#ue4-general
1 messages · Page 1114 of 1
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
The "HeldDown" and "SET" things are where I'm lost with that image. I don't know where those came from
the door is punching on our face
can you send me screenshot for the same
if you can
how to do it
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
Set variable
@trim mesa
so it opens backwards?
can you send me the blueprint
custom event (then renamed to HeldDown)
You'd just change the rotator, add 180 degrees to whatever value will spin it around the hinge side
I copied what the image was, but now nothing happens when I left click
you said this is in the player controller right? or character?
let me send you my blueprint
then pls explain me
I don't know
what's your timeline's max value
like length is 1 sec
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
and the rotation is 90
try -90
ok, let me check
I haven't done that, but I set the Delta Rotation X (Roll) to 10 and it works now!
well alright then, lol it was just the value then
Thanks for the help!
going to assume you already did this at some point earlier
I had done it, but the left click didn't do what I wanted it to
right. try to use print strings to understand what is going on through the chain of nodes (when you run into trouble)
i created a new timeline
and i cant find the dot
how do i find the dot
right-click in the timeline, add key
the arrows at the top left there in your timeline fit the timeline to frame all your points
left click the one pointing left and right and the up and down one to scale it so you can see
-90 not working
is it opening in the reverse direction now though?
no same direction
i lost my second point of the timeline as i set it to -90, how do i make it come back
i.e key
ctrl+z to undo everything. But like Conrad said right click and add keys. You can also use Shift+Left Click to do it
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
i changed -90 to 90 now, and now its coming in opposite direction
but now i cant enter the door
because when it was -90, i was not able to exit
and now its 90, i am not able to enter
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
cant understant what you just said, pls explain in easy language or by sending screenshots
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
which side arrow
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
Hey just wondering how would i put my game on xbox only my console though i dont want to publish it at all
i downloaded the devkit activation app on xbox
@trim mesa any luck?
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)
i cant get it
what should i check after simulating
this box is for collision
@fleet marten
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
in other words, move the door away from the player so there is no overlap
it can cause unpredictable results, but i dunno if it fixes it
what do you mean, pls explain in simple language
in other words, move the door away from the player so there is no overlap
then play test
like the whole thing
when u start playing in the video, the player is really close to the door
overlap may not fire when the player starts in the overlap area
talking about the big trigger box
yes
move it to the right if your player spawns on the left
so that it does not spawn in the trigger box
what?, thhis is a side scroller game
green handle, move negative
wait, so, i should move the door, but where i dont have place to move, and my character spawns downwards, not at the door,
so what should i do
oh so the player doesnt spawn right next to the door?
my mistake, thats what i saw in the video
yes
ah k, nvm then 😛
this guy was about to solve my problem, this, read this
he got offline
id rather not, these are pieces
they dont clear up anything
im coming into this completely unaware of anything
all i know is there is a door and its not doing what you want
i dont know what you want it to do, in full, nor whats not working
and if you do decide to explain, please do so in simple english
the door is not letting me in from either side
if its -90, it doesnt let me enter
and when its 90, it doesnt let me exit
its like the door hits the player
and the door is not able to open
its not smooth at all
so when the player approaches on from the left side of the door, it opens towards them?
yeah
and would you want this to do the same for then the player is on the right side of the door?
that based on which side they are on, the door will open away from them
yes, thats what i want
explain in simple language pls
i will also add that door functionality like this is actually tricky, its not as simple as it leads on
or it will be kind of you if you send screenshots
how do i do it
can you send blueprints or something
for help
ok, but what should be the blueprint
i dont have any door like this made
that is for you to solve
but that is the right way to start what you want the door to do
id rather not spend time to make this when there are plenty of tutorials which cover the same sort of thing
even if its just triggering one animation in the tut, all you do is the same for other trigger
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?
so its hooked up in the game mode and you hooked up gamemode in the world settings override and your character bp is told to be possess by it?
Yeah, I verified in both project settings and my custom game mode, it's set in both.
Guys how can i keep same PlayerCharacter and PlayerController when travelling between maps without destroying them ??
yo that has me stumped. never thought about it
is there something about them that you need to retain or specifically the whole thing?
I'm using plugin called Photon API cloud use mainmenu and play level at same world so just streaming between them
The plugin owner said you have to save your PC and Character while " open level "
Hi guys, anyone knows what is VisibilityCommands on stat gpu?
any idea why my text has a ghost text behind it?
