my console though i dont want to publish it at all

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i downloaded the devkit activation app on xbox

fleet marten
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@trim mesa any luck?

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the only other thing I could imagine is you have unnecessary geometry behind the door, the red outlined box here, and if that has collision it's blocking you from walking in when the door's opened in the opposite direction - as taht red block would now be in the line of the player instead of towards the game camera (which is how your door swung in the first place from the video)

trim mesa
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what should i check after simulating

trim mesa
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@fleet marten

bright sigil
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so i dont know whats exactly going on, but from the video, and it may not do anything, but hey who knows.... make sure you start playing without the player in the trigger box

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in other words, move the door away from the player so there is no overlap

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it can cause unpredictable results, but i dunno if it fixes it

trim mesa
bright sigil
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in other words, move the door away from the player so there is no overlap

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then play test

trim mesa
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door or the collision

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?

bright sigil
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like the whole thing

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when u start playing in the video, the player is really close to the door

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overlap may not fire when the player starts in the overlap area

trim mesa
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this is my door

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where should i move it too

bright sigil
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talking about the big trigger box

trim mesa
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yes

bright sigil
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move it to the right if your player spawns on the left

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so that it does not spawn in the trigger box

trim mesa
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what?, thhis is a side scroller game

bright sigil
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green handle, move negative

trim mesa
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so what should i do

bright sigil
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oh so the player doesnt spawn right next to the door?

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my mistake, thats what i saw in the video

trim mesa
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yes

bright sigil
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ah k, nvm then 😛

trim mesa
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if you know

bright sigil
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i dont really know the problem

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you want the door to swing away from the player?

trim mesa
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he got offline

bright sigil
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id rather not, these are pieces

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they dont clear up anything

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im coming into this completely unaware of anything

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all i know is there is a door and its not doing what you want

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i dont know what you want it to do, in full, nor whats not working

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and if you do decide to explain, please do so in simple english

trim mesa
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if its -90, it doesnt let me enter

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and when its 90, it doesnt let me exit

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its like the door hits the player

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and the door is not able to open

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its not smooth at all

bright sigil
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so when the player approaches on from the left side of the door, it opens towards them?

trim mesa
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yeah

bright sigil
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and would you want this to do the same for then the player is on the right side of the door?

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that based on which side they are on, the door will open away from them

bright sigil
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you should use two triggers then

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one on the left and one on the right

trim mesa
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explain in simple language pls

bright sigil
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i will also add that door functionality like this is actually tricky, its not as simple as it leads on

trim mesa
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or it will be kind of you if you send screenshots

trim mesa
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can you send blueprints or something

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for help

bright sigil
trim mesa
bright sigil
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it will be quite involved

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there are plenty of door tutorials out there

trim mesa
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for both

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yes

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let me see

bright sigil
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i dont have any door like this made

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that is for you to solve

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but that is the right way to start what you want the door to do

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id rather not spend time to make this when there are plenty of tutorials which cover the same sort of thing

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even if its just triggering one animation in the tut, all you do is the same for other trigger

pulsar bison
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Hey, having a weird issue - I made a new Player Controller, went into my custom GameMode and updated it to use the new controller. Verified that my project is using the custom game mode, but when I run it still spawns the default controller. Any ideas what I might be doing wrong?

bright sigil
pulsar bison
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Yeah, I verified in both project settings and my custom game mode, it's set in both.

runic fern
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Guys how can i keep same PlayerCharacter and PlayerController when travelling between maps without destroying them ??

bright sigil
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is there something about them that you need to retain or specifically the whole thing?

runic fern
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The plugin owner said you have to save your PC and Character while " open level "

bright sigil
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oh

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i guess there is a way i dunno though

plush yew
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Hi guys, anyone knows what is VisibilityCommands on stat gpu?

round light
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any idea why my text has a ghost text behind it?

rugged harbor
bright sigil
raw harbor
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General question, where do I publish my game?

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Steam has a 100 dollar fee, which I won’t pay to post a free game, itch. Is more for indie games not driving sims

feral patio
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Who knows why my objects quantity keeps going up and making it impossible to use the editor? It gets extremely laggy

pure void
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I havent done algebra, trigonometry or geometry in a long time and I am a little bit uncertain on how vector. Does someone have a good learning resource on the maths required for the basic things in unreal? (Dot product, sincostan, vectors)

pure void
rugged harbor
reef lotus
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does anyone know how to make cheat engine not work on unreal engine 4? there were a few people speedhacking on my multiplayer game with cheat engine

pure void
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Thanks teku I'll look into it but I thibk that might be a bit above the knowledge I need but then again it couldn't hurt to know more than absolutely neccesary

autumn flame
reef lotus
autumn flame
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Pretty sure CMC has stuff against it

reef lotus
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CMC?

autumn flame
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Character Movement Component

reef lotus
autumn flame
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It really depends if you are letting the client set the speed client to server too somewhere

rugged harbor
# pure void Thanks teku I'll look into it but I thibk that might be a bit above the knowledg...

If you know ax + by + cz = d polynomial equations, this is the starting point of the book. If you’re looking for something quick-n-cheap, then you may try searching YT for

  • vector-matrix multiplication
  • matrix-matrix multiplication
  • and maybe also matrix transforms
    These are used heavily in any game or 3D modeling program.

As for trigonometry, geometry, algebra, calc., etc., there is a (one-time paid) mobile app called “MathRef,” which gives you all the functions, identities, laws, etc. (very helpful source through my math and engineering degrees) That paired with the Key-words: “math proofs”.

