#ue4-general
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How exactly do you want to change the materials?
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
so maybe the other windows are different
yes
when you click on the mesh in the world, is it the one you changed in the details panel
it had another material
yes
when i do go to mesh i get that mesh were the window is highlighted
yeah it looks like they are using instances so your going to have some troubles automatically changing all the instances in the world
if they are named the same in the world, you can try and select all of them and then change them all at once
i did name it badly haha xD
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
if its all the same name, wall_window_sm , just find window in the world outliner and you can select them all
does your top animation have any actual animation?
you might want to change the blend bone to something higher then, otherwise its not going to have any of that animation
mattheww?
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
might need to jump into #animation then for some more advanced advice
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.
@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
So you want to partially "cut" through...
Fake it with (mesh) decals.
thank you. will study it.
nice, well i think a blend would be beter
its for a skil lol xD
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 (
so i wanna make that skil in my game haha ๐
@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
it was like a combo of naruto/dreaming and dragonball made in 1 single animation skill xD
Does anybody know why when I put an actor like a water body ocean the landscape isnโt adjusted although i have both landmass plugin and edit layers in the landscape enabled?
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?
?
I don't see that parameter in the static mesh.
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)
show your screen? @surreal cloak
and this is the static mesh editor?
because that doesnt look like the static mesh editor
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
that seems like Physics in the Details panel instead
scroll down silly, or use the search
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?
looks like edge dilation from sp
are you using this as a repeating texture? it looks like it
ah its from the PANNER since it will rotate the whole texture around right ?
OK i see so i need to make the texture using the full 1x1 UV till the edge.
I also get out of virtual memory messages .. how is it emptied?
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
yes worked now perfect
I usualy was always making the UV smaller for other software game Engines so thats why i usualy leave some border around it.
But i was confused why it stretched so i guess if i use a PANNER i should allways use the whole 1x1 =)
Yeah. Requires tiling. You can put uvs along the edge without much issue in general
Can always clamp the xy of the texture for those that dont go outside of 0-1 space
https://matlib.gpuopen.com/main/materials/all wow this just became free ๐ฎ
i wonder can i use it comercially, can't find any info yet
Finished my first cinematic in UE$! ๐ thanks for all the help peoples
now im gonna try to get my 360 to work with mocap
does anyone know why i can't build my lighting?
here's the log but im not seeing an error
make sure u have light volume setup just in case
What are these large squares on the navmesh
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 ๐
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?
@drowsy snow @drowsy snow pls could you answer my comment when possible?
sorry to be annoying ๐ฆ
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
try #mobile chanel
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
yes
If you want an impressively rendered ms word competetor sure. But youd be stripping down so much and be better off with a blanker canvas
wdym stripping down and better w a blanker canvas?
well, for a ms word type app 90% of UE4 wont be needed
Start makin, youll see what i mean
Maybe im wrong ๐
@bright sigil is right. You're probably better off with a C# app
idk, am just asking cuz ue is mainly if not only used for games
Hey everyone, does anyone know how to only stream landscape tiles when they are seen in the viewport?
@worthy flame like how a car can be used for moving furniture but most people would use a truck ๐คทโโ๏ธ
its more about rendering or visual effects
so if you want some crazy rendering effects in your word processor...... just work from a better base
Disagree. More like how a car can be used to move a studio apartment but you choose 2 semi trailers instead
i understand what u mean by this. it is interesting to think about
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.
ye i get it. thanks for the info and feedback
are you just making a word processor or.... what?
i only used blueprints, i didn't use any c ++, why does it ask me to install visual studio 2019?
dunno, i think you need it installed but dont need to use it..... maybe? its been awhile since i installed a new engine version, but i think thats a thing it needs
no, something like databases, finances, plans, calculations reports. things like that
and later on some visual things that show things visually for better perception. but thats just a bonus
sounds like you probably also want security then, but i cant think of other platforms of software for that sort of stuff
yes
so it must also be installed without using any C ++. ok
and if its 2d visuals, i mean, i guess its possible in Unity since its more of a blank canvas
probably some other engines
i know XNA exists, but that about it lol, maybe thats better
thats my guess
was goin for 3d if possible. but wasnt really the point of the app the visualization.