Judging by the ghosty zero behind the “Lvl: 1”
my mind jumps to duplicate something.... maybe another widget
General question, where do I publish my game?
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
Who knows why my objects quantity keeps going up and making it impossible to use the editor? It gets extremely laggy
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)
If you want to use the services of a company like steam, you are gonna have to spend money. If you don't have 100 dollars to spend on your final release, you are probably better off on itch because that makes you an indie developer. If you made your driving game by yourself it's an indie game
Wish I kept my college algebra and trig textbooks… as far as vector and matrix math, I would recommend “Introduction to Linear Algebra” by Strang, 5th edition. It starts out with simple systems of equations and builds up to more complex techniques.
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
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
Nothing client authoritative?
doesn't the movement have to be client side? since it's client predicted movement and all?
Pretty sure CMC has stuff against it
CMC?
Character Movement Component
well idk really, there were a few people who were speedhacking
It really depends if you are letting the client set the speed client to server too somewhere
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.
where do people get models for games that cant get you sued? yeah i know google but they all copyrighted
well yeah my movement is client side, but i thought that's how the CMC works, in the past any timeI tried using the movement input on server it would not work or be desynced and twitchy
Thing is, if you set the movement speed Client -> Server
Passing the value through Client
Any value will go through
I don't tho
the values are hard coded
I do pass the movement component tho,
as a variable
to go from character to player controller
and vice versa
Thanks for the elaborate answer. I've settled on this youtube series for a quick refresher and will try out that app
Khan academy is probably a good next step for some practise
That site is amazinf
Well, CMC should theoretically have protection against that, not sure if enabled by default tho
Time Discrepancy Protection
More info about it
thanks
They either hire someone to make up a new design (GTA) or pay manufacturers for licence and then hire someone to model it (most licensed racing games)
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
Thanks in advance for your help
FWIW making car models to begin with is fucking hard, especially with all the details put into account, let alone making up new designs
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
But why 86K? That's insane size even for asset creation standard lol
This is why you see drinks and stuff in movies and cars with the same prototype but with a different name.
You see that Matrix Awakens tech demo? I bet the textures aren't even larger than 8K.
because planet is a huge object and getting close to a part of it will be blurry with anything less than that
I don't think you will even see all that detail from a distance
If you're going to use UE5, let Nanite do the grunt work.
Guys I appreciate your reactions however I need guidance and advice with how to integrate :))
No next gen game uses larger than 4K texture but this is a different project with different scope
The point with UE5's Nanite is to cram shit ton amount of polygons into something that look good either from far away and close up at excellent framerate.
So yeah, use UE5, yeay.
Next gen games already getting into 8K, in particular with UE5 stuff.
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
Doesn't even matter if it's a rock or not.
I mean, pedantically, most planets are made out of rocks, but I digress
I appreciate your comments but this doesnt even relate to my issue or to what I need, but thanks again for your time
Explain what you want.
TL;DR: use UE5 for your lofty space sim project
You want to upscale textures?
UE4 has a 8K texture limitation I need larger texture size
only work around I can think of is add multiple material to the mesh and seperate the texture I have to piece by piece
I am trying to have a planet with higher texture quality, as high as possible
Okay, it seems like you need to look at it from different perspective. No offence.
Those huge details that got lost in textures can be made up with geometries, and that's why I brought up Nanite.
Im sorry but this is what nanite is for. lol
I already have 86 K and 92K textures but trying to find a better solution instead of just cutting those textures into pieces
take a megascans object use it with out nanite, and with nanite.
huge difference with the quality of the texture.
I say it and I'll say it again, look at it from different perspective
Well, you can't go over cause the max amount of mips is 14 on DXT
And no, Nanite is NOT just for rocks.
It can be practically anything that has huge amount of polygons, even planets with astounding details down to the milimetres
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
most space engines i've seen generate the Texture from the Polygons and the actual texture is mostly a repeating one iirc
problem is a texturing issue not mesh related.
yes exactly
Thats the thing tho,
Problem is you have to take different approach.
make it mesh related.
and texture it how
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.
Of course I didnt block 🙂 why would I, you guys are giving your time to help me and I really appreciate any input
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
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.
alright but how that work flow will be, lets say I created a huge detailed mesh with 86K heigh maps
then what? just texture it with 8K and it will be blurry again in upclose
That's why having stuff more procedural is a good idea
Not unless your camera is supposed to be a bloody microscope
Imo look at Elite Dangerous planets, they all procedural and have details from space and upclose too
So I should change the mesh, material and handle it within the blueprint to get higher resolution when you get upclose?
