#ue4-general

1 messages ยท Page 1116 of 1

plush yew
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any other ways ? ๐Ÿ˜†

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like get reference and change it to that ?

drowsy snow
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How exactly do you want to change the materials?

plush yew
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you see the window, left and right,
i changed the material from a more stylized looking to another material and some changed but not all

grim ore
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so maybe the other windows are different

plush yew
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yes

grim ore
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when you click on the mesh in the world, is it the one you changed in the details panel

plush yew
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it had another material

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yes

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when i do go to mesh i get that mesh were the window is highlighted

grim ore
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yeah it looks like they are using instances so your going to have some troubles automatically changing all the instances in the world

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if they are named the same in the world, you can try and select all of them and then change them all at once

plush yew
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i did name it badly haha xD

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thanks, then the best thing to do for now is change it better do this houre some concentration material change then searching for 5 days how to solve this xD

grim ore
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if its all the same name, wall_window_sm , just find window in the world outliner and you can select them all

plush yew
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indeed much better but messy xD

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thanks

grim ore
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does your top animation have any actual animation?

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you might want to change the blend bone to something higher then, otherwise its not going to have any of that animation

plush yew
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mattheww?

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a weathersystem with changing grounds is based on different material right ?
BP checks weather condition --->> is it snowing? ( true) -->> get material from landscape -->> change to material thats snowlike

grim ore
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might need to jump into #animation then for some more advanced advice

plush yew
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am i right ?

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just thinking of how i shall try and make an weathersystem xD

tiny zodiac
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Sorry i only saw your answer now. Transforming the cutter plane? But a plane isn't transformable as far as i know. I mean it is transformable in its direction and position, but i could never shape it or make it stop. It cuts all the way through.

grim ore
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@plush yewthat is one way of doing it yes, using material instance to change a blend or something else that changes the material. You could also just change the material completely if its a complete change in weather needed

drowsy snow
tiny zodiac
plush yew
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its for a skil lol xD

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i had that dream i was using mine sharingan and i used that many shakra that even the weather changed to lightning and round me was a red kinda snow partical, i did heal the people and made a shield to protect them from the rinnengans big comet that was coming at us (

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so i wanna make that skil in my game haha ๐Ÿ˜„

tiny zodiac
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@drowsy snow I looked into it. the (mesh) decals. How expensive are they in performance? Because my project is about saving memory by cutting out parts of big army units in formation.
So imagine a square/cube, and when it gets attacked i just cut a chunk out of it. Rather than having 30 cubes inside a unit in formation, i have one square/cube, and just take chunks out of it.
Thats a cheap way to do it? So i thought of procedural mesh to do this. Do you think mesh decals will achieve the same? Or are mesh decals expensive in the cpu? The cut is supposed to be just a simple square cut on the big rectangle that represents the army unit

plush yew
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it was like a combo of naruto/dreaming and dragonball made in 1 single animation skill xD

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Does anybody know why when I put an actor like a water body ocean the landscape isnโ€™t adjusted although i have both landmass plugin and edit layers in the landscape enabled?

drowsy snow
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When in doubt, start with stat unitgraph

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๐Ÿคฆโ€โ™‚๏ธ

surreal cloak
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Just spawned a wood log from the Stylized Forest marketplace pack, into my new level.

I've enabled physics with the check box but when I hit simulate or play, it doesn't move, even though it is in mid air.

also in the message log I get this...

Anyone know what's going on here?

grim ore
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open the mesh, change the collision type. so do what it says

surreal cloak
grim ore
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see above picture

surreal cloak
# grim ore see above picture

I know, you opened the dropdown menu inside the "Collision Complexity" parameter.

I'm saying I have no Collision Complexity parameter, (so in turn, no drop down menu)

grim ore
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show your screen? @surreal cloak

surreal cloak
grim ore
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and this is the static mesh editor?

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because that doesnt look like the static mesh editor

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that looks like your instance in the level. You need to double click on the mesh in the content browser to open the static mesh editor

bleak zodiac
surreal cloak
bright sigil
rare pulsar
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I have a question about Texturing

Maya => Substance Painter => Unreal Engine 4

I use the export method in Substance painter "Unreal Engine 4 Packed"

My question is why does it somehow give this stretched Marks in the end Product in Unreal Engine the UV is perfectly Unwrapped and the UV in Substance Painter looks exactly the Same but in Unreal Engine it looks like he takes the texture from the Top and the Bottom to the edge of the Image. Because what Substance Painted does is like this FADING at the edges .

Is that a Bug or is there a Problem in some of my Settings?

bright sigil
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are you using this as a repeating texture? it looks like it

rare pulsar
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no the texutre is unwrapped aroudn that thing

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AHHHH

rare pulsar
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ah its from the PANNER since it will rotate the whole texture around right ?

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OK i see so i need to make the texture using the full 1x1 UV till the edge.

distant siren
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I also get out of virtual memory messages .. how is it emptied?

light thunder
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How do I get these failed to loads cleared, particularly that first one - it's got no place for me to navigate to, file wise, that I can see where the item is referenced incorrectly

rare pulsar
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yes worked now perfect

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I usualy was always making the UV smaller for other software game Engines so thats why i usualy leave some border around it.

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But i was confused why it stretched so i guess if i use a PANNER i should allways use the whole 1x1 =)

bright sigil
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Yeah. Requires tiling. You can put uvs along the edge without much issue in general

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Can always clamp the xy of the texture for those that dont go outside of 0-1 space

plush yew
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i wonder can i use it comercially, can't find any info yet

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Finished my first cinematic in UE$! ๐Ÿ˜„ thanks for all the help peoples

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now im gonna try to get my 360 to work with mocap

twilit hearth
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does anyone know why i can't build my lighting?

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here's the log but im not seeing an error

plush yew
twilit hearth
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yeah i do

charred blade
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What are these large squares on the navmesh

olive rapids
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hello , I am working on creating a tutorial feature for the game but I think my aproach is a little bit complex than it should be. Would please recommend a tutorial video for making a tutorial ๐Ÿ™‚

barren coyote
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Hi, how can I get the actual size in the game world of a static mesh? These nodes report the same size no mater how large I scale the actor on the world, that is the size of the mesh in blender or as imported to UE, lets say that works out to be 10 units. If I scale the actor to 10 in the editor how can I get nods to return that value of 100 at runtime?

tiny zodiac
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sorry to be annoying ๐Ÿ˜ฆ

winged lava
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Sorry if this is not the place to post I just thought some of u knowledgeable folks might know. Basically I get this error when trying to pack my game for android. It has seriously got me puzzled. THE ERROR ---> ERROR: cmd.exe failed with args /c "C:\Users\Glyn\Documents\Unreal Projects\Platformer Kit 2D 4.26 - 4.27\PlatformerKit2D_422_426\PlatformerKit2D\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug

winged lava
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anyone care 2 help a lad in trouble?

