#ue4-general

1 messages Β· Page 1117 of 1

hidden cairn
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Agreed. Anything classed as Executive or Business

drowsy snow
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Anyway, off tangent, #lounge material here

hidden cairn
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oki so I migrated the project and its ini files and all that stuff. Now to see if it will get to compile

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watching a compile should not be this heart pounding...

clear summit
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Why is my camera in the wrong position underneath the 3d model? I'm using the standard FirstPersonCharacter blueprint from the first person template. (Just using a different level than the standard level). When I'm dragging the character up & down there seems to be some kind of a race condition: sometimes the camera displays correctly and sometimes not. It's not related to the 2nd VR weapon. I deleted the 2nd weapon and all VR related stuff and it's still doing the same thing.

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I'm using 4.27.2

trail kernel
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Hello friends

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Do epic has any branch office in india? A cpp programmer is asking me

drowsy snow
primal tendon
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Using geometry brush tools I can extend a side of a shape, supposedly cube without causing stretching in UV's. Why can't the same be done with Modelling tools?

shy oak
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dammit i'm hitting the same problem with the menu's not working right on UE

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ahh I have to use the native nvidia colors to get around it

zenith dust
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can someone give me a brief overview of how to copy the player settings from UT editor to Unreal editor?

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im trying to setup the same movements from UT editor to normal Unreal editor

kindred depot
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You cant.

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As described in the License Agreement, the code and assets residing in this repository may only be used for Unreal Tournament submissions.

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You could try to find a player movement that is like UT, other than that there is no other option but to build in the UT editor

zenith dust
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hey atomik. thanks for your help

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i just want similar movement to my chacter in Unreal

kindred depot
#

My recommendation would be to use the Half life movement due to the similarities.

zenith dust
#

similar jump etc

kindred depot
#

Oh that is easy.

zenith dust
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theres a mantle no?

kindred depot
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no

lime garnet
kindred depot
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mantle comes with ALS.

zenith dust
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i want same jump speed/heights for example

kindred depot
#

Then look what the default height is (for jump)and the movement speed( and ground friction) and gravity πŸ˜‰

zenith dust
#

yeh i tried that. doesnt feel same though

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maybe im missing something

kindred depot
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^

zenith dust
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yeh i have these things set. still doesnt feel correct though

drowsy snow
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To be fair, to some extent it's usable, and servable if you want to get a good looking locomotion quick

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But it is pretty difficult to bend for more serious uses

kindred depot
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until replication with bp's xD

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This is why i love the meta human bone structure πŸ™‚ so much flexibility.

drowsy snow
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Sometimes it's way more wasteful to reinvent things up than just make use of ALS

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Key word: sometimes

hidden cairn
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todays build attempt #6

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I enabled the missing plugins, deleted the broken blueprints and generally tried not to die of sadness

drowsy snow
#

From what I can gather, being using ALS for quite a while:

  • It's great for prototyping or getting the idea across, in certain cases quick third person BP jerry rig isn't going to cut it
  • It's good for referencing certain systems (e.g. foot locking)
  • It's difficult to bend to project's need or custom skeleton, in particular the anim BP
  • It's not replicated (though there are community repos having okay replication on BP and C++)
  • Due to it being made before new built in animation features, sometimes it's worth reinventing the wheel, making use of bespoke new features
kindred depot
# zenith dust i just want similar movement to my chacter in Unreal

If you want to get real serious about it, make your own custom movement, this is a great start. https://www.youtube.com/watch?v=TMOeQTtW5g4&ab_channel=DevEnabled

UE4 C++:
This playlist covers various aspects of working with C++ inside of the Unreal Engine.

This Video:
In this video, we implement our player movement functions. This is part 2/2 of the player code class implementation.

Links:
The beginning of this playlist: http://bit.ly/CPPOverviewUE4

Download projects from any complete tutorial serie...

β–Ά Play video
drowsy snow
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And tbh it sometimes still had issue, particularly on begin play.