Khan Academy is another great and free source for math lessons along with open MIT class lectures.

raw harbor
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where do people get models for games that cant get you sued? yeah i know google but they all copyrighted

reef lotus
autumn flame
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Thing is, if you set the movement speed Client -> Server
Passing the value through Client

Any value will go through

reef lotus
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I don't tho

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the values are hard coded

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I do pass the movement component tho,

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as a variable

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to go from character to player controller

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and vice versa

pure void
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Khan academy is probably a good next step for some practise

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That site is amazinf

autumn flame
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Well, CMC should theoretically have protection against that, not sure if enabled by default tho

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Time Discrepancy Protection

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More info about it

reef lotus
drowsy snow
fallen hatch
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Hi everyone, I need some advice with my texture issue, I am trying to make a hyper realistic planet so I bought some 86K textures from cgtrader and other sites, however as you already know Unreal has a 8K texture limitation, what would be your advice for me to create this hyper realistic world. only solution I can think of atm is seperate that 86 K to pieces and texture the sphere piece by piece which will be painfull, I am open to any advice or suggestion you can give

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Thanks in advance for your help

drowsy snow
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FWIW making car models to begin with is fucking hard, especially with all the details put into account, let alone making up new designs

kindred depot
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I mean if you change one thing about an object (transform it) and give it a different manufacture, lets say instead of Toyota call or Royota, you can't really be sued. lol

drowsy snow
kindred depot
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This is why you see drinks and stuff in movies and cars with the same prototype but with a different name.

drowsy snow
fallen hatch
autumn flame
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I don't think you will even see all that detail from a distance

drowsy snow
kindred depot
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I bet this is what the matrix uses... i THINK all textures are 1 - 2k.

fallen hatch
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Guys I appreciate your reactions however I need guidance and advice with how to integrate :))

fallen hatch
drowsy snow
drowsy snow
fallen hatch
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Nanite has nothing to do with this issue, I am not trying optimize a rock or something, just trying to find a better way to increase texture quality on my planet

drowsy snow
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I mean, pedantically, most planets are made out of rocks, but I digress

fallen hatch
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I appreciate your comments but this doesnt even relate to my issue or to what I need, but thanks again for your time

kindred depot
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Explain what you want.

drowsy snow
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TL;DR: use UE5 for your lofty space sim project

kindred depot
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You want to upscale textures?

fallen hatch
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UE4 has a 8K texture limitation I need larger texture size

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only work around I can think of is add multiple material to the mesh and seperate the texture I have to piece by piece

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I am trying to have a planet with higher texture quality, as high as possible

drowsy snow
kindred depot
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Im sorry but this is what nanite is for. lol

fallen hatch
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I already have 86 K and 92K textures but trying to find a better solution instead of just cutting those textures into pieces

kindred depot
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take a megascans object use it with out nanite, and with nanite.

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huge difference with the quality of the texture.

drowsy snow
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I say it and I'll say it again, look at it from different perspective

autumn flame
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Well, you can't go over cause the max amount of mips is 14 on DXT

drowsy snow
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And no, Nanite is NOT just for rocks.

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It can be practically anything that has huge amount of polygons, even planets with astounding details down to the milimetres

fallen hatch
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I understand and used nanite before but in this case I am trying to create huge planet simulation, hyper real and right now dropping a 8K texture to a sphere isnt cutting it, In max i put 86 K texture and it solves my issue, creating the same scene in unreal has limitation and I am trying to find a work around

autumn flame
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most space engines i've seen generate the Texture from the Polygons and the actual texture is mostly a repeating one iirc

fallen hatch
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problem is a texturing issue not mesh related.

kindred depot
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Thats the thing tho,

drowsy snow
kindred depot
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make it mesh related.

fallen hatch
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and texture it how

drowsy snow
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I'm not sure if you blocked me, but I quote this:

Those huge details that got lost in textures can be made up with geometries, and that's why I brought up Nanite.

fallen hatch
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Of course I didnt block 🙂 why would I, you guys are giving your time to help me and I really appreciate any input

autumn flame
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Imagine having an auto material that it's a repeating texture and when there's an angle or a certain depth is a different texture

Theoretically you could still keep the texture detail from afar too without the geometry, basically being a detail approximation and when you get close the details show up

drowsy snow
# fallen hatch and texture it how

Let the detailed geometries do its thing, I'm sure you can run away with some basic 8K rock surfaces and the detailed geometries will make it pop.

fallen hatch
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then what? just texture it with 8K and it will be blurry again in upclose

autumn flame
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That's why having stuff more procedural is a good idea

drowsy snow
autumn flame
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Imo look at Elite Dangerous planets, they all procedural and have details from space and upclose too

fallen hatch
kindred depot
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Are you not tiling your textures?

fallen hatch
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I have a 92K world texture base,normal etc.

autumn flame
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If the mat is procedural, you can just use lower resolutions or bigger macro details from afar, pretty sure you can calculate distance for Mat just from Camera

drowsy snow
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And I'm sure Nanite can make up the macro details from far away on the spot.

kindred depot
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so your world is basicilly one large texture?

autumn flame
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The closer you get the more the area where you get close by will be detailed shortly texture wise

fallen hatch
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So your suggestion is for me to change my entire method and not use those 92 K texture and just try to handle all this with procedural and blueprint based solution and tricks?

fallen hatch
kindred depot
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this is your problem then xD

fallen hatch
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just one sphere and 92K texture which looks great in max

drowsy snow
fallen hatch
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You are right

gaunt abyss
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Neither nanite or gigantic textures are feasible here if you want to be able to go to the surface and have decent details

You need to look into generating the geometry and potentially textures at runtime procedurally

Mesh data alone for an Earth sized planet with some decent detail could take up like half a terabyte of memory

fallen hatch
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I understand

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so what would be the step by step workflow for the best approach

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because my goal is creating a rocket launch simulation from earth to Iss

drowsy snow
autumn flame
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Time to buy Cesium

fallen hatch
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It will be a launch from space station from earth to ISS

wary wave
fallen hatch
kindred depot
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Trial and error is part of game dev 🙂 I once spent 6 months on a project just to throw it away. BUT the knowledge I gained really helped me with my newest project.

wary wave
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what you're asking for is non-trivial and entirely custom to your requirements

fallen hatch
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I understand

icy plaza
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I got a very strange problem. My geometry is shaking when playing the game in the editor. Did someone ever encounter this before? It's like a very weird minimal shake that is very distracting

autumn flame
drowsy snow
fallen hatch
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Thank you everyone for your all input, I appreciate it.

drowsy snow
#

You can have the launch station environment super detailed and left everything else less detailed, and blend things up in between, if you have no intentions to go somewhere else in the Earth.