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Mobile channel seems dead

worthy flame
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a random question I have.
Can you use UE for software apps, or like office/work apps. Databases and calculations and things like that, is that possible in UE. I get that its mainly for games, am just curious

bright sigil
worthy flame
barren coyote
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well, for a ms word type app 90% of UE4 wont be needed

bright sigil
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Maybe im wrong ๐Ÿ˜‹

thorn topaz
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@bright sigil is right. You're probably better off with a C# app

worthy flame
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idk, am just asking cuz ue is mainly if not only used for games

vocal sorrel
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Hey everyone, does anyone know how to only stream landscape tiles when they are seen in the viewport?

barren coyote
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@worthy flame like how a car can be used for moving furniture but most people would use a truck ๐Ÿคทโ€โ™‚๏ธ

bright sigil
bright sigil
thorn topaz
worthy flame
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i understand what u mean by this. it is interesting to think about

thorn topaz
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There's nothing wrong with using UE4/UE5. Just that it maybe a bit overkill. There are probably other softwares better suited towards your situation.

worthy flame
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ye i get it. thanks for the info and feedback

bright sigil
distant siren
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i only used blueprints, i didn't use any c ++, why does it ask me to install visual studio 2019?

bright sigil
worthy flame
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and later on some visual things that show things visually for better perception. but thats just a bonus

bright sigil
worthy flame
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yes

distant siren
bright sigil
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probably some other engines

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i know XNA exists, but that about it lol, maybe thats better

bright sigil
worthy flame
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was goin for 3d if possible. but wasnt really the point of the app the visualization.

worthy flame
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ur sayin unity is better for these kind of things than ue?

bright sigil
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i dunno

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i only know game engines XD

worthy flame
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lol, same

bright sigil
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in Unity, you start from a blank level though

distant siren
# bright sigil thats my guess

but why does it ask for the visual studio version 2017 and elsewhere it requires the 2019 version? which one should i install?

bright sigil
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level as in a blank starting point

bright sigil
bright sigil
worthy flame
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question then, is it possible to make this somewhere else and make the hud/gui thingy and the rest in ue?

bright sigil
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i have no idea, but i suppose programmers can do near anything

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(not art ๐Ÿ˜ˆ )

worthy flame
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lol

barren coyote
raw harbor
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does starting with making a small fps game by following tutorials help me learn bp?

bright sigil
worthy flame
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pretty much ^^

bright sigil
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if you know 0 of bp, then follow whatever tuts you like

raw harbor
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i already tried to make bouncy cube sim 2022, and failed

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i did the bp right, i just didnt mange to make the controls work on the assigned camera

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so i just gave up

bright sigil
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right on, i guess try another project and see what you can do

raw harbor
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tried to model the car for my other game, failed and was like screw it il make a fps game

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now i dont want to even start

bright sigil
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maybe youll come back to bouncy cube sim after a break doing something else

raw harbor
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the constant failing of me doing anything and the realsization that i cant do anything new is just keeping me away from starting again

bright sigil
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or i could say you lack discipline and to work through your problems, regardless of scope and keep working on bouncy sim

raw harbor
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i just wanna level design, thats it, i want to make a team and the others do everuthing else and work on a group project

bright sigil
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the unappealing nature of programming/coding is that a feature or bug can take 2 minutes to make or 2 weeks to fix

bright sigil
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give up on all other facets and focus on that specialization

raw harbor
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but then how can i make the game without knowing anything else

bright sigil
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pick something and stick with it until its pro level

worthy flame
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pick something, try things. google how to do something u have an idea for. copy some code online, understand what it does. apply to other things. do anything even if its over and over the same thing. I didnt know how to make materials a few years ago and what they did

bright sigil
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so work on a level design portfolio

worthy flame
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i remember i made like 5 different projects w level design w new materials and i just remade them cuz i didnt like the last one, even tho i could delete it. i did it over and over again until i learend/understood it and moved on to antoher thing

raw harbor
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can someone atleast tell me what to do with frsac camera, i have a cube and controller base and set the controller base n level thing deafults, when i start the game the free camera is the only shit that i can play with

drowsy snow
bright sigil
pallid talon
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Question...
I understand what referencing &, and dereferencing * in C++ is, but I do not understand when to use it in UE4 C++. For example:

USphereComponent* CreateSphere;
How do I know when to use *?

drowsy snow
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I was started from modding, and it eventually snowballed from there

drowsy snow
bright sigil
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modding and lack of internet and knowledge back in the day forced many of us to learn the only way possible

raw harbor
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how do i change the deafult camera, i want to get rid of the free cam and use the cam i added to the cube

pallid talon
drowsy snow
raw harbor
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where is that located

bright sigil
slow tinsel
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Hey there, I have a question for anyone who's experienced with UE4's particle systems. I was curious as to whether or not it's possible for these individual particles to animate independently of each other. I was wondering if it would be possible to create a strategy game in the vein of Total War or Nobunaga's Ambition with thousands of units on screen (using 2D images instead of models for obvious reasons) and thought that particles might be a good workaround as opposed to having potentially hundreds of actors running code at once.

drowsy snow
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Certainly not in this server, because we use UE4 or newer (some might stick to UE3/UDK, but I'd say that's a super rare occurence)

drowsy snow
slow tinsel
drowsy snow
drowsy snow
tiny zodiac
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i was thinking about niagara. or the technique im coming up now.

drowsy snow
tiny zodiac
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exactly

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others have suggested to make 2 slices and then join together the pieces you want to remain intact and delete the other

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cavity is a decalc?

fringe pivot
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Have anyone noticed a bug where editor dropdowns close as soon as you open them until you restart it?

fringe pivot
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yes

drowsy snow
tiny zodiac
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anyways thank you @drowsy snow ๐Ÿ™ ๐Ÿฃ arigato

drowsy snow
fringe pivot
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Unless you are referring to something else.

drowsy snow
lime sorrel
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for some reason import uniform scale completely stopped working for me

plush yew
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hello, someone knows how can i rip unreal engine 4 games maps?

raw harbor
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im trying to make it so when player hits ground, a variable is set to true and disables input for player, however its not working any idea?

rare pulsar
fierce tulip
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@idle mantle might wanna read the #rules, your post should go into #released

drowsy snow
plush yew
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ok

fierce tulip
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casts a stern look

raw harbor
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Thank you

prime willow
light thunder
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@worthy flame sorry I was answering your question, not Conrads

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replied to the reply

raw harbor
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well, i want it when i land on a certain thing

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guys i need help, i want to make it so when the player collides with the ground the input gets disabled, all the tutorials i found were when the collision is with player itself, i dont want that, i want it for when i collide with the ground it does that, i added this bp to the ground but it still doesnt want to, what im i doing wrong?

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this is the bp of the cube

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do i add it to the player itself?, if i add it to the player it will disable the input on any collision, i just want it on floor collision

urban ether
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Hey quick question is there a way to get world composition (or anything similar) to work in all 3 dimensions ( stacking levels on top of each other)?

safe sentinel
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has anyone ever had the issue where I can't open certain engine versions in file explorer/taskbar etc (only through epic games launcher)???

stray geyser
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Any idea on how to calculate clicks per second?

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Should I measure (every second) the clicks? And just display that (for myself)?

bright sigil
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Spitballing.... a looping 1 sec timer that prints the number of clicks. On the click input, increment int. Timer clears it after it logs it.

stray geyser
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Love the idea, thanks!

bright sigil
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Np. There might already be this kind of functionality from the engine but i dunno of it

stray geyser
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Yeah, I tried looking, but I like the sound of your implementation.