Are you not tiling your textures?
I have a 92K world texture base,normal etc.
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
And I'm sure Nanite can make up the macro details from far away on the spot.
so your world is basicilly one large texture?
The closer you get the more the area where you get close by will be detailed shortly texture wise
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?
it is in 3dsmax
this is your problem then xD
just one sphere and 92K texture which looks great in max
Forget the 92K texture, embrace Nanite and layered texturing.
Or just rip the texture to pieces and implement that way? because if I go with your method its gonna cost me extra couple more weeks
You are right
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
I understand
so what would be the step by step workflow for the best approach
because my goal is creating a rocket launch simulation from earth to Iss
You're not going to be able to travel around the world and visit my house, right?
Time to buy Cesium
It will be a launch from space station from earth to ISS
there is no step by step and there is no best approach - this is one of those "if you don't know how to do it, pay someone who can work it out" situations
what now 🙂
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.
what you're asking for is non-trivial and entirely custom to your requirements
I understand
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
If your stuff isn't open world, in a sense that you can go to my house / RL location in your virtual Earth, then don't overdo it
I have a workflow and I was just trying to get some of your input to get more perspective
Thank you everyone for your all input, I appreciate it.
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.
Also texturing tricks, blending the less detailed but general texture of earth with more detailed general smaller textures.
And be sure to use some sort of Rebasing if you really plan on it being on a huge scale
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.
Makes me think.... how does microsoft get there real world data with flight sim.
you just posted it
nvm
Plus buildings most of the times are not even representative of the real life ones
Especially in less urban areas
They can be completely different
Hey guys
Actually I was learning unreal engine
And did cover most of the engine basics, like movement and stuffs
Even learnt a bit about blueprints and stuffs
But I don't think I am frank with blueprints
I know c++ and have some experience in programming stuffs
But when I was searching for some c++ unreal tutorial
Didn't find anything
Can you share me some if you do know about any?
Courses in skillshare would also do
What kind of game
or use the learn tab in launcher 😉
thanks dude
https://www.unrealengine.com/en-US/onlinelearning-courses/programming-kickstart
https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c
https://www.unrealengine.com/en-US/onlinelearning-courses/balancing-blueprint-and-c-in-game-development
Also Unreal Online Learning has good courses for absolutely free, including those.
thanks man
Hellooo, I have a noob question here
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?
You can create the widgets based on how many lives you have
Have a background image and then show the number of lives as text onto that image
You can use any font and import one
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
You can then use blueprints to communicate to your widget what your number of lives are
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
This free course from epic will go over all things you will need to know plus more
Like making a menu or pause screen
Where do I find this
yup, i would still go over that tutorial many time to understand the basic
If this is in the material graph, that's just called a constant
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?
Just promote to variable
right click on node link... bam
Can I remove company logo to avoid copyright? Iv seen games with just the logo removed but the design is the same, any idea?
Nope. The actual physical appearance needs to be different as well.
For comparison, GTA devs went their way mashing up designs to create new "original" cars.
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
how can i call a widget inside another widget?
yeah but I don't want to update text, i want to show/hide/create an image
Create Widget -> Add to Viewport (or Player Screen)
Per usual
yes that has been done, but the first widget after I press the menu button must send me to a second widget also the one with other buttons, how do I do?
Guys how to make animation run from bottom to top
By making animation of running from bottom to top.
Should be more descriptive with the question.
the animation starts from the middle and not bottom
If you need someone to help you you gotta give a full explanation of what you're trying to do and how, preferably with a screenshot or drawing
where can I find this?
What asset is this editor for?
idk it's for animation
Is that the older sequencer editor?
Yeah, seems to be an older umg animation
idk I found on a website
What's the best way to create a blinking text box?
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?
Rolling back to previous version does not help
the error is still here
the callstack doesn't seem to blame on non engine classes, so you might be screwed. Also I hope you're not using Hot Reload
ok
well as i remember i was working yesterday with BP only I so did not compile anything in Cpp. I just made some changes and compile Bp as usual via Compile button and send that stuff to my repro. And thats all
- I forget to say: a have also tested my changes before sending and it was fine - no errors at all
Live coding is dissabled
ok. thx i will try that
I thought he refers to BP's Compile button 🤔
Had my initial worries if he indeed used Hot Reload / Compile button in the main toolbar
sorry for misconception. I mean BP's Compile button not a hot reaload
Upd: I fixed that error by Reloading
thx for all!