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Also texturing tricks, blending the less detailed but general texture of earth with more detailed general smaller textures.

autumn flame
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And be sure to use some sort of Rebasing if you really plan on it being on a huge scale

drowsy snow
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Also for trivial comparison, MS Flight Simulator "cheated" with procedurally making up the earth surface based on satellite imagery, streamed from cloud Azure network. I saw how the buildings look ugly outside of landmark locations.

autumn flame
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Look ugly mostly upclose, all an illusion in the end

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Same with the trees

kindred depot
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Makes me think.... how does microsoft get there real world data with flight sim.

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you just posted it

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nvm

autumn flame
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Plus buildings most of the times are not even representative of the real life ones

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Especially in less urban areas

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They can be completely different

frank fern
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Hey guys

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Actually I was learning unreal engine

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And did cover most of the engine basics, like movement and stuffs

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Even learnt a bit about blueprints and stuffs

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But I don't think I am frank with blueprints

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I know c++ and have some experience in programming stuffs

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But when I was searching for some c++ unreal tutorial

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Didn't find anything

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Can you share me some if you do know about any?

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Courses in skillshare would also do

kindred depot
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What kind of game

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or use the learn tab in launcher 😉

frank fern
#

thanks dude

drowsy snow
# frank fern But when I was searching for some c++ unreal tutorial
Unreal Engine

In this course, you’ll learn about programming in Unreal Engine along with tips and tricks for creating and developing C++ projects.

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Also Unreal Online Learning has good courses for absolutely free, including those.

frank fern
#

thanks man

small ridge
#

Hellooo, I have a noob question here

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Hello there,
I’m completely new to unreal and I’m now tackling the UI part of a small project
We’re going to recreate Pac-Man UI

In Pac-Man, lives are displayed in bottom left of the screen (done) but the player gets and extra life after reaching 10000 points (done) and uses a life to respawn. so if player has 2 lives and he dies life counter goes to 1. how can I achieve that? Should I place 6 images in the widget and just torn them on/off on a trigger? even so, what’s the best way to do that?

exotic thicket
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You can create the widgets based on how many lives you have

pure void
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Have a background image and then show the number of lives as text onto that image

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You can use any font and import one

exotic thicket
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Easiest way to do it would probably be to create a horizontal box, then you can just insert the widgets directly into it and the horizontal box will automatically lay them out nicely so you can add or remove them when needed

pure void
#

You can then use blueprints to communicate to your widget what your number of lives are

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So if the variable of lives is changed from 2 to 1, it will update the widget, which will then change the text to 1

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This free course from epic will go over all things you will need to know plus more

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Like making a menu or pause screen

plush yew
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Where do I find this

bleak zodiac
exotic thicket
kindred depot
#

4 days of migrating my project and looking for a 5.0 commit that works... I am finally able to open my project in UE5, not EA.. The unreal gods have answered my prayers.

#

Is it better to use an arrow component for a bullet with a collision sphere, or just the arrow, or just the sphere?

kindred depot
#

right click on node link... bam

raw harbor
#

Can I remove company logo to avoid copyright? Iv seen games with just the logo removed but the design is the same, any idea?

kindred depot
drowsy snow
raw harbor
#

Can someone please help me with this, I’m not familiar With blender, if someone can help me with changing the design/model or send me a video that clarifies it, iv seen videos but they don’t really explain it, your tips will be helpful for me too Since I’m a startup both in ue4 and commercial games, all my games were private, also thanks for everyone that answered my questions since I got here, especially @TheHoodieGu., really active and helpful on the sever

distant siren
#

how can i call a widget inside another widget?

small ridge
drowsy snow
distant siren
plush yew
#

Guys how to make animation run from bottom to top

drowsy snow
plush yew
pure void
plush yew
#

where can I find this?

drowsy snow
plush yew
drowsy snow
#

Is that the older sequencer editor?

dusky inlet
#

Yeah, seems to be an older umg animation

plush yew
#

idk I found on a website

small ridge
#

What's the best way to create a blinking text box?

blazing niche
#

Hi all! I have this error when I`m trying to open my BP class based on C++ class with custom Character Movement component written in C++ . Its appears after i have updated my local perforce repro. (Its seems binary is corrupted by something, but I'm not so sure)
Someone know how to deal with that problem?

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Rolling back to previous version does not help

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the error is still here

drowsy snow
blazing niche
#
  • I forget to say: a have also tested my changes before sending and it was fine - no errors at all
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Live coding is dissabled

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ok. thx i will try that

drowsy snow
#

I thought he refers to BP's Compile button 🤔

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Had my initial worries if he indeed used Hot Reload / Compile button in the main toolbar

blazing niche
#

Upd: I fixed that error by Reloading

thx for all!

worthy elbow
#

Hello! is there's any way to change General game volume using blueprints?

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The sounds in general

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Music, sounds generated by AI etc.

drowsy snow
#

Master Volume

worthy elbow
#

Or master volume

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yeah

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Ill just go with this one xd

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Hi.. how do I get "Master volume" here pls halp ;-;

drowsy snow
worthy elbow
#

Oh okay thank you, I need to change all my sfx class to master right?

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Oh nvm, I don't have to

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Thank youuu

eternal lotus
#

i'm making a crash-bandicoot clone. building my levels using a landscape. How can I get some clean-cut pits like you see in this image? I've tried doing some sculpting to create it, but sculpting tends to lead to more soft-round indentations than this kind of thing. Am I missing some technique here?

drowsy snow
eternal lotus
#

hah you're probably right there actually... this is a jam game tho, so landscapes win because i can build them so fast lol

sinful tendon
eternal lotus
#

ah lots of options

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thanks friends

plush yew
#

well guys I'm going to switch to Godot over unreal

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I wanna make 2d games and Godot makes it perfect

drowsy snow
plush yew
#

I mean I will still be on the server I'm 24/7 learner

drowsy snow
plush yew
#

You is thinking about me leaving, I did not said so

drowsy snow
#

It's your words, not mine.

cedar wave
#

It really depends on what you need for your 2D game.

plush yew
#

I don't like unity

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I think it's pretty glitchy

cedar wave
#

Agreed. (Godot is my primary engine, definitely the one I have the most experience with)

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I find UE's 2D tools lacking, yes, but it is servicable for most types of games. IE - lights, tilemap, spritesheets.

plush yew
velvet orchid
#

One message removed from a suspended account.