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Thanks!

bright sigil
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Hope it gets u somewhere

lilac mirage
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Hi, I'm Completely new to UE
is it normal that when I open UE it uses 100% CPU usages? I'm also a bit worried that CPU temp goes to 92 C degree

I'm currently using Laptop, acer nitro 5, Intel I7 11800H, RTX 3050, 32GB Ram, SSD NVMe around 3000MBps read speed

stiff vine
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Complete newby with gaming engines but I created a physical 3D printed game, and want to include sensors and a microcontroller so I can read out locations in the physical game live and display them on a pc / phone and thought a game engine might be good for that but not a clue on where I would start. The end goal with the game engine would be more like an interactive experience with music and graphics depending on where you are as an addition to the physical game it won't be a game on itself. (I hope this makes any sense)

bright sigil
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you could do some kind of mixed AR with unreal though

stiff vine
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I have some python, arduino and vb.net experience if that counts

bright sigil
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that would probably help with the hardware side of things, but i dont code with the engine ๐Ÿ˜› so i only know what i know

stiff vine
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thanks, was thinking about vr but I mostly would like to know how to integrate parameters / coordinates from self build input like an arduino. All I want for now is 2 rectangles a grid and display a point on each grid

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thanks just having to think about what I actually want already helps

bright sigil
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ive never worked in vr or ar, though would like to (as an artist) at some point so im unsure of the whole setup and whatnot

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thats pretty much the extent of my advice ๐Ÿ˜

neon magnet
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Hey guys, is there a way to merge actors and ignore hidden static meshes?
I have a lot of meshes that are basically placeholder, but they were legit meshes because they are the actual models before eventually I made blueprints and placed those blueprints in the exact spot (doors most popularly). I could go and delete all the hidden ones but it's kind of a drag and hoping there's just an option somewhere to ignore static meshes that are hidden/not visible

raw harbor
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first working code i did by myself!

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its easy yes, ik, and i can say it myself, im just so happy i manged to do something compared to my failed other attempts

kindred depot
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using a collision box as a death box ๐Ÿ˜‰

raw harbor
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yessir!

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i have a question tho

kindred depot
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hey man congratz tho for sticking with this and not leaving after one day ๐Ÿ™‚ that is what i love to see!

raw harbor
kindred depot
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moral of that situation, never give up ๐Ÿ˜‰

raw harbor
# raw harbor i have a question tho

when i create a variable that is boolian, the one that stores yes or no, i made it so when i collide with the box the boolian is set to yes, how do i make it so when the boolian is yes it disables player input? bec i tried doing that code in the cube bp and it didnt work, same time when i tried to do in the player bp, i cant get the variable, any idea of what im thinking about or is this not how i should excute it?

raw harbor
kindred depot
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I mean...

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have you tried typing the words, disable input?

raw harbor
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yes, i did it so when collision overlap occurs, it disables input and from disable input , get player controller, this seems not to work

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this is the floor's bp

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not player, bec i cant make it in player

raw harbor
kindred depot
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from youtube video

raw harbor
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its not really clear if you can send the link

kindred depot
raw harbor
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it works!

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thanks man, its all just bec i didnt add player charecter as target

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the target was (self)

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thanks โค๏ธ

kindred depot
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literally everything is on youtube, you get stuck go on youtube. Try typing it in youtube 30 different ways.

bright sigil
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looking good birb

raw harbor
ruby quarry
#

Okay, what's the trick to moving folders and files in a project? I was trying to clean up my assets by moving things into new folders, like furniture items into a furniture folder, drink items into a drinks folder...But even though things seemed to move, the original folders remained. So in the example of the ATM, the original ATM folder remained, but in Unreal it was empty. Deleting in within Unreal wasn't working so I went to delete in in Explorer. Except in Explorer the folder wasn't empty. Upon further investigation I now had the original folder (not empty) and the moved folder in the furniture folder (also not empty). So, two copies, both not actually empty, but within Unreal the original folder shows as empty. This is the case for everything I tried moving. So, I tried deleting the original ATM folder. Problem is, when reloading my project, it complains it can't find the files in that folder. So I figured the move didn't work and moved the folder back out of the furniture folder in Explorer. Now reloading the project it complains that the moved files no longer exist. So do I now have to have BOTH folders available? Or what's going on and how do I fix it? Sorry for the long explanation...

bright sigil
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migrate

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yes, within the same project

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second point, since folders have been moved

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fix redirectors constantly

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that wont solve it though

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but it helps

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open up file explorer so you can see the folders/uassets of where you have moved them, there will still be those "duplicate" or original uassets, but their size should be 1kb or 0kb

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that means its just the director

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so as a very last step, delete it

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consider all of this with a grain of salt, and BACK YOUR SHIT UP

kindred depot
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This is all wrong. Just drag the folder, or files and do an advanced migrate.

bright sigil
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you may still run into having to update references as well

kindred depot
ruby quarry
# bright sigil alright

Hmmm...Okay. Weirdness. Why have a move option if it doesn't actually move? Bleh! Thanks for the advice!

bright sigil
ruby quarry
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move cleanly, I mean...

bright sigil
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and sometimes they actually go away because the engine is no longer using it

bright sigil
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i moved a whole bunch of folders all into a main folder under my content, and even with migrate i had some manual cleanup to do

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im on 4.26

ruby quarry
bright sigil
kindred depot
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I enjoy having all my files organized. So I use _Assets/Game/Character _Assets/Game/Maps

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etc.

bright sigil
kindred depot
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Yes

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i do this with all marketplace stuff

bright sigil
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but yes, its better to plan a folder structure ahead or early

kindred depot
#

instanly migrate it

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lol

bright sigil
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lol yeah, but they dont go to the right places for me

kindred depot
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some things you can not migrate tho, like certian bps, enums.

bright sigil
#

mmmmmmmmmm enums and structs, those can get funky

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but i did get everything good in the end, based on what was suggested up top

kindred depot
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example, ballistic VFX has to stay in the content folder ๐Ÿ˜ฆ

bright sigil
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including making a backup to know how things were connected in case those break

kindred depot
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to many errors

bright sigil
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i had to hook up a bunch of textures from some marketplace assets for whatever reason

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it was tedious but i referred to the pre-migrate backup

bright sigil
#

i left the mannequin folder alone lol kept losing ALL OF MY ANIMS

ruby quarry
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Oh God! I've made my own personal hell! haha I'd been working on this project off my OneDrive so I could work on it at work as well as at home. I recently moved my One Drive folder to another drive and now the project is doing stuff across both the old and new drives! Gah!

raw harbor
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looking at some tutorials on cpp, they dont really explain the terms. like what does int mean, what does cout mean, what does return 0 do or mean, etc, is there a place to see what those mean?

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if im not mistaken

bright sigil
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man i dont really know that shit either

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except for int, thats an integer ๐Ÿ˜›

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and I THINK return 0 means the result would be 0 if that gets called

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cout? count?

raw harbor
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idk man, they should teach use this

bright sigil
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well i picked up this sort of understanding from bp vids and such

raw harbor
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attleast bp is understandable, but wtf is uproperty and cout like bruh

bright sigil
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its an unreal property

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there's a large amount of "Unreal Code" in addition to the normal cpp language

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API's are a programmers best friend

raw harbor
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i guess i should stick with bp until i know almost everything and what it does and means, and maybe just maybe see if i can do cpp

bright sigil
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like i said, i dont really know what all that cpp stuff means

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but i can bp no prob

raw harbor
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do you rely on bp?

bright sigil
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rely? well i guess

raw harbor
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like all of your games are bp?

bright sigil
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yeh

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except for my unity games

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those are C#

raw harbor
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man i need to remove this shit idea that it will ruin performance, like alot of games were made on bp, even some games looking AAA

bright sigil
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oh you'll know when you ruin performance

raw harbor
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this shouldnt be a worry thats what i mean

bright sigil
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the game will run like a potato

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first rule of optimization is: optimize later

raw harbor
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my worry tho is when i learn bp, i wont understand cpp bec i dont understand terms, i need to understand what this mean so i can write a code i understand

bright sigil
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great thing about cpp or bp is you can always improve it

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nah, that wont be a problem

raw harbor
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i should work on a project in the future entirly on bp then later slowly learn cpp and convert

bright sigil
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it wont be 1 to 1 obviously, but i think you just need to understand the concepts

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and bp are less friction

kindred depot
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everything in blueprint is the same in c++ you will start to notice similar things when you open up a c++ file

raw harbor
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can i learn most cpp terms / have a background when i start by learning bp?

bright sigil
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then try some cpp here and there

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totally

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blueprints are a layer above cpp

raw harbor
woven marlin
#

Converting a project from 4.27 to 4.27.1 and this happens :/ any idea why?