Hello! is there's any way to change General game volume using blueprints?
The sounds in general
Music, sounds generated by AI etc.
Master Volume
Or master volume
yeah
Ill just go with this one xd
Hi.. how do I get "Master volume" here pls halp ;-;
Oh okay thank you, I need to change all my sfx class to master right?
Oh nvm, I don't have to
Thank youuu
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?
Help it with static meshes on the edges.
Or better yet, make your entire level with just static meshes, as landscapes might be overkill for that kind of gameplay.
hah you're probably right there actually... this is a jam game tho, so landscapes win because i can build them so fast lol
3D model the environment and do a top down height map render of level.
well guys I'm going to switch to Godot over unreal
I wanna make 2d games and Godot makes it perfect
Godspeed.
Yeah, but in most part, you won't need this server if you're working with Godot.
So considered it a farewell.
I think I need there some stuff that I see useful in the chat
You is thinking about me leaving, I did not said so
well guys I'm going to switch to Godot over unreal
It's your words, not mine.
It really depends on what you need for your 2D game.
yes
I don't like unity
I think it's pretty glitchy
Agreed. (Godot is my primary engine, definitely the one I have the most experience with)
I find UE's 2D tools lacking, yes, but it is servicable for most types of games. IE - lights, tilemap, spritesheets.
I mean UE is for 3d specialized
One message removed from a suspended account.
One message removed from a suspended account.
Try excluding editor content and any unused plugins.
One message removed from a suspended account.
Unused memory is wasted memory, Mac's 'pressure' indicator is better if you don't know what you are looking at
I don't care about mac much
Good for you 🤷
Unreal Engine has a lot more going on than Godot, which leaves you with pretty much a blank slate
Same goes with ||Unity||
wdym they are both game engines running on Windows 🧠
I mean unity is can even run on phone
but for unreal you need a gaming pc
kind a
Designed as a resource for developers, Action RPG is a third-person hack-and-slash game built from the ground up to help you learn more about how to use Unreal Engine 4 to develop high-end mobile games.
Recently shipping alongside Unreal Engine 4.20 is the Action Role Playing Game (Action RPG or AR…
maybe upgrade your pc then? Unreal Dev is not meant for low end pcs.
Are you stupid or something?
PUBG Mobile is a UE4 game.
Bold words for someone so apparently braindead
I mean for the ENGINE
He has a point. Ideally you need more powerful rig for development.
what's wrong with you?
Thanks 🙂 im opting out of this useless convo
I do have jeez
why not lmao
wtf is this question?
If you have more time to kill, sure.
Already remade PUBG, man i must be stupid.
hmm
And if you have SSD doing page files, you might get some extra mileage out of it
I mean I have 1tb of SSD
This applies to HDD as well, but HDD's I/O speed means virtual memory is so slooooooooooooooooooow
- even SATA SSDs are relatively slow compared to good NVMe
honestly SSD made my laptop very thin
I think laptops still use SATA, but some models might already sporting NVMe or M.2
I want to buy in the future a laptop can replace any parts of it
But I digress
NVMe is the protocol thing delivered chiefly over M.2 🙂 Some M.2 ports only support SATA for reasons, but modern ones are typically PCIE gen 3 at least, sometimes 4 for the speeds
What was it?
looks pretty now what next?
I mean what was the reason to copy the game?
Weren't you calling atomik stupid like 2 minutes ago?
Nothing, Learned from the project. Create your own br with the knowledge. 🙂
It was a quesiton
What was the reason for you to use Godot?
2d game
also the programming language got me
I'm sorry, but you're just come across as purely disingenuous.
why dose setting the AIs focus always give me a error saying none tiring to read
This is a really funny thing to say lol
Nobody would interpret what you said as just a question, but whatever
I mean what should I say, he is stupid or what?
This is the hardest I've seen anyone twerk for a ban TBH
Try to communicate in a more professional manner I guess
I did not said he is stupid I ask him if he is
This was you minutes ago
yes and?
Not sure, the casting should do the validation in the process 🤔
is Anyone got an issue with Chaos Wheels and WheeledVehiclePawn .. the movement not working
Might worth asking on #legacy-physics
I asked him if he is I did not said he is
deal
That way, you come off as disingenuous and having bad faith.