#

One message removed from a suspended account.

drowsy snow
velvet orchid
plush yew
#

XD

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sorry I just love these kind of talks

plush yew
#

I found this interesting how much memory can unreal eat

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vs godot

stray drift
#

Unused memory is wasted memory, Mac's 'pressure' indicator is better if you don't know what you are looking at

plush yew
#

I don't care about mac much

stray drift
#

Good for you 🤷

drowsy snow
#

Same goes with ||Unity||

stray drift
plush yew
#

but for unreal you need a gaming pc

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kind a

stray drift
kindred depot
#

maybe upgrade your pc then? Unreal Dev is not meant for low end pcs.

plush yew
drowsy snow
stray drift
plush yew
drowsy snow
plush yew
kindred depot
#

Thanks 🙂 im opting out of this useless convo

plush yew
#

why not lmao

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wtf is this question?

drowsy snow
kindred depot
#

Already remade PUBG, man i must be stupid.

plush yew
#

hmm

drowsy snow
#

And if you have SSD doing page files, you might get some extra mileage out of it

plush yew
#

I mean I have 1tb of SSD

drowsy snow
#

This applies to HDD as well, but HDD's I/O speed means virtual memory is so slooooooooooooooooooow

stray drift
plush yew
#

honestly SSD made my laptop very thin

drowsy snow
#

I think laptops still use SATA, but some models might already sporting NVMe or M.2

plush yew
#

I want to buy in the future a laptop can replace any parts of it

drowsy snow
#

But I digress

stray drift
plush yew
kindred depot
#

Honestly tho, best course i ever took on Udemy.

plush yew
plush yew
#

I mean what was the reason to copy the game?

stray drift
#

Weren't you calling atomik stupid like 2 minutes ago?

kindred depot
#

Nothing, Learned from the project. Create your own br with the knowledge. 🙂

plush yew
drowsy snow
plush yew
#

also the programming language got me

drowsy snow
zinc shore
#

why dose setting the AIs focus always give me a error saying none tiring to read

modest trench
#

Nobody would interpret what you said as just a question, but whatever

plush yew
stray drift
#

This is the hardest I've seen anyone twerk for a ban TBH

modest trench
#

Try to communicate in a more professional manner I guess

plush yew
stray drift
plush yew
drowsy snow
runic fern
#

is Anyone got an issue with Chaos Wheels and WheeledVehiclePawn .. the movement not working

plush yew
runic fern
#

deal

drowsy snow
plush yew
stray drift
plush yew
#

I have a noob question about textures and channels, why do they always take things from the red channel? Also is there a way to preview only one channel like what the red looks like?

plush yew
drowsy snow
drowsy snow
modest trench
drowsy snow
plush yew
#

Thanks y'all 👍 lemme look at them

plush yew
stray drift
#

You're contributing absolutely nothing @plush yew , and when someone commended a course you were putting them down for making a PUBG clone as a learning exercise. GTFO

plush yew
buoyant graniteBOT
#

:triangular_flag_on_post: sdpro#1769 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
zinc shore
#

how do i fix it?

modest trench
# zinc shore

Get the controlled actor ref for the unused pin on get AIcontroller would be my first guest without context

zinc shore
#

or get controller

stray drift
#

Unrelated, but Godot stinks xddd

kindred depot
#

Oh its not up no more 😦

#

he took it down

#

hold on

#

Well its not for sale

modest trench
kindred depot
zinc shore
kindred depot
#

53% complete it says xD

#

i finished the whole thing and he never released anything more 😦

#

big L

plush yew
#

🥱

kindred depot
#

huge understanding of how brs are made tho.

plush yew
#

it's getting late here

stray drift
plush yew
#

cool we have that too

stray drift
#

Have a massive melee enemy and when he swings sometimes it goes beyond the player, which breaks the camera movement for a very short time (weapon between camera and player maybe).

I'm guessing a camera avoidance box on the enemy character is not the solution here.

raw harbor
#

If any one can help me with car models or sculpting in blender please message me

#

Or if you know anything ab blender

#

Please

plush yew
#

I can only do pixel art XD

raw harbor
#

Good enough

modest trench
#

With each other in this case

drowsy snow
plush yew
#

A little note the server bot needs a some kind of storage

raw harbor
modest trench
#

Maybe ask on a blender discord

stray drift
drowsy snow
raw harbor
plush yew
buoyant graniteBOT
#

:triangular_flag_on_post: sdpro#1769 received strike 2. As a result, they were muted for 1 hour.

modest trench
#

I guess if your question is specific to importing blender stuff it's fair to ask here

zinc shore
#

so i tried this and i still get an error

raw harbor
plush yew
#

@upper heart check your logs before muting

#

or which mod was that

#

and they say I'm unprofessional

raw harbor
#

Best YouTubers for ue4?

drowsy snow
raw harbor
cedar wave
drowsy snow
stray drift
#

UnrealSensei and AstrumSensei are the popular but wacky ones.

Official, Laley, Matthew Wadstein, for game dev and most generic things

drowsy snow
raw harbor
drowsy snow
#

If you want some cinematic stuff, William Faucher

cedar wave
#

Ben Cloward is next level imo. So good with materials and stuff.

stray drift
#

William Fauchner for VFX/ lighting, etc

modest trench
#

Lots of "learn ue5 now!!!!" channels where they do some normal ue4 stuff and turn lumen on

drowsy snow
#

Though William Faucher's tuts are not geared for games, but just for cinematic/filmmaking

cedar wave
#

I think he does well enough to get people going, but yeah - he often ends up with complete spaghetti. Like, what he does is his first take and doesn't do any revisions or anything like that.

drowsy snow
#

Devsquad (Virtus) were terrible, and I can't even fathom his tutorials even as a beginner

modest trench
#

Tom looman is not really a YouTuber but is well regarded

cedar wave
#

He at least explains things in a pretty beginner friendly way.

stray drift
#

Good to know! A friend followed UnrealSensei's AI stuff and... it bypassed BTree entirely and built a custom one "for performance" in C++? I ended up asking him to redo it all haha

raw harbor
#

No good videos plus barley even any videos on car sims or cars in ue4, not much tutorials like shops and stuff

stray drift
cedar wave
raw harbor
#

No way around this right?

modest trench
#

I think you could get away with adapting other engine's guides and examples for things like ingame item shops etc

raw harbor
#

Matrix awakens was insane

#

I use it

drowsy snow
#

Performance might be suck, and not much docs in it though

stray drift
#

This mad guy for entertainment value 🙂
https://www.youtube.com/c/PrismaticaDev

raw harbor
#

Can I ask a stupid question? Since I really don’t know Anything

modest trench
#

Only smart 300 iq questions allowed 😡

zinc shore
raw harbor
#

What does Indie mean? I always though it’s games that feel cartoonish and stuff, is that what it means or is it related to amount of people working?