well unity does 3d as well
ur sayin unity is better for these kind of things than ue?
lol, same
in Unity, you start from a blank level though
but why does it ask for the visual studio version 2017 and elsewhere it requires the 2019 version? which one should i install?
level as in a blank starting point
i dunno, maybe look up online
i just mean your not stripping away much when you start in Unity
question then, is it possible to make this somewhere else and make the hud/gui thingy and the rest in ue?
lol
was referring to the right tool for the job, not suggesting UE4 is a truck ๐คฃ
Use a hammer to drive a nail, a nail puller to remove it, UE4 is the wrong tool for making an office application
does starting with making a small fps game by following tutorials help me learn bp?
sure, or just poke around at the variables and learn what the settings do, and if something doesnt seem to work, look it up
pretty much ^^
if you know 0 of bp, then follow whatever tuts you like
i already tried to make bouncy cube sim 2022, and failed
i did the bp right, i just didnt mange to make the controls work on the assigned camera
so i just gave up
right on, i guess try another project and see what you can do
tried to model the car for my other game, failed and was like screw it il make a fps game
now i dont want to even start
maybe youll come back to bouncy cube sim after a break doing something else
the constant failing of me doing anything and the realsization that i cant do anything new is just keeping me away from starting again
or i could say you lack discipline and to work through your problems, regardless of scope and keep working on bouncy sim
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
the unappealing nature of programming/coding is that a feature or bug can take 2 minutes to make or 2 weeks to fix
then work on levels to a degree that they look awesome
give up on all other facets and focus on that specialization
but then how can i make the game without knowing anything else
pick something and stick with it until its pro level
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
well you cant, making a game takes more than just one skill, hence a team, if you want others to know you are serious, you need to have something to show for it
so work on a level design portfolio
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
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
Start with modding.
i think im going to sit on your requests until you stop flip flopping between skillsets and show a seriousness towards one
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 *?
I was started from modding, and it eventually snowballed from there
Basically referencing when you want to have object reference variable of a class. Typically UObject and derivatives.
modding and lack of internet and knowledge back in the day forced many of us to learn the only way possible
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
Oh ok, so anytime I have an object like a mesh, sphere, cube, etc. I would need a reference pointer?
Change the default pawn in your game mode, or make your pawn/character auto possess to player 0
where is that located
https://docs.unrealengine.com/4.27/en-US/ - they have a search function. exhaust yourself by using the internet first.
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.
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)
Niagara could fake some crowd, but certainly NOT for gameplay reasons.
The expectation with particle system is that it should be purely cosmetic.
Well, the intent is that they would be cosmetic, they'd just be visual representations of the units, whereas the formation itself is the one running damage calculations, and the individual unit sprites are just there for decoration. If that makes sense.
Also if you want hundreds of actors running all at once, handle the tick in C++.
Oh, okay, that's sounds very doable with Niagara.
@drowsy snow could you help me pls?
i was thinking about niagara. or the technique im coming up now.
I don't work with procedural mesh, but seems like you want to make cavity more than a one dimensional slice stopped in the middle.
exactly
others have suggested to make 2 slices and then join together the pieces you want to remain intact and delete the other
cavity is a decalc?
Have anyone noticed a bug where editor dropdowns close as soon as you open them until you restart it?
NVIDIA?
yes
See pinned messages
anyways thank you @drowsy snow ๐ ๐ฃ arigato
ใฉใใใ~
Well I'm not reinstalling graphics drivers, at least not without an explanation about what is the issue and how this would fix it.
Unless you are referring to something else.