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The one moment where the feet goes all the way up, until it readjusts itself

shy oak
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is there a function to create trapezoids?

kindred depot
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I'm having an issue when i click the characters viewport to see full model, the character freezes, no animation plays and makes everything laggy, could this be a ue5 bug?

hidden cairn
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and I am back where I started

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unable to find target ue4game

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sighh

vagrant hornet
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The engine is running

autumn flame
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Plugin installed?

vagrant hornet
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Yes

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It’s not showing on the top bar though

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But it says installed on the bridge

kindred depot
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Have you tried the basic of turning it on and off again?

kindred depot
vagrant hornet
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Yeah

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Still didn’t work after restart

distant siren
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when the package is broken for red errors, after I fix things and reopen it, does it start all over again?

hidden cairn
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ok I know what the problem is, I just do not know how to resolve it

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its a build target error

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so my build target is GameName

primal tendon
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Using geometry brush tools I can extend a side of a shape, supposedly cube without causing stretching in UV's. Why can't the same be done with Modelling tools?

hidden cairn
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however it thinkgs its UE4Game

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Oki so I renamed my target in the build settings and it seems ok with that - fingers crossed

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Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

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sighhh

kindred depot
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Not trying to say this is bad or anything but this is fairly easy to do with no replication. There is no animation syncing, no animation movement (just bots), no player spawning but this does not say multiplayer so i guess i am wrong there. All offline stuff is fairly very easy to do when you are not creating a 2 or even 3 custom events for everything πŸ™‚

median remnant
#

hi all, sorry to interrupt
i followed youtube tutorial for static mesh to follow spline.
actully this works for only static mesh, but i want to add two static mesh to follow the same spline

kindred depot
buoyant graniteBOT
#

:no_entry_sign: ZVX#9337 was banned.

ashen brook
#

Thanks!

kindred depot
#

np

ashen brook
#

Happy holidays :)

kindred depot
#

you too bud πŸ™‚

median remnant
kindred depot
#

plug that right in after construction

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then copy the whole entire code and paste it again plug the first code into one and the second into 2.

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change the mesh, add a delay? bam

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or just create a new blueprint with the same code. change the mesh

median remnant
#

it is kind of working...

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few minutes

kindred depot
#

you could always add the static mesh as a variable to change what static mesh goes inside the spline this is a bit more modular πŸ˜‰

dapper burrow
#

Hi all, I packaged development server and launched in my local machine and when I join using open 127.0.0.1 from my editor then I can join the game hosted on the local machine. However when I built the development apk and try to connect using open 127.0.0.1 or 192.168.0.1, I cannot join the server from my android. My pc and android are connected over same wifi. Why I am not able to join?

median remnant
worthy estuary
#

Guys I need to fix this, I want to only show the mouse cursor in the main menu level when i press the start button it goes to the Gameplay level this is not the problem the problem is that when i go there i must to click left mouse button to make the mouse cursor dissapper so is there any way to make it automatic

kindred depot
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try adding a 0.01 delay maybe? sounds crazy to do, but the info prob is being sent to fast

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i created my own event for this

thick herald
# vagrant hornet

Why is the plugin location not in the UE_4.27\Engine\Plugins folder?

daring spear
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Set up an anim blueprint, put in my animations, set up the blend space and such, blend space functions as it should(apparently according to the preview) but in game my character is just constantly in the idle position, any idea?

kindred depot
median remnant
#

How to I Promote static mesh as variable?

drowsy snow
real dirge
#

Ugh, there's this stupid Windows 11 bug where there's this box that shows up on your screen (wherever the box is you can't click) and there's no way to get rid of it unless you restart the PC. I tried to import a model and I cant click any of the import options, is there any way to close it through a shortcut or something?

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LMAO I just pressed ESC

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Silly me :)

drowsy snow
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Hard to tell if it's Windows fault or user error nowadays πŸ™ƒ

real dirge
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I pressed ESC for the import window lolsss, the stupid box is Window's fault

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You can see the outline, can't press anything there

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Omg just searched it up

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If it makes Windows 11 run any faster I gotta get it

lunar citrus
#

How can I hide a character's bones?

lunar citrus
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Thank you

tulip sedge
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Who uses landmass? Is it possible to change main collision level, tried to transform landscape, but seems that they are stick together.

wooden elbow
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Need some help!
Is there a way to render out an alpha that includes the shadow and the object included?
So I can output a final image that has only the object and the shadow in the alpha.

cedar shale
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HI so im haing a problem not sure why. when i start the game and press on the start menu it brings me to my main menu but not spawning me where the player start is

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its been working juat fine for days and now i open it and for no apparent reason its not working

grim ore
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is this in the editor?