#

I’m new, it’s being stupid it’s learning

#

Ahhhh

#

Makes sense

#

Thank you

stray drift
#

But also practically can just mean small studios, or big ones that were indie at some point in the past

raw harbor
#

Is there a way to make money off free games on pc? I feel like it’s stupid to add ads to a pc game

#

Mobile yeah sure

#

But pc?

#

My game ain’t that worth it but Ok

#

Thank you

modest trench
#

Ad revenue is not often a thing for PC games

stray drift
#

Ads in a PC game would get your game uninstalled every time

raw harbor
#

Yeah Ik

#

What about links that like give you money

#

Bitly

modest trench
#

Trackmania had Subway ads on the track lol

raw harbor
stray drift
drowsy snow
kindred depot
#

Do games make money based on there viewership on twitch?

raw harbor
kindred depot
#

with out doing a thing other than people playing it?

#

like twitch pays them.

raw harbor
#

What about ads replacing ads in game🤔

drowsy snow
stray drift
drowsy snow
#

It's more up to the streamers, example being ||Raid Shadow Legends||

stray drift
kindred depot
#

LOL

worn crest
#

Hello guys! Can I ask for advise here? On BPs

modest trench
#

Donations or pay what you want (itch.io style) are an option

drowsy snow
#

Some big YouTubers do scour through itch.io for content

stray drift
#

Time to make GaaS real - OnlyPlayers, gaming subscriptions completely different to MMOs of days past

modest trench
raw harbor
worn crest
# modest trench Yep

Thank you! I looking for a way to get the name of a currently running behavior tree from character. OR just to check if it's valid, but cannot find anything on that.

raw harbor
#

About using chaos for physics, is it better than normal ue4?

#

Also if I switch to ue5 will it be better

drowsy snow
tender ember
#

hello. is there such a thing in unreal as parenting? like for example I wanna parent a roof to a rigged and moving house(it's a magical walking house) is it possible to do so in unreal?

raw harbor
drowsy snow
drowsy snow
midnight root
#

Morn, just wondering, I have ( 4.26.2) an update as seen by orange circle on library tab in launcher, but I cant find anything, not engine version or any addsons,,is there a keypress to go RIGHT to it somewhow ??? o_0

digital anchor
digital anchor
#

Yeah

drowsy snow
# raw harbor So should I switch over?

I think you can switch right now. If you know how to build UE from source code, best get the 5.0 branch. Otherwise, 5.0 EA is expected to be forward compatible with 5.0 stable next year, but it's not really representative of 5.0 in current weeks

raw harbor
#

will the way i added cars to the game work for ue5? i heard it cant, im just making sure
basicly what i did is that i added the asset pack called veichle varaity pack which comes with ugly but working cars, i imported a .fbx model from blender without the wheels and i added it as a skel. mesh on the old car (blue sedan) and adjusted scale and postiton to make the wheels be where its supposed to do, then i made the blue sedan invisable and imported the cars wheels speratly and added them manually to the car, the car works very well and i was wondering will doing this work for ue5?

plush yew
#

how can i get position of certain animation?

drowsy snow
#

Was meant to say UE4, not UE5 lol

drowsy snow
plush yew
dull girder
#

I am stuck thinking why does steam community hates epic online service and easy anti cheat so much and also the epic games itself?

#

Any answer?

midnight root
#

菊地真 TY for info about being fwd compat I was worried about that having gone a bit too far in using 5ea lol

plush yew
#

oh no, i meant, animation sequence @drowsy snow

midnight root
#

Ya sadly its everywhere, not just in games ;0-

dull girder
raw harbor
#

is the estimated game size around the size of the project?

#

i havent added even terrain and the project size is 15 gb due to assets

#

will it be like that for the exported game?

drowsy snow
raw harbor
#

thank you

drowsy snow
# raw harbor thank you

For example, I heard Valley Of The Ancient demo packed into 25 GB, down from 100 GB of project files

raw harbor
#

what should i work on now?
experimenting in games?
learning blueprint?
or following tutorials then updating the game later

worn crest
#

Thank you guys for advices.

drowsy snow
dull girder
#

Like this

drowsy snow
# dull girder

Again, mostly elitism, and it's on Steam website, so expect circle jerk bias.

tardy hedge
#

Is there any way I can sync an project file with multiple projects, I would like a global function library I can access at all times

plush yew
#

is anyone here good with retargeting models im having alot of trouble understanding ive been trying to figure it out for the past 10 hours

drowsy snow
dull girder
#

But they are jealous too

raw harbor
#

is there a way to get this working with ue4? it says supported only ue5

drowsy snow
plush yew
#

ok so i am working on this spiderman project i got some open source controls for the free release open to use project and i am trying to use a new mesh i installed online to have a variety of characters but an time i try and retarget it does not work

drowsy snow
# raw harbor

That's a different kind of Quixel Bridge. Same stuff, but not the same interface

raw harbor
raw harbor
dull girder
#

Why

drowsy snow
dull girder
drowsy snow
raw harbor
#

wait

#

will i wont be able to use unreal engine?

drowsy snow
#

Actually hold on, let me boot up my Bridge

tardy hedge
#

Any blueprint alternatives

raw harbor
drowsy snow
modest trench
#

Nothing that isn't a third party plugin

modest trench
#

Expect a new scripting language for ue5 sometime next year though

raw harbor
dull girder
drowsy snow
#

Ah shit, Bridge softlocks on me

dull girder
#

Cuz unreal is ur property

dull girder
#

Holidays?