Running C:/x/x/Desktop/Folders/PotatosProject/UE-2.71.1/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/x/Epic Games/UE_4.25/Potatos 4.27 - 4 4.27/Potatos.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
WARNING: Running from a path with a long directory name ("C:\Users\foxs1\Desktop\Folders\PotatosProject\UE-2.71.1" = 55 characters). Root paths shorter than 50 characters are recommended to avoid exceeding maximum path lengths on Windows.
Using 'git status' to determine working set for adaptive non-unity build (C:\x\x\Desktop\Folders\PotatosProject\UE-2.71.1).
Creating makefile for PotatosEditor (no existing makefile)
@progress push 5%
Creating makefile for UnrealHeaderTool (no existing makefile)
@progress push 5%
@progress pop
Parsing headers for PotatosEditor
  Running UnrealHeaderTool "D:\Program Files\Epic Games\UE_4.25\Potatos 4.27 - 4 4.27\Potatos.uproject" "D:\Program Files\Epic Games\UE_4.25\Potatos 4.27 - 4 4.27\Intermediate\Build\Win64\PotatosEditor\Development\PotatosEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\foxs1\Desktop\Folders\PotatosProject\UE-2.71.1\Engine\Programs\UnrealBuildTool\Log_UHT.txt"
LogInit: Display: Loading text-based GConfig....
LogCompile: Error: Circular dependency detected for filename D:\Program Files\Epic Games\UE_4.25\Potatos 4.27 - 4 4.27\Source\Potatos\Characters\PotatosCharacter.h!
Reflection code generated for PotatosEditor in 5.0804548 seconds
@progress pop
ERROR: Building would modify the following engine files:
raw harbor
#

photatos project XD

woven marlin
#

xD

bright sigil
#

and even then id have a guess, maybe confident if i recognize enough of it

kindred depot
#
Using 'git status' to determine working set for adaptive non-unity build (C:\x\x\Desktop\Folders\PotatosProject\UE-2.71.1).```
raw harbor
bright sigil
#

yeah like this shit

#

see how fast atomik found the problem?

raw harbor
#

he too good

bright sigil
#

im readin 'git status' right now

#

but lol its so simple

kindred depot
#

the issue here is you need to generate the .cpp file for your project

#

do this by; opening your project in 4.27

raw harbor
#

man deserves a role xd

kindred depot
woven marlin
#

but only happens when i do that with source code engine

kindred depot
#

and generated the source code?

woven marlin
#

wait

raw harbor
#

that one dude with those letters @drowsy snow deserves a role, he very active and helping alot here

#

sorry for the ping ๐Ÿ˜ฆ

woven marlin
bright sigil
#

yeah hoodie guy is another smartie

woven marlin
#

if code already exists

kindred depot
woven marlin
#

yep

kindred depot
#

did you right click, change engine versions?

#

then open the sln and compile it?

#

thats the way it works.

bright sigil
woven marlin
raw harbor
#

ama rest for a bit then later today or tmr work on bouncing cube sim 2022, heck il make it a working game with ui, levels and shit, il post it here if i can

kindred depot
woven marlin
#

so i will open sln

#

then compile it?

#

and then convert?

kindred depot
#

did you switch engine version tho

woven marlin
#

how do i change engine version in sln?

kindred depot
#

Just right click on main project

#

and it should show up " Switch Unreal engine versions"

ruby quarry
#

What's the general opinion of people these days? If I'm essentially at the start of my project, and it would benefit greatly from Lumen and Nanite, is there any reason to NOT start working on the project in UE5? I'm not only at the start of my project, but I'm also quite new to game dev in general. So, it could be as much as year or more before my game might be ready for release and my understanding is that UE5 is due for full release in the spring...

bright sigil
#

UE5 is not stable, so you have a bumpier learning experience

#

if you need lumen and nanite, then i cant really detour you from using it

#

but if you can, it would be less problem-laden to work in ue4

kindred depot
#

Well you could work in EA, but its 100% not recommended. UE5.0 from github will give you errors. You need to learn to save everytime you are done with any little edit.

bright sigil
#

plus you may upgrade to 5 whenever you like

ruby quarry
woven marlin
kindred depot
#

no the uproject

bright sigil
#

upgrade to ue5 when you feel youre ready

woven marlin
#

ohhh

#

gotcha atomik

drowsy snow
kindred depot
#

that UI tho... and the instaclick fixes for invalid variables.

woven marlin
#

ima kill myself

kindred depot
#

Yes

#

build the .sln now

#

Open .sln in visual studio

#

right click on project name, and build.

woven marlin
#

ok

round light
woven marlin
# kindred depot right click on project name, and build.
1>------ Build started: Project: Potatos, Configuration: Development_Editor x64 ------
1>UnrealBuildTool : warning : Running from a path with a long directory name ("C:\Users\foxs1\Desktop\Folders\PotatosProject\UE-2.71.1" = 55 characters). Root paths shorter than 50 characters are recommended to avoid exceeding maximum path lengths on Windows.
1>Using 'git status' to determine working set for adaptive non-unity build (C:\Users\foxs1\Desktop\Folders\PotatosProject\UE-2.71.1).
1>Waiting for 'git status' command to complete
1>Building PotatosEditor and ShaderCompileWorker...
1>Using Visual Studio 2019 14.24.28319 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 5 actions with 16 processes...
1>  [1/5] dte80a.tlh
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "C:\Users\foxs1\Desktop\Folders\PotatosProject\UE-2.71.1\Engine\Build\BatchFiles\Build.bat -Target="PotatosEditor Win64 Development -Project=\"D:\Program Files\Epic Games\UE_4.25\Potatos 4.27 - 4\Potatos.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "Potatos.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
ruby quarry
kindred depot
#

why is your unreal engine inside your project folder?

woven marlin
#

i saved them inside unreal engine x.x

bright sigil
kindred depot
#

PotatosProject\UE-2.71.1

#

what is..UE-2.71.1

woven marlin
#

don't worry about PotatosProject

#

its not the project

#

its just a directory

#

UE-2.71.1 is the engine

ruby quarry
kindred depot
#

D:\Program Files\Epic Games\UE_4.25\Potatos 4.27 - 4\Potatos.uproject""

bright sigil
kindred depot
#

the issue could be all the .%$#@! letters and the spaces.

#

SO confused on your directory.. and worried at the same time.

trim mesa
bright sigil
#

is it that the 4.27.1 is on c but thinks its on d? thats the old on on the d right? there is also the "too long name" warning

trim mesa
#

Isnt't this the way, animationw works in ue4?