There's one custhelp link among them, might want to check that one out
for some reason import uniform scale completely stopped working for me
hello, someone knows how can i rip unreal engine 4 games maps?
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?
I am not sure if they gave you answer about the matlib website, is says in there info "all submited materials need to be under licence CC0 or MIT" so you can use it commerical.
We don't condone asset ripping here.
ok
casts a stern look
Thank you
Spare him for know not what judgement he has brought onto his vessel
You'd probably want something like Notion for that, or another collob/database software
@worthy flame sorry I was answering your question, not Conrads
replied to the reply
well, i want it when i land on a certain thing
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?
this is the bp of the cube
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
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)?
has anyone ever had the issue where I can't open certain engine versions in file explorer/taskbar etc (only through epic games launcher)???
Any idea on how to calculate clicks per second?
Should I measure (every second) the clicks? And just display that (for myself)?
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.
Love the idea, thanks!
Np. There might already be this kind of functionality from the engine but i dunno of it
Hope it gets u somewhere
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
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)
without any familiarity with engines (assuming programming too?) its quite the challenge, but hey anythings possible
you could do some kind of mixed AR with unreal though
that would probably help with the hardware side of things, but i dont code with the engine ๐ so i only know what i know
check out the epic games content on the market place, they have an xr demo that might give you a better idea https://unrealengine.com/marketplace/en-US/product/project-anywhere-xr
if you do dive into it, you'll probably get more help from #virtual-reality
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
thanks just having to think about what I actually want already helps
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
thats pretty much the extent of my advice ๐
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
first working code i did by myself!
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
using a collision box as a death box ๐
hey man congratz tho for sticking with this and not leaving after one day ๐ that is what i love to see!
i was man, i worked on smth today and failed and was so sad and just said this isnt my thing, but i tried again when i got another idea of how i can do my code and it worked!
moral of that situation, never give up ๐
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?
thanks man โค๏ธ
yes, i did it so when collision overlap occurs, it disables input and from disable input , get player controller, this seems not to work
this is the floor's bp
not player, bec i cant make it in player
is it wrong?
its not really clear if you can send the link
In this tutorial we will look at how to disable controls for the player, just for a short amount of time.
it works!
thanks man, its all just bec i didnt add player charecter as target
the target was (self)
thanks โค๏ธ
literally everything is on youtube, you get stuck go on youtube. Try typing it in youtube 30 different ways.
looking good birb
thanks man!
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...
alright
migrate
yes, within the same project
second point, since folders have been moved
fix redirectors constantly
that wont solve it though
but it helps
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
that means its just the director
so as a very last step, delete it
consider all of this with a grain of salt, and BACK YOUR SHIT UP
This is all wrong. Just drag the folder, or files and do an advanced migrate.
yes Migrate is best, dragging folder leaves shit behind
you may still run into having to update references as well
You manually delete that one >_< I hate the editor freeze lol
Hmmm...Okay. Weirdness. Why have a move option if it doesn't actually move? Bleh! Thanks for the advice!
well i do it while its open, but safer would be to shut it down
move cleanly, I mean...
and sometimes they actually go away because the engine is no longer using it
Migrate is your best option, like i said
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
im on 4.26
Okay, thanks.
spam fix redirectors as much as you like, do it on your content folder
I enjoy having all my files organized. So I use _Assets/Game/Character _Assets/Game/Maps
etc.
well when you get marketplace content...
but yes, its better to plan a folder structure ahead or early
lol yeah, but they dont go to the right places for me
some things you can not migrate tho, like certian bps, enums.
mmmmmmmmmm enums and structs, those can get funky
but i did get everything good in the end, based on what was suggested up top
example, ballistic VFX has to stay in the content folder ๐ฆ
including making a backup to know how things were connected in case those break
to many errors
i had to hook up a bunch of textures from some marketplace assets for whatever reason
it was tedious but i referred to the pre-migrate backup
yeah, shit like that
i left the mannequin folder alone lol kept losing ALL OF MY ANIMS
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!