What makes you think that?
Are you here to waste people's time or?
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?
You doing the same with talking about this
I'm this close to summoning moderators for that behaviour of yours 🤏
do it what ever
Because in many cases, greyscale images are R8, which only has the red channel.
Which part is null? The controlled actor part of getaicontroller?
What is the Material - Texture Sample Node in Unreal Engine 4
there you go bud 🙂
<@&213101288538374145> judgement for not being nice?
I'm here to learn but I'm getting more questions like this and I'm stupid to even answer them
Thanks y'all 👍 lemme look at them
that's funny
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
I asked him what next and what was the reason to copy the game
:triangular_flag_on_post: sdpro#1769 received strike 1. As a result, they were muted for 10 minutes.
Oh, okay, the AI Controller is invalid
how do i fix it?
Get the controlled actor ref for the unused pin on get AIcontroller would be my first guest without context
so would it be self?
or get controller
Unrelated, but Godot stinks xddd
Whichever works? 
it seems self gives the same error
53% complete it says xD
i finished the whole thing and he never released anything more 😦
big L
🥱
huge understanding of how brs are made tho.
it's getting late here
cool we have that too
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.
If any one can help me with car models or sculpting in blender please message me
Or if you know anything ab blender
Please
I can only do pixel art XD
Good enough
I guess change the camera boom or weapon to not collide?
With each other in this case
See #instructions on how to post to the job boards channel
A little note the server bot needs a some kind of storage
I don’t want to hire someone, I just need someone to explain something in blender, I don’t understand what’s written on forums
I found the "Do Collision Test" setting, but turning that off sounds like a no-no. Might play around with it and moving around more complex levels etc, or look at the collision channel stuffs
No dont lol
It’s something related to ue4 too
I usually check on chrome after that on Youtube
:triangular_flag_on_post: sdpro#1769 received strike 2. As a result, they were muted for 1 hour.
I guess if your question is specific to importing blender stuff it's fair to ask here
so i tried this and i still get an error
Yes thank you finally someone who agrees with me, I tried looking on fourms but failed to do it and YouTube videos everyone uses a different way so idk.
@upper heart check your logs before muting
or which mod was that
and they say I'm unprofessional
Best YouTubers for ue4?
Tomatoes?
You joking or is that his name
Controller doesn't control a Controller. Should be a pawn. If that is snippet is in your pawn BP, then just use self off the Controlled Actor pin for the Get AI Controller node.
Kind of a joke, because it's the intro on the videos
UnrealSensei and AstrumSensei are the popular but wacky ones.
Official, Laley, Matthew Wadstein, for game dev and most generic things
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
Thank you
Thank you
Thank you
If you want some cinematic stuff, William Faucher
Ben Cloward is next level imo. So good with materials and stuff.
William Fauchner for VFX/ lighting, etc
Lots of "learn ue5 now!!!!" channels where they do some normal ue4 stuff and turn lumen on
Though William Faucher's tuts are not geared for games, but just for cinematic/filmmaking
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.
Devsquad (Virtus) were terrible, and I can't even fathom his tutorials even as a beginner
Tom looman is not really a YouTuber but is well regarded
He at least explains things in a pretty beginner friendly way.
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
No good videos plus barley even any videos on car sims or cars in ue4, not much tutorials like shops and stuff
Virtus is like the hackaton reference, does things in 2 minutes but in horrible ways
Tom Looman is hands down my favorite.
No way around this right?
I think you could get away with adapting other engine's guides and examples for things like ingame item shops etc
Performance might be suck, and not much docs in it though
This mad guy for entertainment value 🙂
https://www.youtube.com/c/PrismaticaDev
Prismatica is an indie game currently in development by two humans based in Melbourne, Australia.
We are aspiring to produce a challenging skill-based RPG in a beautifully stylized world that respects real historical medieval sources in regards to weaponry, armour and combat. We're putting as much time and passion into the project that we can a...
Can I ask a stupid question? Since I really don’t know Anything
Only smart 300 iq questions allowed 😡
ok i found out it was the client causing the problem if i do a check to see if its the server then it runs fine
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
But also practically can just mean small studios, or big ones that were indie at some point in the past
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
Ad revenue is not often a thing for PC games
Ads in a PC game would get your game uninstalled every time
DLCs and more DLCs
Trackmania had Subway ads on the track lol
😂😂😂😂
I mean it's racing, which is a corpo wankfest anyway. Ads everywhere is kinda part of the experience.