#

because this code, is not working at my side

#

pls someone help me

bright sigil
trim mesa
#

run the animation on collision

trim mesa
bright sigil
#

its a way animation works

#

but i dont think its the way you actually want

kindred depot
#

are you trying to play an animation on overlap with out a montage?

trim mesa
#

with overlap

kindred depot
#

Just add the animation as a montage, and inside your anim graph create a slot. inside your anim montage add the slot name, done.

bright sigil
#

i have a feeling this is going to open up to learning about montages - possibly slots an-

#

yeeaahhh.....

bright sigil
#

dont forget to setup the cached anim and blend per bone as well ๐Ÿคช

bright sigil
#

arcane if you prefer

kindred depot
#

This is what failed game dev feels like ๐Ÿ™‚

#

lol

bright sigil
bright sigil
#

@kindred depot with your all mighty knowledge

trim mesa
bright sigil
#

ofc, just teasing atomik

trim mesa
#

ok

#

so please explain

kindred depot
bright sigil
#

usually your animations are the anim graph, locomotion - move, jump, right? montages are used for lots of "interruptive" animations. such as one off animations like attacking or reacting to a hit

trim mesa
kindred depot
#

those videos are outdated af

bright sigil
#

there needs to be some way to resume the locomotion set by the anim graph after the animation fires and montages handle this

bright sigil
bright sigil
#

@trim mesa look at it this way, it took me a long time to understand what montages do let alone use them, so prepare to depart from your actual game for a bit while you learn this system

kindred depot
#

LOL facts.

trim mesa
#

yeah, my animation is idle, btw i didnt create a "Animation blueprint", as i have just used the animation of ue4 assets, "Animal Variety Pack"

bright sigil
kindred depot
#

Yeah i get it ๐Ÿ™‚

trim mesa
#

i am so confused rn

#

pls explainme

bright sigil
kindred depot
#

Wait till you guys try and understand control rigs

trim mesa
#

in a easy langauge

kindred depot
bright sigil
#

๐Ÿ˜

bright sigil
trim mesa
#

ok, so what should i do first

#

pls explain me step by step

kindred depot
#

ill find a video for you its easier to watch

#

than to read from discord.

trim mesa
bright sigil
#

while atomik is finding those vids, i will outline the things:

anim bp graph state machine for locomotion
montage versions of the animations to call as one offs
slot and blend per bone setup in anim gp event graph
montages setup to use slot
bp logic to call the montage

trim mesa
#

what is anim bp graph

kindred depot
#

Pretty much explains it real easy

#

Quick reference/refresher on how unreal animation montages and animation layering work.

This is intended to be a memory jogging reference, not necessarily a tutorial. I may make a tutorial explaining these concepts one day when I've better mastered them.

0:00 Intro Explaining Name Changes
0:10 Create Animation Montage
0:16 Animation Montage - ...

โ–ถ Play video
bright sigil
trim mesa
cedar wave
#

๐Ÿ‘† <@&213101288538374145>

bright sigil
#

We need Roy! Roy is Awesome!

kindred depot
trim mesa
#

atomik and conrad

bright sigil
kindred depot
#

Here. I will guide you thru this.

#

ready?

kindred depot
#

Right click on the animation you want to create the montage for.

trim mesa
#

atomik and conrad

#

start explaining me

kindred depot
#

Create a montage of that animation.

#

Open that montage.

bright sigil
# trim mesa atomik and conrad

i think atomik can cover this. and i dont have to, id prefer you learn things yourself, regardless of the problem, lest you rely on being spoonfed every answer

trim mesa
#

on it

kindred depot
bright sigil
#

thanks Jack!

kindred depot
#

create a new slot.

trim mesa
#

Atomik

kindred depot
#

call it what ever.

trim mesa
#

there will be two animation

#

like there will be walking

#

and when the wolf will hit the collision

kindred depot
#

I got work in 20 minutes ๐Ÿ˜‰

trim mesa
#

the idle animation will start

#

so for which animation should i create the montage for

#

idle

#

or walking

kindred depot
#

Wait...

#

wait

#

animation montages are only used for animations you want to blend with the base locomotion animbp.

bright sigil
trim mesa
#

explain easily

#

i am still beginners

kindred depot
#

You need to learn the anim graph first and how that works. Understanding that you need to create a state machine to place your Idle, stop starts. run crouch. etc..

#

open up the third person bp anim bp and learn from it.

#

OR open up Windwalker Echo and try the advanced way off the bat.

bright sigil
kindred depot
bright sigil
#

ic..... nice

kindred depot
#

just for slope walking tho

#

no orientation warping or anything ;/

bright sigil
#

i guess that could still help..

#

im mainly interested in making anims within engine from scratch

#

one less hurdle

kindred depot
#

very easy to do with keyframes and controlrig

bright sigil
#

yeah, i guess i had some fails when i tried it before, 4.26 so maybe its a version engine thing

trim mesa
#

its so confusing

kindred depot
bright sigil
# trim mesa its so confusing

not expecting this stuff to click instantly, like i said, get ready to depart from your goals to learn something rather advanced

kindred depot
#

Looking at the animgraph for the first time can be overwhelming. dont give up.

#

fedex time ๐Ÿ˜ฆ ugh bye.

toxic hound
#

Hi, i'm having the following error message while trying to build my test project. what am i doing wrong?

:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -clean -compressed -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -distribution -nodebuginfo -targetplatform=Win64 -build -clientconfig=Shipping -utf8output
UATHelper: Packaging (Windows (64-bit)): WARNING: Error while enumerating Visual Studio toolchains
UATHelper: Packaging (Windows (64-bit)): WARNING: Assuming no compilation capability.
PackagingResults: Warning: Error while enumerating Visual Studio toolchains
PackagingResults: Warning: Assuming no compilation capability.
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\Users\ALX\Documents\Unreal Projects\MyDrive\MyDrive.uproject
UATHelper: Packaging (Windows (64-bit)): MyDrive.uproject requires a temporary target.cs to be generated (RawInput plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ERROR: C:\Users\ALX\Documents\Unreal Projects\MyDrive\MyDrive.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\ALX\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: C:\Users\ALX\Documents\Unreal Projects\MyDrive\MyDrive.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogSlate: Window 'ProjectLauncher' being destroyed
bright sigil
#

vehicle template project?

toxic hound
#

yes

bright sigil
#

did you do stuff or is this just the project?

#

as in, you made the template and then are trying to build?

toxic hound
#

yes, i did quite few stuffs,

bright sigil
#

mhm...

#

using cpp at all?

toxic hound
#

no, i just picked a new project, and select the game type (vehicle), added few blueprints.

#

no C++ integration

bright sigil
#

how about plugins?

toxic hound
#

I activated the rawinput plugins if i remembered

bright sigil
#

UATHelper: Packaging (Windows (64-bit)): MyDrive.uproject requires a temporary target.cs to be generated (RawInput plugin is enabled) correct

toxic hound
#

yes,

bright sigil
#

from what i read, uproject isnt found, by what im not sure, i would guess the plugin

#

never used the plugin though

#

you could try making a new project and build without the plugin to see if it still occurs

toxic hound
#

Everything is being saved, i believe it will be in .uproject extension

bright sigil
#

well the line there says "requires a temporary target.cs" to be generated, so i assume you need to edit some .cs file for this plugin to know where the uproject is -- but im merely guessing

#

therefore, the root project folder location

toxic hound
#

.cs, that's C# file, right ?

bright sigil
#

where is where uproject lives

#

sounds like it

#

i guess the plugin is using cs

#

these are all guesses ๐Ÿ™‚

toxic hound
#

ok,

#

I've done a lot on the project, creating a new new one, hmm

bright sigil
#

Just to see if the plugin is the issue

toxic hound
#

ok, good

bright sigil
#

Not saying to start over

toxic hound
#

yes , i get you

prime willow
#

hardwork takes too much brain power i wanna win instantly

bright sigil
#

so yeah...