sounds like it
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?
learncpp.com doesnt seem to explaing ether
if im not mistaken
man i dont really know that shit either
except for int, thats an integer ๐
and I THINK return 0 means the result would be 0 if that gets called
cout? count?
idk man, they should teach use this
well i picked up this sort of understanding from bp vids and such
attleast bp is understandable, but wtf is uproperty and cout like bruh
its an unreal property
there's a large amount of "Unreal Code" in addition to the normal cpp language
API's are a programmers best friend
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
do you rely on bp?
rely? well i guess
like all of your games are bp?
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
oh you'll know when you ruin performance
this shouldnt be a worry thats what i mean
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
great thing about cpp or bp is you can always improve it
nah, that wont be a problem
i should work on a project in the future entirly on bp then later slowly learn cpp and convert
it wont be 1 to 1 obviously, but i think you just need to understand the concepts
and bp are less friction
everything in blueprint is the same in c++ you will start to notice similar things when you open up a c++ file
can i learn most cpp terms / have a background when i start by learning bp?
im looking at it and i just dont understand what the terms mean so i can use it
oh i hear yah!
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:
photatos project XD
xD
i have to sit there for awhile to reread the same code before i get a sense of what it does
and even then id have a guess, maybe confident if i recognize enough of it
Using 'git status' to determine working set for adaptive non-unity build (C:\x\x\Desktop\Folders\PotatosProject\UE-2.71.1).```
i tried learncpp, but i kinda dont like reading, im better off with "learn cpp in one video" the video: 6h
he too good
the issue here is you need to generate the .cpp file for your project
do this by; opening your project in 4.27
man deserves a role xd
NO never.
i did :/
but only happens when i do that with source code engine
You went to tools, generate new c++ class
and generated the source code?
wait
that one dude with those letters @drowsy snow deserves a role, he very active and helping alot here
sorry for the ping ๐ฆ
why would i need to do that?
yeah hoodie guy is another smartie
if code already exists
you have a .sln file inside your project folder?
yep
did you right click, change engine versions?
then open the sln and compile it?
thats the way it works.
and atomik knows this because they've had to solve this problem, possibly enough times that they recognize all the signs
i thought unreal will do the changes?
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
unreal engine sucks when trying to do that way. Just follow my lead it will work
did you switch engine version tho
how do i change engine version in sln?
Just right click on main project
and it should show up " Switch Unreal engine versions"
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...
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
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.
plus you may upgrade to 5 whenever you like
I'm not exactly stable either. Hahaha! It's not that I need lumen or nanite, it's just that for the look I'm going for some things, it would just be easier to use those...
you say that...
i can't see it
no the uproject
i think you should go with ue4
upgrade to ue5 when you feel youre ready
Unless you're a filmmaker, you don't have much real reason to use UE5 right now
that UI tho... and the instaclick fixes for invalid variables.
ima kill myself
Yes
build the .sln now
Open .sln in visual studio
right click on project name, and build.
ok
anyone available to help on an issue im having with the Editable Text node?
still cant figure this out ๐ฆ any advice?
https://www.youtube.com/watch?v=sQNx0utpV68&t=618s&ab_channel=MattAsplandhaving
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 ==========
No, not a filmmaker, but am interested in a certain level of realism...
why is your unreal engine inside your project folder?
i saved them inside unreal engine x.x
if your that dead set, then you might as well open it up and see what you can do in it
don't worry about PotatosProject
its not the project
its just a directory
UE-2.71.1 is the engine
Worst case scenario I start over again in 4.xx...Will only be like the 8th time I've started over. hehe
D:\Program Files\Epic Games\UE_4.25\Potatos 4.27 - 4\Potatos.uproject""
yeah exactly, just wasting time, dive in already!
the issue could be all the .%$#@! letters and the spaces.
SO confused on your directory.. and worried at the same time.