drowsy snow
raw harbor
dull girder
#

Nah i mean why softlock

drowsy snow
dull girder
#

Is eos like steam networking, i mean like steam networking doesnt require to open ports for multiplayet.

raw harbor
#

where do i get points?

drowsy snow
drowsy snow
raw harbor
#

they so high quality too

#

i keep getting this

#

im logged in with epic games

drowsy snow
raw harbor
#

ue4

#

only free ones work

drowsy snow
#

Huh, guess my Bridge client wasn't updated

raw harbor
#

wdym, so its paid now?

drowsy snow
raw harbor
#

oh, well iv had this problem for a while now

drowsy snow
#

It's just that the Download button was different on my end lol

drowsy snow
raw harbor
#

i went on fourms it said to download a certain version, im downloading it rn

drowsy snow
#

In most cases, it's the problem of the connection to Quixel servers.

haughty hound
#

Guys, when trying to post a question does this happen to you too?

#

this access denied thing

raw harbor
#

now its telling me to subcribe

#

bruh

drowsy snow
plush yew
#

can anyone help me with retarget issue i cant get this mesh to work on this rig

haughty hound
#

oh, i didnt know, ta for clarifying bru 🙂

drowsy snow
raw harbor
#

still failing

drowsy snow
#

I guess try again later.
From my experience, first time signing in with Epic Games just works

raw harbor
#

only free downloads work

#

i guess it doesnt belive me that im using epic games

drowsy snow
#

Yeah, it's weird, maybe try asking around in the Quixel Discord Server

#

But then Bridge acting weird is not uncommon occurence anyway hehehe

broken socket
#

i have a question, its not a technical question but. I have a project i really like and ive been working on it on and off. but i had another idea for a totally different project and i want to work on it. should i work on both at the same time? or try and finish one before the other.

drowsy snow
raw harbor
#

i fixed the problem, i knew it, bridge didnt belive i was signed in with epic games, i had to login via browser and authroize then download, it works now

#

thanks @thehoodiegu for helping me ever since i got on this server

#

your really active here

drowsy snow
raw harbor
drowsy snow
drowsy snow
raw harbor
#

failed, i already installed it, il remove it from directory and try again

#

quess not

#

guess*

#

its not even there

drowsy snow
raw harbor
#

now its the export

drowsy snow
#

It happened to me a few times, had to use 1.1.1.1 DNS on my system to get it to work consistently

raw harbor
#

i set the directory to ue4 its self not plugins and it installed, idk if it will work or not

drowsy snow
kindred depot
#

I mean if the plugin works on the previous engine version. You should try to download it that way then drag the assets into your content folder manually.

raw harbor
#

i removed it and installed it again\

#

works now

#

thanks

drowsy snow
#

Yeah, the magic bullet of retrying. Told ya Bridge is bitchy to work with xD

plush yew
#

I've got some questions about setting up a dedicated server

#

is this the right place?

crisp sandal
#

Is there an option in unreal engine to code without using blueprint?

drowsy snow
#

*100% C++ Unreal games

crisp sandal
drowsy snow
crisp sandal
#

Thanks

tiny zodiac
#

Hey guys! How to activate METAHUMAN for your Unreal Engine if you not start yet and today is your first day? How to design a human in Metahuman? How to export it out and send it to your Unreal Engine game project? This is my step-by-step tutorial on how to do this! ENJOY! and have fun! Happy 3D animation and game developing! ENJOY!

#UnrealEngin...

▶ Play video
#

Im trying to create meta humans with UE4.27.1.
I followed this tutorial. However when i try to export it it gives me an error, saying unreal is not open.
Does meta human only works with UE4.26 ???

#

oh i see sorry.

#

yup.

#

could you now tell me just if UE4.27.1 supports meta humans?

thick herald
#

#free-the-MetaHumans!

drowsy snow
tiny zodiac
#

so why is it not working with 4.27.1

#

?

#

😦

drowsy snow
tiny zodiac
#

i did it

#

and generated it

#

when i click export it gives error saying that unreal engine is not open

drowsy snow
tiny zodiac
#

if i try to reopen it (it was already open). Then it asks me for version 4.26

drowsy snow
#

It works on 4.27 when I tested it a week ago

autumn flame
#

Why not install the version for 4.27?

#

I am on 4.27.2 and works for me

tiny zodiac
#

Also this error:
The following modules are missing or built with a different engine version:
MegascansPlugin
Engine modules cannot be compiled at runtime. Please build through your IDE.

autumn flame
#

Yeah, cause it's for 4.26...

#

While you running on 4.27

tiny zodiac
#

so why does it work on your 4.27

#

and not my 4.27 ?

autumn flame
#

Cause i installed the 4.27 version

tiny zodiac
#

😦

#

me too i have 4.27.1

autumn flame
#

Noo, your MegascansPlugin version is 4.26

tiny zodiac
#

ohhh you are saying i installed the wrong plugin

kindred depot
#

thats like saying why cant i install an amd chip on a intel motherboard.

tiny zodiac
#

ohhh

#

i see

#

so sorry

#

ok will try again

#

oh what a mess

autumn flame
#

Bridge will prompt the installation in case

#

Or update or whatever iirc

kindred depot
#

Oh hot reloading? lol

#

just kidding 🙂

autumn flame
#

Build with the engine open

kindred depot
#

The problem about trying to load a plugin from one engine to another, something changed with in the files. Delete it, and reinstall it

#

OR

#

do it manually

#

add a Plugin folder into your Directory of your projects folder and put the plugin in there.

autumn flame
#

I imagine he's on a launcher build tho, easiest solution in this case is just delete and reinstall from bridge

kindred depot
#

Yeah

#

that makes more sense xD

#

This could be the future for any of you 😉

autumn flame
#

Not when procrastination is my strongest virtue

bright sigil
#

ride that retrowave trend while it lasts

plush yew
#

wasting time is part of the process

#

afterall you play games to waste time

#

lol

autumn flame
#

Imagine being productive 😎👍

plush yew
#

but I wonder how long it took him to make it

#

he had expierence by teaching game dev

autumn flame
#

Depends on the amount of custom things and use of plugins I guess

#

And dedication

#

Experience is a big plus too for time

#

Aaand the type of game

tidal jewel
#

Is there a simple way to identify where an event/function was called from when debugging. For example, I currently have a "SetMovement" function that allows me to change movement speed, it's called in several places, by different actors, depending on the situation. It's currently being set to "Walk" when it shouldn't be. I can set a break point on the "Walk" branch, but I can't figure out how to get any information on what's calling it.

kindred depot
#

plug it into what you want to call it by.

plush yew
#

I have a question I am a beginner

kindred depot
plush yew
#

if someone writes with editable text

#

this is how to do what I write

#

for it to show up as text

#

you understand
?