It's also not a time consuming thing, just set dressing
I'm sure those can be defeated with adblocks easily.
Do games make money based on there viewership on twitch?
It’s more of driving, open world but ok
What about ads replacing ads in game🤔
Not really, AFAIK
I'm referring to Trackmania
It's more up to the streamers, example being ||Raid Shadow Legends||
Not directly, but often leads to sales/ attention which is one step away from money
LOL
Hello guys! Can I ask for advise here? On BPs
Time to make GaaS real - OnlyPlayers, gaming subscriptions completely different to MMOs of days past
Yep
What does your name or nickname mean/translate to
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.
About using chaos for physics, is it better than normal ue4?
Also if I switch to ue5 will it be better
Makoto Kikuchi
Name of this fine tomboy lass
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?
What series is this
In many ways, it's supposed to be better, but in UE4, it's not really stable. But with UE5, expect better stability.
The Idolmaster (main 765Pro branch, not the spinoffs)
So should I switch over?
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
ue5 demo robot is a good example of static meshes parented to a character
so is that a yes?:)
Yeah
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
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?
how can i get position of certain animation?
I'm not sure, personally I'm sticking with UE4, but #ue5-general should know better about it
Was meant to say UE4, not UE5 lol
As in anim montage?
yes
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?
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
oh no, i meant, animation sequence @drowsy snow
Mostly elitism.
Ya sadly its everywhere, not just in games ;0-
Idk why the fk the do it
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?
With Oodle compression built in to UE4.27 and 5.x, packaged size should be way less than the project size
thank you
For example, I heard Valley Of The Ancient demo packed into 25 GB, down from 100 GB of project files
what should i work on now?
experimenting in games?
learning blueprint?
or following tutorials then updating the game later
dam
Thank you guys for advices.
Anim sequence usually dealt with in animBP 🤔
Anim graph has time remaining node
Again, mostly elitism, and it's on Steam website, so expect circle jerk bias.
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
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
You can look into Plugins, it can do just that, especially if you place them in Engine\Plugins folder.
Yeah
Ask away.
But they are jealous too
is there a way to get this working with ue4? it says supported only ue5
Quixel Bridge, the standalone app, always able to work with UE4.
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
That's a different kind of Quixel Bridge. Same stuff, but not the same interface
then which one do i download, can your provide link?
Why
The UE4 Live Link plugin is can be downloaded in the standalone app.
Sorry for mistake reply, but why?
Holidays.
Actually hold on, let me boot up my Bridge
Any blueprint alternatives
c++?
C++
Nothing that isn't a third party plugin
anyone help me please?
Expect a new scripting language for ue5 sometime next year though
i still dont understand what do i do
U will
Ah shit, Bridge softlocks on me
Cuz unreal is ur property
Check your calendar.
still dont know why but ok
Nah i mean why softlock
Okay, so in Bridge, with your asset selected, go to Export Settings, and under Plugin Location, point it to your UE4's plugin folder.
i did it thank you
wow
Is eos like steam networking, i mean like steam networking doesnt require to open ports for multiplayet.
If you login with Epic Games account with Unreal Engine licence, you get them all for free
Multiplayer *
And "all for free", I mean, the ENTIRE Megascans library, free to use in Unreal Engine projects
wow
they so high quality too
i keep getting this
im logged in with epic games
Are you on UE5?
Huh, guess my Bridge client wasn't updated
wdym, so its paid now?
No, but downloading from Bridge do tend to get bitchy at times 🙂
oh, well iv had this problem for a while now
It's just that the Download button was different on my end lol
Try using DNS proxies / VPN first
i went on fourms it said to download a certain version, im downloading it rn
In most cases, it's the problem of the connection to Quixel servers.
Guys, when trying to post a question does this happen to you too?
this access denied thing
AnswerHub is closed (for good)
can anyone help me with retarget issue i cant get this mesh to work on this rig
oh, i didnt know, ta for clarifying bru 🙂
Restart the app. The magic bullet
still failing
I guess try again later.
From my experience, first time signing in with Epic Games just works
i did try ever since i got it
only free downloads work
i guess it doesnt belive me that im using epic games
Yeah, it's weird, maybe try asking around in the Quixel Discord Server
But then Bridge acting weird is not uncommon occurence anyway hehehe
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.