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
Isnt't this the way, animationw works in ue4?
because this code, is not working at my side
pls someone help me
oh dude thats actually giving me some ptsd
run the animation on collision
are you trying to play an animation on overlap with out a montage?
with overlap
Just add the animation as a montage, and inside your anim graph create a slot. inside your anim montage add the slot name, done.
i have a feeling this is going to open up to learning about montages - possibly slots an-
yeeaahhh.....
I KNOES IT ALL >_<
dont forget to setup the cached anim and blend per bone as well ๐คช
oh its more that im sure this is unknown knowledge
arcane if you prefer
there's been a lot of feelings...
whats montage
whats montage
@kindred depot with your all mighty knowledge
cant you explain?
ofc, just teasing atomik
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
will read, but i need someone to explain me here too
it feels like basic knowledge to me.. I'm almost done with advanced stuff ๐
those videos are outdated af
there needs to be some way to resume the locomotion set by the anim graph after the animation fires and montages handle this
yeeaahh..... and ive already been helping other people who simply hit a wall seeing that older notify ui
Honestly tho, this will show you the way.
@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
LOL facts.
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"
so you understand now...#ue4-general message
Yeah i get it ๐
i think you've elected yourself as tutor
Wait till you guys try and understand control rigs
in a easy langauge
๐
i plan on it when i get to anims
tell me
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
what is anim bp graph
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 - ...
these are all outlined for you to look up videos/docs for
ok, will see it
๐ <@&213101288538374145>
We need Roy! Roy is Awesome!
just follow the base not the left and right aims no anim modify as well
it will be nice of you if you explain me here
atomik and conrad
essentially i have, anymore and it would be longer than what a tutorial video covers
ok , sure
both of you
Right click on the animation you want to create the montage for.
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
on it
thanks Jack!
create a new slot.
Atomik
call it what ever.
there will be two animation
like there will be walking
and when the wolf will hit the collision
I got work in 20 minutes ๐
the idle animation will start
so for which animation should i create the montage for
idle
or walking
Wait...
wait
animation montages are only used for animations you want to blend with the base locomotion animbp.
yes, please back up and start there
??, Whats locomotions
explain easily
i am still beginners
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.
does that one use cr?
yes
ic..... nice
i guess that could still help..
im mainly interested in making anims within engine from scratch
one less hurdle
very easy to do with keyframes and controlrig
what the
yeah, i guess i had some fails when i tried it before, 4.26 so maybe its a version engine thing
its so confusing
Yes welcome to game dev beginner course part 2.
not expecting this stuff to click instantly, like i said, get ready to depart from your goals to learn something rather advanced
Looking at the animgraph for the first time can be overwhelming. dont give up.
fedex time ๐ฆ ugh bye.
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
vehicle template project?
yes
did you do stuff or is this just the project?
as in, you made the template and then are trying to build?
yes, i did quite few stuffs,
no, i just picked a new project, and select the game type (vehicle), added few blueprints.
no C++ integration
how about plugins?
I activated the rawinput plugins if i remembered
UATHelper: Packaging (Windows (64-bit)): MyDrive.uproject requires a temporary target.cs to be generated (RawInput plugin is enabled) correct
yes,
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
Everything is being saved, i believe it will be in .uproject extension
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
.cs, that's C# file, right ?
where is where uproject lives
sounds like it
i guess the plugin is using cs
these are all guesses ๐
Just to see if the plugin is the issue
ok, good
Not saying to start over
yes , i get you
spoonfed me my whole game than market and sell it for me than gimme all dah moneh
hardwork takes too much brain power i wanna win instantly
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
atmospheric and/or height fog
@bright sigil it didn't work out after I created a sample project, I still face the same error
i tried to use height fog, but when i make the abledo black it just becomes transparent =\
ah thats a bummer
wait
disable the plugin
ok
i am using atmospheric fog and i have a sort of dark falloff, you can also search online for post process versions
ok thanks conrad, ur an amazing dude i can tell
alright, thanks
@bright sigil i guess its working,
build success in the new project?
no build success yet, but it's compiling
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
sure!