cedar shale
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i think so im very new this is my first game

grim ore
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so pressing the play button on the toolbar at the top?

cedar shale
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yes

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and even when i do it as a stand alone still dont work. but was working previously just fine

split jasper
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Is there a way to change where on the screen the FPS readout appears? Like the one from if you do stat fps ? It happens to be in a part of the screen that has a game element which makes it hard to read

grim ore
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might need to show us the issue so we can guess. are you sure your player start is still there?

cedar shale
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yes it is but when i press play it send me to a different location

grim ore
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so when you hit play its black screen now?

cedar shale
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it is putting me under the map

grim ore
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check your output log then, what should it be doing?

cedar shale
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when i press press play it should be spawning me where the player start is,

sonic granite
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How do I get rid of these two circles when I enter play mode?

grim ore
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project settings, input. you have the touch controls enabled

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@cedar shaletry moving your character to another spot and see if it spawns there or in the same spot as before

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also see if that other spot is at the 0,0,0 location in your world.

cedar shale
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i think it is

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and moving player start did not work

bright sigil
grim ore
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if its at 0,0,0 it seems like it cant spawn in the right spot

cedar shale
bright sigil
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Dont

grim ore
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so it could be a collision issue for example

bright sigil
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So that capsule in the picture, thats the player start but what is the other stuff? A camera?

cedar shale
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its the main menu actor

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or the actor for the main menu

grim ore
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so do you have a player character?

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what is this main menu actor

cedar shale
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fogured it out

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there was a gamemode applied that was fucking it up for some reason

grim ore
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ah, changing the default pawn probably

tiny zodiac
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How do i join 2 procedural meshes and make them 1 procedural mesh?

kindred depot
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all this talk about player pawns just helped me out... i was wondering why a mesh was spawning when no player was active. It was set to the base class instead of none xD

cedar shale
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Glad to help πŸ™‚

kindred depot
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The worst part about game dev is animation bp >_<

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Its EASY but doing things correctly takes weeks.

drowsy snow
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Those screen photo clusters make me dizzy

bright sigil
vagrant hornet
kindred depot
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Now 700+ graphs 700+ components

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xD

drowsy snow
bright sigil
bright sigil
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Editor? What about the freakin game?

kindred depot
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Game runs at 120+ fps.

bright sigil
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200fps when

kindred depot
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I have done only one thing so far. work on the core mechanic of the game.

bright sigil
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Thats too much

kindred depot
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Much? IT MAKES YOU INSANE!

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All I want to do is work on level design with these 5k in assets i bought 😦

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Shroud can see 1000+

bright sigil
kindred depot
bright sigil
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ah like art assets😏

sonic granite
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how does unreal sprite sheet ordering?

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i have 0 1 2 3 4 5 6

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7 8 9 10 11

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12 13 14 15 16 17

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is it gonna be happy with this

bright sigil
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top left is where it starts, split into even grid afaik

sonic granite
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conrad, ur AWQESOME!

bright sigil
#

probably want a power of 2 number

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0-17, thats 18, so you'll end up with some empty space

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16 would be better if you could, thats 4x4

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assuming this is for particles as ive never worked with 2d in unreal

sonic granite
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0 1 2 3 4 5 6 7
8 9 10 11 12 13 14 15

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this is what i got, 8 per row

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8 columns

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64 frames

bright sigil
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0 1 2 3
4 5 6 7
8 9 10 11
12 13 14 15

sonic granite
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what do you work with in unreal conrad?

bright sigil
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3d only!

sonic granite
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wow nice πŸ™‚

kindred depot
sonic granite
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u seeem to have a lot of knowledge about it

bright sigil
kindred depot
bright sigil
kindred depot
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xD

bright sigil
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yes, my tit knowledge

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unmatched

kindred depot
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Sounds fun πŸ™‚ i hope for it to be a huge success!

sonic granite
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that's amazing, i just started learning unreal, and it's TOO MUCH INFORMATION

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my brain hurts every night

bright sigil
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same! most features are done and after the holidays, ima focus on art push

stiff verge
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editor question. I know I can test the game in a dedicated window.. but can I make this window fullscreen on a specific monitor?

Also is there a way to change on which monitor the game opens?

bright sigil
kindred depot
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I wish you can change which window the sound comes from 😦

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drag the PIE to the monitor and press its like f5,6 or 7, or 8?