#

explain?

kindred depot
#

I have no idea what you are trying to explain to me.

tidal jewel
# kindred depot call a print string

Hey, thanks, yeah, the problem was more oriented towards finding a calling actor when you're unsure of which actor is calling the function in the first place (i.e., if you have 50 different places where a function might be called from, rather than adding a print string to each of the 50 places, is there a way to ID the caller from the called function). I appreciate the input though! I ended up creating a small test map, using the visual logger, adding a breakpoint, then scrubbing through each actor until I could ID the call. Would love to hear of a more efficient way if anyone has one though.

kindred depot
#

create a box collision, then in there create the print string 😄

wide beacon
#

Hey, Does anybody know how i can make this function? im trying to make a weapon customization system and i have the widget displayed on the screen, the button works, however i cant display the gun on the screen to be able to customize it, any ideas?

zinc shore
#

so i use setfocus to have my ai look at the player but that means his attacks are always 100% accurate so can i make set focus lagbehind a bit and less acurate

cedar wave
#

<@&213101288538374145> 👆 Second time they've posted their stream here, and Lorash replied to them before (2 hours ago) about the #share-your-stream channel.

buoyant graniteBOT
#

:triangular_flag_on_post: WOLF MAN PROJECT#2152 received strike 1. As a result, they were muted for 10 minutes.

raw harbor
#

can i use car models with the same interior even tho you never will see whats inside?

#

its merged i cant remove it in blender

#

will this work?

#

this is the original:

charred blade
#

If I set forced lod to 99 will it default to lowest poly lod

plush yew
#

Any way to set start time of an animation asset?

plush yew
plush yew
plush yew
#

hi

#

i have that bp_home that spawns my BPAIS now with a nice procedural foliage thing, my bps wont spawn

#

is this a commen issue ?

raw harbor
#

is learning how to model in blender worth it?

cedar wave
#

Yes

drowsy snow
raw harbor
#

Well, I’m gonna learn to model a car bec well I got no options

#

I found a good tutorial should be good

#

Looks fun too

#

Il model the car body only, bec that’s only what I need

cedar wave
#

Could just use Kenney's assets as a placeholder

neon bough
#

you can split a model into lose parts in edit mode

#

however, learning how to use blender or any 3D software is probably mandatory unless you want to make an asset flipper game

#

and don't forget that car designs are IP material, and you should only use them for private stuff

plush yew
#

where are audio files located for Low Poly Shooter Pack - Free Sample?

#

or how to change and edit them

#

files are not showing in content

#

it's addition to engine and not project type

#

found it

#

lol

#

Is there a way to write blueprints to launch your character towards another object without having to enter a math formula?

bright sigil
#

launch character

#

there is some math, but if it's just forward, that can be the forward vector * strength

#

if it's aimed, you can feed in look at rotation to find the vector direction

digital anchor
#

theres SuggestProjectileVelocity

plush yew
bright sigil
plush yew
#

Ultimately, I've got a sort of grapple line for my character and I want them to zip from their current location to the attachment point from wherever and whenever they push the button

bright sigil
#

that sounds a little tougher, i know the launch part but not the rest

plush yew
#

Fuck

#

Ugh

#

Idk what math I need

digital anchor
#

sounds like you just want to add force/impulse to the cable direction

#

no math needed

#

i am assuming its a grapple like that robot from apex

plush yew
#

You got time then?

digital anchor
#

not really

plush yew
#

Shit

#

Fuck it

#

I should give up anyway

#

I don't have the balls to see it through

bright sigil
#

havent tested and you may need to alter some of it

#

took this from when i launch enemies away from the player in a sphere

plush yew
#

I doubt it'll work though cuz I suck

bright sigil
#

alright then

plush yew
#

Sorry, just in a bad mood

#

UE4 feels impossible sometimes

#

And that's just blueprints, not even C++

cedar wave
#

Gamedev is hard overall. It could be a lot more difficult with other tools.

plush yew
#

It's just this grapple line thing has stumped me for weeks and I'm afraid to ask for help since everyone seems annoyed by me

bright sigil
plush yew
#

ok, so my best solution for setting a character with navmesh navigation was: when i click on the object i need it to interact, i code a script that uses Simple MoveTo into the exact Transform of the start of the animation sequence

#

then i start the anim

#

there is something else easier like referring the sequence in blueprints and get the location of it?

tame mountain
#

guys

honest rune
#

The cars and handling are really great but you cannot flip these cars onto their sides or roofs if your life depended on in and I can't seem to find where the BP functions are that autocorrect their roll values

candid imp
#

I was going to type this into #web but since it seems mostly dead I'll ask here instead. Crucify me, if you must! My issue is that I can't seem to be able to export my project to HTML (running Unreal Engine 4.23.1, the last one to natively support HTML5). It's giving me these errors in the logs, but I don't really understand what they mean. Any help would be much appreciated! https://www.toptal.com/developers/hastebin/epenaxonej.apache

plush yew
#

how can I access Skeletal Mesh with Blueprints?