I just started with UE not long, I wanted to build a quick prototype, i read few basics though,
********** packaging complete
๐
build and backup often
another questions, how would i add a distortion effect to my lens?
unless you use source control
i'm trying to build an underwater level, first time
i remember finding an underwater tutorial for ue awhile ago, i dont know for sure
im watching this tut:
https://www.youtube.com/watch?v=gwx2NOZJ5CE
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...
but it's from 2019
thats not too big a deal i dont think, that works for pp?
Is it worth releasing my game on gamejolt after Iโm done with it? The cube sim 2022, it will be An actual game like with levels and stuff
i dont know the platform
itch.io's a better place
Is there a reason?
GameJolt has gone to crap these days
Ah ok
youd be doing something like that through post process
learn yourself some pp material concepts
yes, merry christmas
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
is it possible that
If you're going for the whole level as one static mesh, performance is going to be impacted, because unneccessary geometry for the frame is not culled out by the view frustum culling
the anim blueprint could cause the camera to lock with mesh rotations
I have my doubt that it is the case, but not hurt to check out.
nope not as one static mesh, but as built and textured level with multiple pieces but joined before the export. with proper UCX colliders aswell.
i noticed my capsule doesnt rotate with camera
but my mesh does
As in import FBX scene?
yeah
if i don't want to edit it later in unreal or anything, is there any other, technical reason for having modular pieces?
Me thinks that's not a huge issue then
this is a technique for some platform games - sonic boom and some uncharted levels - but unreal is an engine different from those
Well, it's less common to have rotation be governed by animBP
modularity allows for faster iteration - the level can be changed and tested (iterated) without the back and forth. Asset pools are limited to those kits vs more unique models. Collision and other fixes are more a sweeping effect with the same assets being used many times
Your character BP might have full control over the mesh rotation, it seems
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)
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.
dunno how tho :3
Use the Find tool to look up for whatever is getting the character skel mesh component
ill check
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
Though be sure to not commit the pool if you use BSPs 
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 ๐ค
nope it wasn't sarcasm, i love back and forth, helps me fine tune everything in the boxout stage seeing the scale and all via unreals player view so all i have to do afterwards is make everything good. and it's not a single mesh - it's collection of different meshes, just pre-placed, pre-textured and imported as joined object.
hmmmm.... but that means its one mesh....
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.
what are the odds that I found this on sketchfab
I'm going to port this to UE and have fun with it
||https://sketchfab.com/3d-models/that-pool-c563bd34fda046f6943c7069caf664d9||
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.
so you cant really move them in unreal..?
and so then your importing them as one fbx, but they come in as indiv objects
nope, u can't use them as modular objects. but they are all separate, with separate texture inputs where needed and separately selectable etc.
i still think there is more overhead than it being the same asset
yeah and when u drop them in scene, they automatically build the scene.
that wouldnt be too different if they were a single mass of meshes
https://gyazo.com/893bd5eef2dcacb6d40dea69ea880ab4
could this be causign the issue? @drowsy snow
what is overhead?
performance impact
Where does this bool came from?
my movement component
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.
Guess that is the reason after all. Try eliminate and/or work around it
wot
I mean, that bool could have override the mesh's controller rotation yaw, because it doesn't follow that defined by the CMC
yeah, i didnt really understand but each mesh is a look up, even if they are identical in vertex/model structure
i did say earlier that unreal engine is different. its different for every engine what works well
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
oh wait i think i get this, so if i used 1 door 10 times and exported built, unreal would read it as 10 models vs if i copied 1 modular door 10 times, it would read it as 1 door?