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one of those

drowsy snow
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Alternatively the editor itself can be full screen

bright sigil
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concept art?

kindred depot
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F11!

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fullscreen

drowsy snow
bright sigil
bright sigil
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always use new window so you can always see the output log

drowsy snow
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I collected like 6 GB of screeenshots of the idols in my PS4, especially Makoto
But I digress

tiny zodiac
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How do i join 2 procedural static meshes at run time? Is this possible? Like turn them into one.

kindred depot
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like a drawbridge?

tiny zodiac
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for example 2 cubes are generated as static meshes during the game. and you want to join them into one

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and delete the 2

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🧐 dont know if i explain myself well

kindred depot
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follow spine, then destroy actor?

drowsy snow
kindred depot
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you could overlap them tho.

tiny zodiac
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no not meatballs. i need to join them because i dont want so many cubes in my game so i just join them

kindred depot
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metaballs is NOT = to meatballs

tiny zodiac
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so lets say i have 40 cubes, i only want one giant cube out of those 40 cubes

drowsy snow
tiny zodiac
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so you cant convert 40 cubes that are overlapped into one giant cube?

kindred depot
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sure, why not.

drowsy snow
tiny zodiac
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so lets say you have 10.000 cubes stacked together. Thats more impactful in performance than having one giant cube right?

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or not so much?

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perhaps doesnt make much of a difference?

grim ore
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depends on how the meshes are created, if they use the same material, if they are instanced, etc.. etc... rabbits

tiny zodiac
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so that means if they are the same material and they are instanced, it will be almost the same impact, right?

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and if they are also the same size

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so i guess thats the way to go

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now im craving meatballs with tomato

grim ore
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its wont be the same for sure, and it might not even be near, but if say its one giant mesh it would never be culled if any parts are off screen while if multiple meshes, some of them will be culled when offscreen

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the only answer is to test

tiny zodiac
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@grim ore thank you

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or should i go for a particle system?

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To make a huge army of cubes

grim ore
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thats an older video before they added in auto instancing

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and again no way of knowing the right answer until you test

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your going to need to find the solution for what you need, all of them are viable

tiny zodiac
#

ok thanks

stiff verge
plush yew
#

Where can I report something?

#

I want to give a idea to the discord bot

#

!server

buoyant graniteBOT
#
**Unreal Slackers**

Support and resources for the Unreal Engine community. Get help, share your work, discuss the latest news.

Members

65,992

Online

6,650

Server Boost

Level 3 β€’ 23 Boosts β€’ NaN boosts until undefined

Created

May 31, 2016, 2:56 PM UTC

Links

Website β€’ Twitter β€’ GitHub

real moth
#

Is it possible for me to just upload my zipped game to github and then people download it from there?

plush yew
#

but you should try it

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first

real moth
broken heath
#

How to remove the message , there are new plugins available when opening a project

pallid talon
#

@grim ore I noticed your youtube is primarily blueprint support. Do you have any C++ and UE4 videos?

grim ore
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nothing beyond a basic introduction to how similar C++ and BP are @pallid talon

pallid talon
#

@grim ore Oh ok. Im trying to figure out when I should use a & for memory addresses and can't find a real explanation. I learned to use * when referencing an object, but confused on &.

grim ore
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yeah thats basic C++ tho, nothing UE specific.

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reference, dereference, pointers, etc.. are the bane of learning C++

gaunt abyss
grim ore
gaunt abyss
#

☝️

grim ore
#

the issue i had when trying to learn this is when using other peoples code to learn, I was always asking "why do they do it this way"

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trying to learn from scratch, learning the basics and not trying to decode other peoples stuff helped for me

pallid talon
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@grim ore I know, but nothing really explains why to use it. For example, I learned & will convert a variable to the memory address and * will convert it back to the original value. But nothing shows me why I would need or want to do this. For example when will I need to use &?

#

Thanks for that link, ill check it out.

kindred depot
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so freaking truthful.

grim ore
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thats the thing, you will know when you need to use a pointer when you need to use a pointer... its... weird lol

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it also doesnt help that UE4 handles it own things as well with smart pointers

pallid talon
#

@plush yew cool thanks.

grim ore
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which is why its recommended to learn CPP before trying to use it with UE

pallid talon
#

Ok

grim ore
#

but uh... the easiest way to think about why its used is the pointer points to the actual place in memory for the thingy, you get direct access to the thingy without doing any weird "stuff"

pallid talon
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Ok, thanks.

grim ore
#

there is a reason other languages exist and don't directly use pointers heh

gaunt abyss
# pallid talon <@218779540359479297> I know, but nothing really explains why to use it. For ex...