If your mind can juggle between it and you can make sure your scheduling can last long, then by all means.
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
Your main issue with multiple project going to be scheduling between them, because conscious minds are "single threaded", and you have to consistently following it. Not advised if either internal or external factor easily disturb that.
No probsies, I just love helping others 😄
Try again?
failed, i already installed it, il remove it from directory and try again
quess not
guess*
its not even there
You said you have trouble downloading assets, might be your connection somehow hating on Quixel's CDN
now its the export
It happened to me a few times, had to use 1.1.1.1 DNS on my system to get it to work consistently
i set the directory to ue4 its self not plugins and it installed, idk if it will work or not
If it does download, but not appearing in the editor, find for MegascansPlugin folder in the engine folder, and move it inside the plugins folder
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.
Yeah, the magic bullet of retrying. Told ya Bridge is bitchy to work with xD
Is there an option in unreal engine to code without using blueprint?
Yes, you use C++.
*100% C++ Unreal games
What do u personally suggest?
Both BP and C++
Thanks
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...
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?
#free-the-MetaHumans!
MetHums supports 4.26 onwards.
Make sure your Quixel Bridge stuff working first
i did it
and generated it
when i click export it gives error saying that unreal engine is not open
And by that, I mean, make sure the Bridge plugins in UE works
if i try to reopen it (it was already open). Then it asks me for version 4.26
It works on 4.27 when I tested it a week ago
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.
Cause i installed the 4.27 version
Noo, your MegascansPlugin version is 4.26
ohhh you are saying i installed the wrong plugin
thats like saying why cant i install an amd chip on a intel motherboard.
Build with the engine open
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.
I imagine he's on a launcher build tho, easiest solution in this case is just delete and reinstall from bridge
Yeah
that makes more sense xD
This could be the future for any of you 😉
Not when procrastination is my strongest virtue
ride that retrowave trend while it lasts
Imagine being productive 😎👍
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
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.
call a print string
plug it into what you want to call it by.
I have a question I am a beginner
Ask away 🙂
if someone writes with editable text
this is how to do what I write
for it to show up as text
you understand
?
explain?
I have no idea what you are trying to explain to me.
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.
create a box collision, then in there create the print string 😄
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?
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
<@&213101288538374145> 👆 Second time they've posted their stream here, and Lorash replied to them before (2 hours ago) about the #share-your-stream channel.
:triangular_flag_on_post: WOLF MAN PROJECT#2152 received strike 1. As a result, they were muted for 10 minutes.
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:
If I set forced lod to 99 will it default to lowest poly lod
Any way to set start time of an animation asset?
Yes but only for Animation montage
thank you
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 ?
is learning how to model in blender worth it?
Yes
Yes, at least the basics of it can get you somewhere
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
Could just use Kenney's assets as a placeholder
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
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?
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
theres SuggestProjectileVelocity
Could you show me an example please?
oooo this looks cool
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
that sounds a little tougher, i know the launch part but not the rest
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
Know what? This would be a lot easier if I just shared my screen with you, but I'm at work right now and will be home in about 4 hours
You got time then?
not really
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
Thanks, guess I can try it when I get home
I doubt it'll work though cuz I suck
alright then
Sorry, just in a bad mood
UE4 feels impossible sometimes
And that's just blueprints, not even C++
Gamedev is hard overall. It could be a lot more difficult with other tools.
I guess yeah
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
well, there's been many features that i really like which ive simply cut and then did something different
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?
guys
anyone have any experience with any of the drivable car projects from the marketplace by Digital Dive Studios? Like https://www.unrealengine.com/marketplace/en-US/product/driveable-cars-basic-pack for example.
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
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
how can I access Skeletal Mesh with Blueprints?
i already promoted the Level Sequence as a variable
Updating the engine version of your project only updates the actual uproject file right?
what's the reference viewer say - they might have wheel assets to them
They do, its a BP class based on wheeled vehicle. Do wheel assets have something that controls whether or not a vehicle always lands on its wheels? I didn't think it does
I'm pretty sure its not the center of gravity too because the self-correction of the roll is pretty aggressive
Uproject is a pointer, moving to a new engine version "upgrades" all the uassets too. Expect everything in the root folder to upgrade.
any way someone with 3dsmax could help me with something?
I was told the content directory wasn't touched
For example, a material will be updated to the newer version and if there are any changes in the newer version of materials in the engine, that material can no longer work in a prior version.