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
you can literally look at the list of assets you've imported into unreal and each of those are their own draw call
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
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.
the profiler can give you more insight on this sort of thing too
the material/texture part is separate from this
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
i'll try finding pooling plugins on marketplace, there might be something for my specific need, there's high chance there might be one.
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?
it's castle as big as notre-dame with atleast 100+ different pieces copied all over dozen times, so i guess that goes for shitton, idk.
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
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.
theory is great and all, but youd be suprised just be trying it
i mean it runs good on my PC but i want to make it as performant as possible.
i have beefy PC
once again, use the profiler
i'm using it, but is it accurate?
well it will tell you where the worst problems are
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.
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
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.
lol if pooling works, i kinda threw it out there thinking that you'd not be the first person approaching the engine this way
yah i'm also thinking that
and i dont recall if simplygon is still a thing in ue
there would be some pro who just didn't liked using unreal gizmos for building. ๐
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
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?
have not touched ue5
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? ๐ฆ
sounds bad
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
yeah, i bet they're overhauling and altering a lot of the base engine
no my shipping is planned for 2023 so i can switch to ue5
hmmm.. alright
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
it may not be optimal for lower end hardware, but you wont have to rebuilt it regardless
worst case is you split it for occlusion
i meant rebuild as in architecturally - building whole castle again piece by piece, not unreal building, u meant the same thing?
i mean, import you model as the single mesh or w/e, but then break it up if it needs to help performance
its still all from your 3d software
oh cmon now, don't tell me lumen casts shadows and lights different way... i thought it was just more realistic way.
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
i spent 1 week just playing with different times of day and building castle around that -_-
fml
apparently not on armygear's nasa computer
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.
but thats where i suggest spliting into meshes
it's Ryzen 3600X, 32GB ram, GTX 1070 - nothing fancy. ๐
i make my walls 20cm thick, atleast there i didn't fcked it up. ๐
i bet you could poly crunch the castle geo and use it as a guide in ue
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.
sounds like a good idea
kit kit kit
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
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.
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
why not just UCX everything u export from 3D soft?
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
so import - test, edit, import again, repeat ๐
i cant play with lightinging
i can literally do all that in engine with just boxes
THEN export and start modeling
i would if i could press G - move my mouse and mesh would move, or press S, move my mouse and mesh just scaled. ๐ฆ
its actually hold CTRL and then use left, right or left+right
lemme try o.O
i WASD when i viewport move
im talking move scale rotate of object
alt drag to dup it
ctrl click for axis manip
shift to ride it
@drowsy snow so
yeah, no devoraks here
its something code related
i tried cloning it
after pasting some part of it i was camera locked again
ok tried it, it seems like much better than using gizmo, still not as free but, better than gizmo.
i think its actually not too different from blender
just holding one more button down
do u have blender? ๐
yes, though i use maya
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?
oh... thats the work of satan
yeah i love it ๐
yah i know i used maya for a long time and there was cool plugin for it
bought it right away
plugin... for unreal?
no plugin was for maya, idk for unreal, i searched for it for a long time.
nothing yet.
wha? you can freely move without pluging
lol thats always been there, am i missing something
they might have added it now, i used maya 2-3 years ago.
after that only touched blender.
hm, idk then, i know for sure it was 5$ plugin. ๐
lol thats wack
yah it might have been just hidden and that plugin activated it and charged 5$ from newbs.
lol i dunno, maybe its something else that it do
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.
i agree there, worst learning curve out of everything i ever used.
the white ball at the start of each xyz arrow
lol i know how to use gizmos, i'm saying they're slow. very, very, veeeeeeeeery slow ๐ so u said it was possible to free move in UE?
oh wait
is there any way to link that to a shortcut?