Lets say you have an optional function parameter (output), you can't have a reference because it has to be bound to something so in this case you could use a pointer

void SomeFunction(float& param = 0.0f); //this won't work

void SomeFunction(float* param = nullptr) //this is fine
{
  if(param)
  {
    *Param = 20.0f;
  }
}

...
{
  float YourFloat = 0.0f;
  SomeFunction(&YourFloat);
  SomeFunction();
  //both perfectly valid function calls
}

Just an example

grim ore
kindred depot
pallid talon
#

Ok cool. Checking this now. @grim ore Also thanks for the example @pliant bridge

#

@gaunt abyss

kindred depot
grave pollen
#

false.

#

u do not know everything abotu blueprints. trust me on that lol.

grim ore
#

I prefer BP as well over grandpa code. It's just more "fun" to play when developing for me

bright sigil
#

and press Q like its a bad itch

kindred depot
gaunt abyss
grave pollen
#

well you don't but ok.

#

by that standard you learn nothing

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ever

kindred depot
#

that's your opinion that's cool tho bud πŸ™‚ i hope you have a great holiday πŸ™‚

pallid talon
#

I know blueprints. Im catching up on C++ to have better communication with coders and their files.

grim ore
#

tell them to switch to BP, no more problems!

pallid talon
#

Hahaha

kindred depot
rough ember
#

Someone knows a good tutorial for QTE? Not a basic one but something for more advanced combos

midnight cloak
#

Hi Merry Chrismast what is the folder i can delete for use less place to trasfer my game?

grave pollen
#

even if you know every single definition of every blueprint, which you do not, the true mastery is learning EVERY single interaction between those blueprints, which is millions of potential links

grim ore
#

@midnight cloakyou can save - Config , Content, Source, and the .uproject and be fine

#

you can also save Saved if you clean out the backups but its not needed

kindred depot
#

ever want to watch 1 trillion videos of blueprinting? and thinking HTF and WTF answers? well listen to what @grim ore says and watch his content. This is no advertisement. This is the truth xD

grim ore
#

I dont think there is quite that many, I think around 1000

grim ore
#

open it up

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and yes, it contains backup files

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which is why I said its not needed but you can save it if you get rid of the extra stuff like auto backups

grave pollen
#

I delete that folder frequently, its not necessary for ur project to run, a new one is created on opening if you delete it.

grim ore
#

it does have some saved stuff in there but usually not a big deal

grave pollen
#

technically same w/ intermediate, vs, binary. Although deleting intermediate can be a bit tilting because it stores color pickers, folder preferences, etc.

#

I'm sure Matthew knows more on the subject lol

midnight cloak
#

OK thanks you everyone !!πŸ™

kindred depot
#

Depending on the time zone

grim ore
#

I would assume boolean, but is this for android or ios

kindred depot
#

cant give you a value.

grim ore
#

ooh... its an int and its the ue4 interface for it

kindred depot
#

Just got out of a family party feeling all jolly. my bad bud xD

#

bed time! happy holidays everyone!

distant siren
#

it happens to me only in specific levels where I drive motorcycles and cars that after exporting when I go against a wall the game freezes, what can it be? the game freezes when I bump into something(but inside unreal work)

steady tree
#

trying to travel levels with a menu, for example map 1 => main menu => map 1, via a open level node, however, opening map1 again fails ( tried map1 => map 2 => map 3 => map 1; resulting in an error when trying to load map 1 again ) - any Ideas why the reference would get broken/open level is the wrong approach?

#

my level traversal component

dusky vault
#

Hey, anyone knows if it's possible to have iOS Live Link face working in a built project or does it work just in editor?

Trying to make a "streaming character" environment and everything works flawlessly in editor but no face tracking shows in built or standalone.