#

gunna consider all of that sarcastic rhetoric

sonic granite
#

i want to make an effect that makes my scene fall off to complete black

#

like ur in heavy fog

#

how would i achieve such an effect

bright sigil
#

atmospheric and/or height fog

toxic hound
#

@bright sigil it didn't work out after I created a sample project, I still face the same error

sonic granite
#

i tried to use height fog, but when i make the abledo black it just becomes transparent =\

bright sigil
#

wait

#

disable the plugin

toxic hound
#

ok

bright sigil
sonic granite
#

ok thanks conrad, ur an amazing dude i can tell

bright sigil
toxic hound
#

@bright sigil i guess its working,

bright sigil
toxic hound
#

no build success yet, but it's compiling

bright sigil
#

ah, that is a better sign

#

well if there is another error then youll encounter than in your project i assume

#

but at least that explains the plugin issue

toxic hound
#

sure!

bright sigil
#

youll have to read the docs for the plugin

#

hope there are docs

toxic hound
#

I just started with UE not long, I wanted to build a quick prototype, i read few basics though,

#

********** packaging complete

bright sigil
#

nice

#

and nice, smart to test the entire pipeline

toxic hound
#

๐Ÿ™‚

bright sigil
#

build and backup often

sonic granite
#

another questions, how would i add a distortion effect to my lens?

bright sigil
#

unless you use source control

sonic granite
#

i'm trying to build an underwater level, first time

bright sigil
sonic granite
#

In this video, we create a distortion shader in the Unreal Material Editor using noise textures to offset our UV coordinates. This video teaches the basics of UV manipulation including texture scaling with multiply and texture scrolling with addition. If you're learning to create materials in Unreal Engine, this is a great place to start!

Dow...

โ–ถ Play video
#

but it's from 2019

bright sigil
#

thats not too big a deal i dont think, that works for pp?

raw harbor
#

Is it worth releasing my game on gamejolt after Iโ€™m done with it? The cube sim 2022, it will be An actual game like with levels and stuff

raw harbor
#

Is there a reason?

drowsy snow
#

GameJolt has gone to crap these days

raw harbor
#

Ah ok

bright sigil
#

learn yourself some pp material concepts

sonic granite
#

ok, thanks conrad, ur awesome!

#

happy holidays!

bright sigil
#

yes, merry christmas

plush yew
#

got a question with gurus - what's the pros and cons of importing whole prebuilt level from 3D software to unreal vs modular level pieces? any technical insight would be welcome

prime willow
#

is it possible that

drowsy snow
prime willow
#

the anim blueprint could cause the camera to lock with mesh rotations

drowsy snow
plush yew
prime willow
#

but my mesh does

plush yew
#

if i don't want to edit it later in unreal or anything, is there any other, technical reason for having modular pieces?

drowsy snow
bright sigil
drowsy snow
prime willow
#

i used a different anim bp

#

problem still occurs

bright sigil
drowsy snow
bright sigil
#

but you can still make your entire level in your 3d software, textures and all, and use it. you'll likely need to put collision everywhere - so these are independent of one another (if you change the art, the collision needs updating) and it could be split into some pieces for the sake of performance (occlusion culling and draw calls)

plush yew
# bright sigil modularity allows for faster iteration - the level can be changed and tested (it...

but i like back and forth from 3D to unreal and solving all the architectural problems before i even start anything else (texturing, trimsheet alignment, detailing etc.) - i'm more interested if there's any technical (performance wise) problems that could arise and i can't foresee now - idk maybe light works weird with wholly imported models during gameplay stress or something down the road. as for collisions, i'm making custom UCX-es for everything so that's not a problem.

drowsy snow
prime willow
#

ill check

bright sigil
# plush yew but i like back and forth from 3D to unreal and solving all the architectural pr...

i mean, i dont mind the back and forth (sarcasm?) but a single mesh could be a lot to load - depends on number of mats, textures, polycount, etc - but again, it could be split where it makes sense. its a matter of scale i guess. BSP would help here since you can design the level collision and test that all in engine, then export that as geometry to use as a template to model from - either as a unique environment or modular pieces

drowsy snow
#

Though be sure to not commit the pool if you use BSPs kappaross

#

I maybe done that too many times on my own (unreleased) Doom maps lol

#

Hmm

#

Now that I think about it

#

Maybe I should recreate the infamous NSFW pool in Unreal ๐Ÿค”

plush yew
bright sigil
plush yew
#

no, i mean, when u import objects, they are imported as separate objects, but u can select them all, drop on the scene and they all are placed to their respective locations.

#

so it's definitely not a one mesh.

drowsy snow
plush yew
#

it's just their pivots aren't placed per objects, there's one pivot and whole building is built around it.

#

so if u wanted to use idk, some arch as modular object - it's pivot would be way far away.

bright sigil
#

so you cant really move them in unreal..?

#

and so then your importing them as one fbx, but they come in as indiv objects

plush yew
#

nope, u can't use them as modular objects. but they are all separate, with separate texture inputs where needed and separately selectable etc.

bright sigil
#

i still think there is more overhead than it being the same asset

plush yew
#

yeah and when u drop them in scene, they automatically build the scene.

bright sigil
#

that wouldnt be too different if they were a single mass of meshes

prime willow
bright sigil
drowsy snow
prime willow
#

my movement component

plush yew
# bright sigil performance impact

so there is indeed a performance impact, that's what i was trying to find out. now i need to find out, technically how big that overhead is. i mean i've seen ubisoft artists doing it my way aswell as the modular way, idk though how big of a difference it would be into unreal.

drowsy snow
prime willow
#

wot

drowsy snow
#

I mean, that bool could have override the mesh's controller rotation yaw, because it doesn't follow that defined by the CMC

bright sigil
bright sigil
#

so i dont believe that will play as nicely as having just one mesh and duplicating in engine or large clusters of the mesh - less to load

#

like if your going to be in a room, that might as well be one mesh because they all need to load, so make it one mesh to load it

#

that also means you can go as unique as you want for these things

plush yew
bright sigil
#

as for material/textures, thats not per mesh but use - so if the same material is applied to different models they're already loaded the one time

bright sigil
#

maybe there is some kind of pooling method, but i dont know that deep

#

so if you bring in one door, then dupe it in engine, yes, its the same asset reference

#

so placement would be done in engine, but the authoring of the asset and its look can still be done outside

plush yew
#

k gotcha, thnx for info, i'll try to figure that out. as for materials, whole of my castle uses only 3 trimsheets so it would work the same whether i use it on 10 modular pieces or 10 prebuilt pieces.

bright sigil
#

the profiler can give you more insight on this sort of thing too

bright sigil
#

just go off of the number of assets you have in unreal

#

thats the "burden" on performance - but meshes are pretty cheap

#

so unless there a shit ton, i doubt much difference from the setup

plush yew
#

i'll try finding pooling plugins on marketplace, there might be something for my specific need, there's high chance there might be one.

bright sigil
#

i thought ue already had pooling, but i dont know if it would also work for assets being their own mesh version, i suppose so?

plush yew
bright sigil
#

sounds sort of like it - performance go down based on mesh polycount * unique placements

#

but before any optimization happens, maybe just import the whole thing into engine and find out

plush yew
#

just when i think of building that again with unreal gizmos, my brain shuts down. i really hope there's a plugin which pools prebuilt FBX models.

bright sigil
#

theory is great and all, but youd be suprised just be trying it

plush yew
#

i mean it runs good on my PC but i want to make it as performant as possible.

#

i have beefy PC

bright sigil
#

once again, use the profiler

plush yew
#

i'm using it, but is it accurate?

bright sigil
#

well it will tell you where the worst problems are

plush yew
#

because it shows different load on different machines for the same scene.

#

like once it shown that scene could theoretically run perfect on machine with 8 GB ram and GTX 1050ti i5 but when i tested everything was in red.