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.
considering it doesnt show the ctrl-click shortcuts, im sure there is
i mean .... old dog new tricks, so just click the damn ball
u probly haven't built anything in blender for extensive periods of time or u would know what is waste of time. ๐
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 ๐
well CTRL+RMB and that sphere thing still cut my worktime in half compared to using gizmos so, still been a great help. ๐
sphere is for free move, but mouse + click is great
not too hard to move forward then left then forward again
https://docs.unrealengine.com/4.27/en-US/Basics/ToolsAndEditors/EditorSettings/
lots of cool customization stuff here too
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
haha this basically turns BSP into 3D modelling software ๐
now that's what i'm talking about! (i think... ) ๐
ah shit
nvm ๐ญ
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
epic buys everything, so if UE5 comes with it's own proper 3D editor for BSP's, imma lose my sh1t.
think i saw an epic demo where they were showing some "extra" modeling capabilities of bsp
like preview smooth ๐
i love how BSP is so easily integrated with textures
yah and also u don't have to have 1000 400x400 meshes, when u can have one 1000x1000 mesh with tiled textures.
looks nice... until it froze!
looks like fun though
finally BSP getting love, call it what you want
i noticed UE 5 being very intense right now. just booted it up and boom, took half my system resources with gpu at 60c ๐
i hope that won't be the case on full release.
ur never getting them back
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?
raytracing look like ass
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
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 ๐
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.
ue5 is still in its renderer-only phase, it hasnt grow its gameplay legs
yah i just converted one of my games to UE5 and it's 15fps ๐
writes down..... use ue4 for game, make in-game cutscenes with 5
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
i thought with nanite you just use the decimated hp
dropped 17 mil sculpt then dropped low poly with bakemaps
and just enjoy those vertex colors
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
cool, well i shoulda went to bed 2 hours ago, night yall
night, i'll sit down on this tutorial series about lumen, thnx for help
why this don t working??
yep sure thing, ill want that kit on my desk by 11
FXIED IT!
@drowsy snow you were right something was hijacking my mesh!
it was a camera lag enabler using world transforms for my camera~!
At last!
Can't wait to see it in action ๐
can someone help me?
Make sure you don't test it in Play In Editor @plush yew
Or just replace the Escape key with something else, or even better, input mapping
but I also tested with the q key (it was supposed to turn off the game but it didn't work either)
Escape key always terminate running Play In Editor session
so yeS ill definitely show you
it looks so much better now
i am using a 2D scroller can this be the reason?
How's exactly "not working"?
I click q and it doesn't turn off the game
nice
i found the problem
I didn't have a gamemode set
Wait, you do those on game mode?
I had in the world settings
Okay, that's fine. Don't do that kind of thing in Game Mode
Hi guys i want plugin share computer screen realtime do we have something like this other than NDISDK ?
Why third person char have darker exposure than scene? Both post process exposure same
Because auto exposure
what's the fastest blueprint method to make lights flicker?
On tick โ Set Intensity = Random Float in Range
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
ok, kinda got it
Hey there peeps! Quick question:
I'm using the built-in subtitles feature in UE 4.26.
So, basically I:
- added the subtitles with Manual Word Wrap and Single Line ticked.
- Went to project settings to make sure subtitles is on and the default roboto font is set up.
- 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?
Are you building the engine from source?
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
I'd recommend you to create your own subtitle system. The built in one sucks.
I agree - built in subtitles are terrible
Try verifying the engine from launcher.
Nah, it's okay. I've already used it for my last game and it really is a time saver.
I did that - it verified ok and seems to be running finer
It's just I can't remember how I did it
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
Yeah, I know about that.
I also remember having this problem, fixing it and not being 100% sure how ๐
im going to try a full migrate - along with settings. See if that cures anyway
anything I mean
(man, I should get myself a gaming chair)
(with back support)
aye, as a 50 year old man i can say ALWAYS get back support
I have a tendency to slouch 200% of my bodyweight onto my tailbone
you might not need it now...
Don't get a gaming chair
no
I found my wooden captains chair at a local charity shop for ยฃ10
best purchase I ever made
Get the office chairs, particularly the ones that famously gifted to Reggie Fils-Aime