#

i already promoted the Level Sequence as a variable

light thunder
#

Updating the engine version of your project only updates the actual uproject file right?

light thunder
honest rune
#

I'm pretty sure its not the center of gravity too because the self-correction of the roll is pretty aggressive

bright sigil
lone stump
#

any way someone with 3dsmax could help me with something?

light thunder
bright sigil
light thunder
bright sigil
#

I am not referring to changes you make btw, these are changes to the engine because of the update

bright sigil
green bluff
#

i know this question may seem obvious, but I accidentally deleted a few animations from the third person template that were being unused, and now I am getting lots of errors. Anyone know how to get them back?

bright sigil
green bluff
#

for some reason they arent migrating

bright sigil
#

It may require more than just the anims then, but i imagine anims should come over just fine

#

Select anims, rightclick then migrate, send to other project, override dupes

green bluff
#

when you migrate them where do they appear? I've migrated several times and each time I don't see the anims

bright sigil
#

When you migrate you choose the content folder as the destination. All assets will then migrate with their respective folder structure

green bluff
#

Thanks, I just tried to migrate and it worked this time

zinc shore
#

so when i try and compile the FSR plugin for UE5 it says it requires UE4.27.1 or greater is this mean its not possible to compile the FSR plugin for UE5

sly coyote
#

am i crazy or does "get random point in bounding box" not take the boxes rotation into account

honest rune
#

well I'll be damned. It was entirely the center of mass offset causing the car to land on its wheels no matter what craziness you did to try to flip it

fleet marten
#

@honest rune what was your solution? How did you change it

honest rune
# fleet marten <@!402180780023087105> what was your solution? How did you change it

They set the center of mass offset on each car types BP so you can change it there but I'm already finding that won't be enough for all vehicles. For the hatchback, you can tweak the center of mass and find a range of "sweetspots" that work well like just changing the z-offset to -5 or -10.
But for the sports car for example, its gear ratios and clutch strength are way to high so once you play with the z-offset, it becomes super unstable and rolls way too easy

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Basically they abused the center of mass way too heavily (in this particular content at least) rather than tweaking things better

torn blade
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what would yall recommend, a 2070 or a 3060 XC for 3D work?

split jasper
honest rune
split jasper
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Also does anyone remember how to prevent ESC from exiting the game preview?

fleet marten
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@honest rune thanks for the follow up. Always good to understand what problems others run into so I learn more about the engine

honest rune
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Its a fun one to play with. If I can get things running well enough in this basic one, I'll probably buy their big one. The handling feels real nice for physx-based vehicles

short cipher
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I'm in trouble...
I am trying to fire the Projectile from the tip of the gun, but when I shoot near from the enemy, the Projectile turns in a strange direction.

When I asked the seller of this asset, [I wasn't born to support your production. I was told to fix the bug myself] and didn't get anything done.

plush yew
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how do i get a bool from the third person character to the anim bp?

bright sigil
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then you can reference it wherever you like in the abp

plush yew
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cool thanks

bleak zodiac
bright sigil
plush yew
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Hi everyone, have you had this problem with groom? I've been researching tutorials and I've done everything they tell you to do in the export and project settings, I thought it was the skeletal mesh with the bones that were spoiling but when I test it with another object (in this case the sphere) it spoils the same

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is there a loop with break? besides from the for loop with break

eternal lotus
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yo i'm setting up music.. I have some 'menu' music, and some level music. I followed a tut for the menu music that allows it to play music between levels by putting it on the gameinstance... this allows it to play both on the 'start' screen and the 'level select' screen..

BUT: i can't figure out how to STOP it when I begin the actual game levels lol. is there a way to get a reference to the playing sound so I can kill it?

plush yew
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yeah i found the while loop but cant really figure it out

bright sigil
bright sigil
plush yew
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my brain is turning into uncooked spaghetti

bright sigil
bright sigil
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same sort of thing as a while loop, but you just need to make sure there is a guaranteed resolve

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otherwise you've created an infinite loop and the engine wont like it!

plush yew
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do someone knows by heart if morph targets cost more than scaling meshes with BP?

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(performance wise)

drowsy snow
zinc shore
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so im tiring to recompile the FSR plugin for my source build of UE 4.27 but it keeps failing

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ERROR: Unhandled exception: System.ComponentModel.Win32Exception (0x80004005): ApplicationName='xcode-select', CommandLine='--print-path', CurrentDirectory='', Native error= Cannot find the specified file

drowsy snow
short cipher
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How do I send a video?

drowsy snow
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If you're recording with Windows built in screen recorded, try re-encode it with Handbrake first (nice free software for video conversion)

grim ore
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well your video isnt really going to help, we cant see any of your code. Your shooting, and when your too close to your target your shooting somewhere else. debug.

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print out your values and see what is happening, or show some more code of what is failing

bright sigil
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Hi Matthew

short cipher
zinc shore
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dose FSR plugin only support directx?

glad orchid
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Does anyone know why z kill doest respect pawns when their world position is updated via actor world offset?

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Am I missing something simple here?

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Characters, simulated static mesh actors or any pawn with any type of movement component seems to fire z kill

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If simulated or updated via movement component

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But if you tick or timeline a pawn base it doesn’t destroy when passing z kill

muted imp
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anyone know why i cant message mannybot? it keeps saying that i dont share a server with him and message cant be delivered

sinful tendon
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Anyone know why I am unable to paint foliage?

muted imp
sinful tendon
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When I click on the landscape with the Foliage paint tool nothing happens

kindred depot
short cipher
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thank you. I will check it. I'll create a process of ammunition launch from zero

sinful tendon
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Found this floating in the air.

kindred depot
sinful tendon
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let me know if i'm in the wrong channel

kindred depot
sinful tendon
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Is it because I'm using UE4 am I supposed to use UE5?

short cipher
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thank you! I will refer to it

sinful tendon
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I Deleted the floating Foliage and it removed all the Foliage in the landscape. i added only one plant and i still cant paint on landscape.

plush yew
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yeah play around with size

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sometimes it doesn't spawn

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radius, density

sinful tendon
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idk how I fixed it all i did was create a Static Mesh Foliage and now i can place Foliage with nothing in it

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strange

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thanks guys

plush yew
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😂 👍

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Trying to figure this piece out.
When pressing a button the camera spring arm can change it's rotation. Also while scrolling with the mouse wheel it can change its arm length. Both of these are using smooth transitions with InterpTo. Problem is when starting the rotation and if I use the mouse wheel in the middle of it the rotation will stop and it will only change the arm length.