#

so i kinda decided profiler was fluke.

bright sigil
#

that is the toughie part: spec-ing for different qualities

#

im sure there are things like lowering clock speed or a software that changes that sort of thing

#

to test different qualities

plush yew
#

i'm quite sure i need to figure out pooling for prebuilt meshes, there's no chance that isn't possible. i'll get to it, thnx again, u helped alot.

bright sigil
#

lol if pooling works, i kinda threw it out there thinking that you'd not be the first person approaching the engine this way

plush yew
#

yah i'm also thinking that

bright sigil
#

and i dont recall if simplygon is still a thing in ue

plush yew
#

there would be some pro who just didn't liked using unreal gizmos for building. ๐Ÿ˜„

bright sigil
#

its a traditional method, if you call it that, but very common for 3d artists - though again, some engines are fine with that

#

thanks, i remember it was there for a version then vanished

plush yew
#

oh btw, if u used UE5, i haven't rlly used it thoroughly so, does it care for mesh calls aswell? since nanite and all that?

plush yew
#

what's that specific kind?

#

so 95% of my building ๐Ÿ˜„

#

cool

bright sigil
#

yup

#

such specialized rendering

plush yew
#

wow cool, i might just download it and try and atleast check ue4 profiler vs ue5 profiler. if there's important enough difference, switch is imminent.

#

is it that bad? ๐Ÿ˜ฆ

bright sigil
#

sounds bad

plush yew
#

damn i thought it was almost done, like i've heard all the big new games coming on ue5 and such

#

yup, makes sense, pooling it is then

bright sigil
#

yeah, i bet they're overhauling and altering a lot of the base engine

plush yew
#

no my shipping is planned for 2023 so i can switch to ue5

bright sigil
#

hmmm.. alright

plush yew
#

i'm just afraid that if i import this huge city prebuilt and all of that, i will have to build it from ground up later if i don't optimize it now

#

whole castle is like half of skyrims map in size

#

rebuilding that would kill me

bright sigil
#

worst case is you split it for occlusion

plush yew
bright sigil
#

its still all from your 3d software

plush yew
#

oh cmon now, don't tell me lumen casts shadows and lights different way... i thought it was just more realistic way.

bright sigil
#

again, i doubt its rebuild

#

just splitting into parts

#

like if your castle is one mesh, then later split into 10 parts, all offset and w/e so you just drop

plush yew
#

i spent 1 week just playing with different times of day and building castle around that -_-

#

fml

bright sigil
#

apparently not on armygear's nasa computer

plush yew
#

no no it's not one monolithic castle mesh, it's just collection of meshes pre-placed in 3D engine, so they're not modular.

bright sigil
#

but thats where i suggest spliting into meshes

plush yew
bright sigil
#

so you might as well kit it

#

lol, your going fallout 4 method then

plush yew
#

i make my walls 20cm thick, atleast there i didn't fcked it up. ๐Ÿ˜„

bright sigil
#

i bet you could poly crunch the castle geo and use it as a guide in ue

plush yew
#

ok so it seems like i just need to drop everything for now and find out more about how lumen works, so i build castle properly.

bright sigil
#

kit kit kit

plush yew
#

damn u guys love kits ๐Ÿ˜„

#

well atleast i will be able to sell it later smh

bright sigil
#

they're sort of tedious, but thats ue preference

#

i do BSP all the time XD

#

i can export my entire level and then design the kit from there

#

which is...... like bsp?

#

ah so it skips the intermediate step

plush yew
#

i also used bsp for blockouts and i hated how slow gizmo building was compared to blender. if only unreal had atleast plugin to move objects freely with mouse.

bright sigil
#

bsp is technically mesh anyways

#

BSP are slow to work with, yes, but i only do base architecture for collision sake

#

i "invent" more of the kit from that base as it solves scale/spaces

plush yew
bright sigil
#

because i cant play the game outside of ue!

#

i cant feel out the timeing

#

i cant see how id like to obscure corners or reveal open areas

plush yew
#

so import - test, edit, import again, repeat ๐Ÿ˜„

bright sigil
#

i cant play with lightinging

#

i can literally do all that in engine with just boxes

#

THEN export and start modeling

plush yew
#

i would if i could press G - move my mouse and mesh would move, or press S, move my mouse and mesh just scaled. ๐Ÿ˜ฆ

bright sigil
#

its actually hold CTRL and then use left, right or left+right

plush yew
#

lemme try o.O

bright sigil
#

left is x and so on

#

hold shift as well to ride along with it

plush yew
#

are u talking abour viewport movement?

#

or object movement?

#

(booting up unreal)

bright sigil
#

im talking move scale rotate of object

#

alt drag to dup it

#

ctrl click for axis manip

#

shift to ride it

prime willow
#

@drowsy snow so

bright sigil
#

yeah, no devoraks here

prime willow
#

its something code related

#

i tried cloning it

#

after pasting some part of it i was camera locked again

plush yew
bright sigil
#

i think its actually not too different from blender

#

just holding one more button down

plush yew
#

do u have blender? ๐Ÿ˜„

bright sigil
#

yes, though i use maya

plush yew
#

if u have it, to tell u exactly what i want (u might know how to do that in unreal) just open blender, select object, press G and move mouse.

#

this is what i mean. i just press G and freely move object, if i want to move it on axis i just press X,Y or Z and move the mouse. is that possible in any way in unreal?

bright sigil
plush yew
#

yeah i love it ๐Ÿ˜„

bright sigil
#

i think there is something like that though

#

maya has it obviously

plush yew
#

yah i know i used maya for a long time and there was cool plugin for it

#

bought it right away

bright sigil
#

plugin... for unreal?

plush yew
#

no plugin was for maya, idk for unreal, i searched for it for a long time.

#

nothing yet.

bright sigil
#

wha? you can freely move without pluging

#

lol thats always been there, am i missing something

plush yew
#

they might have added it now, i used maya 2-3 years ago.

#

after that only touched blender.

bright sigil
#

it has been there way longer

#

and 3dsmax

#

maya 2009 or earlier im sure

plush yew
#

hm, idk then, i know for sure it was 5$ plugin. ๐Ÿ˜„

bright sigil
#

lol thats wack

plush yew
#

yah it might have been just hidden and that plugin activated it and charged 5$ from newbs.

bright sigil
#

lol i dunno, maybe its something else that it do

plush yew
#

but u get the idea, i never got used to gizmo movement so really hard for me now to build whole damn notre dame castle that way.

bright sigil
#

yeah, but thats too awkward to be fast

#

DUDE

#

just grab the center circle

plush yew
#

i agree there, worst learning curve out of everything i ever used.

bright sigil
#

the white ball at the start of each xyz arrow

plush yew
#

lol i know how to use gizmos, i'm saying they're slow. very, very, veeeeeeeeery slow ๐Ÿ˜„ so u said it was possible to free move in UE?

bright sigil
#

no i mean, do that in unreal

#

literally right there

plush yew
#

oh wait

bright sigil
plush yew
#

is there any way to link that to a shortcut?

bright sigil
#

lol

#

i think he means without clicking on it

plush yew
#

yeah

#

that's actually very smart, haven't used autohotkey in UE

#

hope it works

#

nah it doesn't. UE actually wants left mouse to be pressed ontop of white sphere to grab it. well was worth a try.

bright sigil
#

considering it doesnt show the ctrl-click shortcuts, im sure there is

#

i mean .... old dog new tricks, so just click the damn ball

plush yew
#

u probly haven't built anything in blender for extensive periods of time or u would know what is waste of time. ๐Ÿ˜„

#

well u can sculpt out ur 3D models into a wall with stone knives for all i care but don't bash on my preferences man ๐Ÿ˜„

bright sigil
#

no dice im afraid

#

click sphere or suffer

plush yew
bright sigil
#

not too hard to move forward then left then forward again

#

Update BSP Automatically: If enabled, Brush geometry rebuilds automatically when brushes are moved or modified in the viewport. When disabled, geometry must be rebuilt to see the changes. Yooooooooo

#

totally forgot about this

#

nah

plush yew
bright sigil
#

bsp only build once you let go

#

this build as you move it!