I have it all in source control, (perforce) so if the engine changes something, as long as I name the changelist to "updated to 4.x", then it should work
I am not referring to changes you make btw, these are changes to the engine because of the update
Never used perforce, so i dunno
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?
If you dont use source control, maybe make another project and then migrate those missing anims over
i tried that
for some reason they arent migrating
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
when you migrate them where do they appear? I've migrated several times and each time I don't see the anims
When you migrate you choose the content folder as the destination. All assets will then migrate with their respective folder structure
Thanks, I just tried to migrate and it worked this time
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
am i crazy or does "get random point in bounding box" not take the boxes rotation into account
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
@honest rune 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
Basically they abused the center of mass way too heavily (in this particular content at least) rather than tweaking things better
what would yall recommend, a 2070 or a 3060 XC for 3D work?
2 things that aren't answers to your question:
- If you're doing a lot of actual 3D work and not just running the game you're making don't forget to pay attention to your processor. That rules how fast a LOT of processes are that you'll be waiting for over and over and over again
- There's a #hardware channel 🙂
Things are generally tweaked pretty well though, until you start playing with that center of mass offset, more so on certain models
Also does anyone remember how to prevent ESC from exiting the game preview?
didnt know #2, sorry!
@honest rune thanks for the follow up. Always good to understand what problems others run into so I learn more about the engine
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
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.
The contact judgment specification is to remove the Projectile and damage it when the ammunition hits the enemy's Mesh directly. There is no judgment on the capsule
how do i get a bool from the third person character to the anim bp?
then you can reference it wherever you like in the abp
cool thanks
maybe this site can help with your isue
https://answers.unrealengine.com/index.html
Enterprise solution for all your Social Q&A needs.
so this is a particle that spawns with forward velocity or is there some kind of auto-aim?
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
is there a loop with break? besides from the for loop with break
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?
i mean....
yeah i found the while loop but cant really figure it out
id guess this should be a function to do so in the game instance so you can call it since it knows about it
ah, the most dangerous of loops
my brain is turning into uncooked spaghetti
you can try a recursive method instead, essentially a function that calls itself with a branch check to repeat the function call loop until the condition turns false
i think i figured it out
same sort of thing as a while loop, but you just need to make sure there is a guaranteed resolve
otherwise you've created an infinite loop and the engine wont like it!
that is actually a good idea
do someone knows by heart if morph targets cost more than scaling meshes with BP?
(performance wise)
I'm inclined to think it's barely negligible.
so im tiring to recompile the FSR plugin for my source build of UE 4.27 but it keeps failing
ERROR: Unhandled exception: System.ComponentModel.Win32Exception (0x80004005): ApplicationName='xcode-select', CommandLine='--print-path', CurrentDirectory='', Native error= Cannot find the specified file
I'd love to help, but the video file size is too large :/
How do I send a video?
If you're recording with Windows built in screen recorded, try re-encode it with Handbrake first (nice free software for video conversion)
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.
print out your values and see what is happening, or show some more code of what is failing
Hi Matthew
I understand. Check the shooting code before sending
dose FSR plugin only support directx?
Does anyone know why z kill doest respect pawns when their world position is updated via actor world offset?
Am I missing something simple here?
Characters, simulated static mesh actors or any pawn with any type of movement component seems to fire z kill
If simulated or updated via movement component
But if you tick or timeline a pawn base it doesn’t destroy when passing z kill
anyone know why i cant message mannybot? it keeps saying that i dont share a server with him and message cant be delivered
Anyone know why I am unable to paint foliage?
thanks
When I click on the landscape with the Foliage paint tool nothing happens
This issue with this is you do not have your bullet trace correctly. Its not understand which direction the bullets are coming from on rotation. So if you found the rotation of your camera, then found the location and rotation of of the tip of your gun , your projectile should now rotate with your camera and tip of your gun.
thank you. I will check it. I'll create a process of ammunition launch from zero
Found this floating in the air.
ill give you an example when i am done compiling shaders
let me know if i'm in the wrong channel
With this right here I am calling the weapon actor. I added a sphere collision to the end of it. and I called a reference to it as the tip of the gun barrel.
Is it because I'm using UE4 am I supposed to use UE5?
thank you! I will refer to it
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.
idk how I fixed it all i did was create a Static Mesh Foliage and now i can place Foliage with nothing in it
strange
thanks guys
😂 👍
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.