#

i think...

plush yew
#

now that's what i'm talking about! (i think... ) ๐Ÿ˜„

bright sigil
#

ah shit

#

nvm ๐Ÿ˜ญ

#

yeah

#

i made myself happy then sad

#

lol thats like a UDK switch right there

#

when performance was that bad

#

this tho

#

pivot stays at the center

#

so moving a face or points, it will update pivot to center

plush yew
#

epic buys everything, so if UE5 comes with it's own proper 3D editor for BSP's, imma lose my sh1t.

bright sigil
#

think i saw an epic demo where they were showing some "extra" modeling capabilities of bsp

#

like preview smooth ๐Ÿ˜‚

plush yew
#

i love how BSP is so easily integrated with textures

bright sigil
#

same

#

i feel like im working on a quake 2 map using them

#

truly an all in one

plush yew
#

yah and also u don't have to have 1000 400x400 meshes, when u can have one 1000x1000 mesh with tiled textures.

bright sigil
#

looks nice... until it froze!

#

looks like fun though

#

finally BSP getting love, call it what you want

plush yew
#

there seems to be lot more tools than i have in my 4.27 tho

#

wonder what they are

bright sigil
#

duplicate mistake?

#

ah

plush yew
#

i noticed UE 5 being very intense right now. just booted it up and boom, took half my system resources with gpu at 60c ๐Ÿ˜„

#

i hope that won't be the case on full release.

bright sigil
#

ur never getting them back

plush yew
#

i can't afford RTX gpu for raytracing.

#

imported my castle and yup, totally fcked, all that epic sundown and stuff, gone with lumen.

#

yah but 1070 on raytracing is like basketball player playing as jockey

#

oh gotcha, didn't knew that.

#

looks like i can switch to old lighting aswell.

#

but it'll be removed on full release i assume.

#

didn't they do it other way around though?! - implement new stuff in old engine.

#

yah will check difference on youtube now

#

this is no DXR?

bright sigil
#

raytracing look like ass

prime willow
#

i think i kind of get it

#

my camera is locked in location behind the character

#

so itll always rotate with the mesh even tho everything else rotates as supposedly to

plush yew
#

i haven't even checked side to side comparison of raytracing vs lumen, wtf. why would we even use raytracing? is it more performant?

#

but it looks like ass ๐Ÿ˜„

#

wow, so much information about lights to take in. and i was finally just happy with my lighting setup on old 4.27.

#

wait i thought lumen was just like nanite, cheaper performant light.

bright sigil
#

ue5 is still in its renderer-only phase, it hasnt grow its gameplay legs

plush yew
#

yah i just converted one of my games to UE5 and it's 15fps ๐Ÿ˜„

bright sigil
#

writes down..... use ue4 for game, make in-game cutscenes with 5

plush yew
#

from what i see so far, nanite isn't really as advertised and even with nanite, you'd want to bake high poly sculpts onto low poly meshes because it will give EVEN more performance.

#

i just checked that

#

myself

bright sigil
#

i thought with nanite you just use the decimated hp

plush yew
#

dropped 17 mil sculpt then dropped low poly with bakemaps

bright sigil
#

and just enjoy those vertex colors

plush yew
#

difference is clearly visible in FPS.

#

20 fps lower with sculpt.

#

it's 300 fps - on higher FPS'es difference is much larger for some reason.

#

on lowpoly it dropped from 300 to 280 fps

#

wait so, high poly sculpt drops fps - isn't that the whole point of nanite to raise FPS when u have loads of high poly sculpts? i don't get

#

it might be alphas fault idk

#

and on full release this gap won't exist

bright sigil
#

cool, well i shoulda went to bed 2 hours ago, night yall

plush yew
#

night, i'll sit down on this tutorial series about lumen, thnx for help

#

why this don t working??

bright sigil
prime willow
#

FXIED IT!

#

@drowsy snow you were right something was hijacking my mesh!

#

it was a camera lag enabler using world transforms for my camera~!

prime willow
#

yush

#

now my movement looks even sexier

drowsy snow
plush yew
drowsy snow
#

Or just replace the Escape key with something else, or even better, input mapping

plush yew
#

but I also tested with the q key (it was supposed to turn off the game but it didn't work either)

drowsy snow
#

Escape key always terminate running Play In Editor session

prime willow
#

it looks so much better now

plush yew
#

i am using a 2D scroller can this be the reason?

drowsy snow
plush yew
#

I click q and it doesn't turn off the game

#

nice

#

i found the problem

#

I didn't have a gamemode set

drowsy snow
plush yew
#

I had in the world settings

plush yew
#

character

drowsy snow
#

Okay, that's fine. Don't do that kind of thing in Game Mode

plush yew
#

ye I know

#

whats with unreal crashing all the time i retarget a animation smh

runic fern
#

Hi guys i want plugin share computer screen realtime do we have something like this other than NDISDK ?

prisma plank
#

Why third person char have darker exposure than scene? Both post process exposure same

runic fern
#

Can i share desktop screen with pixle streaming

#

Oh yes no easy way xP

plush yew
#

what's the fastest blueprint method to make lights flicker?

drowsy snow
hidden cairn
#

Im getting an error at build time - I cant see any problems and my project built fine in the past and the error is pretty generic

#

Unable to find target 'UE4Game'

#

Has anyone had this one that can help? Reaching end of tether here

plush yew
smoky timber
#

Hey there peeps! Quick question:
I'm using the built-in subtitles feature in UE 4.26.
So, basically I:

  1. added the subtitles with Manual Word Wrap and Single Line ticked.
  2. Went to project settings to make sure subtitles is on and the default roboto font is set up.
  3. Went to the roboto font and changed the size.

But, when I test it in-game, the subtitles font is still small and hasn't changed. Any ideas?

drowsy snow
hidden cairn
#

no, its a bp bnased project using the standard 4.27.2

#

im just trying to build project and its failing at the initial startup

#

proejct is two years in and its usually fine

drowsy snow
hidden cairn
#

I agree - built in subtitles are terrible

drowsy snow
smoky timber
hidden cairn
#

I did that - it verified ok and seems to be running finer

smoky timber
#

It's just I can't remember how I did it

hidden cairn
#

fine

#

@smoky timber its to do with setting default fontt as the subs system uses the default font - problem is that all your fonts then go superlarge

#

the font system in UE leaves a little to be desired sometimes

hidden cairn
#

I also remember having this problem, fixing it and not being 100% sure how ๐Ÿ™‚

#

im going to try a full migrate - along with settings. See if that cures anyway

#

anything I mean

hidden cairn
#

I had one for a day

#

then gave it to my son - horrible thing

sour tide
#

(man, I should get myself a gaming chair)

hidden cairn
#

I have a wooden chair with proper back support

#

like the old man I am

sour tide
#

(with back support)

hidden cairn
#

aye, as a 50 year old man i can say ALWAYS get back support

sour tide
#

I have a tendency to slouch 200% of my bodyweight onto my tailbone

hidden cairn
#

you might not need it now...

drowsy snow
#

Don't get a gaming chair

hidden cairn
#

no

#

I found my wooden captains chair at a local charity shop for ยฃ10

#

best purchase I ever made

drowsy snow
#

Get the office chairs, particularly the ones that famously gifted to Reggie Fils-Aime