Would really appreciate if anyone could help me out with this. πŸ™‚

torn blade
#

Trying to even follow this video as a beginner made me want to just uninstall unreal within the first 5 minutes. I've been trying to follow along for hours now
https://youtu.be/FzoY062kY1s

Wiktor Γ–hman demonstrates how you can create a realistic forest environment with Unreal Engine 4 and Megascans. Learn about basic layout, composition, detailing, lighting and post-processing in this 1 hour tutorial.

For more on Megascans: http://www.megascans.se

Ground Material Pastebin: https://pastebin.com/vdxBbUUs

β–Ά Play video
torn blade
#

Really? couldn't tell

#

anyways, is there a blender donut equivalent for UE5?

#

gotcha thanks

#

also one thing, will I be learning how to make a donut in this tut as well?

#

I was just cracking a joke lol, thanks for the help

primal creek
#

Hey, if I've got say a gun model with gun and magazine. Can I delete the mag? I can move the bone but can't delete part of the mesh

grave pollen
#

try the hide bone node

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aside from going into blender and physically deleting i think this would be the only way

primal creek
grave pollen
#

yep np

#

grab the skeletal mesh compoennt -> hide bone

pallid talon
#

@grim ore One argument I've been hearing when speaking with devs on switching to Blueprints, is that C++ classes offer faster runtime experience. Basically they would see a higher FPS when creating assets that are based off C++ instead of Blueprints. Is this accurate?

bright sigil
#

It is for most things

#

Cpp will always run faster

late verge
#

how can i tell what the resolution of my viewport is? i want to take a high resolution 4K screenshot of it, but i'm unsure of what to set the multiplier to

sterile tulip
#

Hey people
Remember to take showers

prisma plank
#

Why mesh animation splits in parts in Unreal ?

cedar shale
#

hey curious as to if any experienced game makers would be willing to help for free on a couple small tasks and in return i can put youre name in the credits

drowsy snow
drowsy snow
bright sigil
#

thats what he says, you can hear the sarcastic subtlety

#

very good info though

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lol its later in the video, dont know the time, after he talks about bp and C++ dependencies

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for sure, again, its great info

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lol well i never work in cpp

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and dont claim to be

open eagle
#

I just found a hilarious easter egg that they added in 4.24

#

click the U logo in the top left of the editor window rapidly

drowsy snow
#

||It exits the editor||

open eagle
#

||oh lol it just crashes for me||

bright sigil
#

thats..... thats just a windows thing

#

lol damnnnn, only one triggered here is you it sounds like. i said its good info and i did watch it - not knocking anything. He's the one with the sarcasm, wowie touchy

#

regarding bp, im glad im following a lot of what he says is good practice

#

and i bookmarked his channel because this dude knows whats up

#

i doubt ill cpp but great for design architecture and engine performance

#

he def doesnt sell me on doing cpp either πŸ€ͺ

#

that both have their place? and that a talk by Zac Parrish covers the same ideas? totally

#

this dude (Alex) is great, i dont know how else to make sure im not being an ass about it

#

backs away slowly

#

i have no shifty eye emote to react with.... >.>

#

but hey, im all for the revolution of removing the stigma that one is better or w/e, even if it does take more effort to describe that to the newbies

#

ah i see, still not over it, alright

#

there.... happy?

#

thats too far

#

but i get it

#

sorry

timber swift
#

My unreal 4 crashes when i rightclick in the content browser. Can anyone suggest any solution for this one?

limber mesa
#

anyone know how to trust .exe files on github

late verge
# drowsy snow Why not use one frame sequencer export?

hey friend, thanks for the response. i suppose i could create a sequence for it, i was just looking for a quick way to screenshot to share around with others πŸ™‚

curiously though, my screenshots come out at 1919x803 instead of 1920x1080p? would you happen to have any idea why that is?

#

(my screen percentage is 100 and i'm on a 1080p monitor, screenshot multiplier just set to 1)

sonic granite
#

Hmmm, @bright sigil , you might be the best person to ask this question since you work in 3D.

When I use a full resolution geometry I don't need to use a normal/bump/displacement map right?

They are only needed when down ressing the geometry for real time UE work?

Thank you!

median remnant
#

the one in the back is in right scale, one in front i created with spline the scale is off, how to i fx it?

bright sigil
sonic granite
drowsy snow
bright sigil
drowsy snow
bright sigil
#

is this 1 mil rock causing some hitches in ue?

raw harbor
#

are epic games servers down?

bright sigil
drowsy snow
bright sigil
#

works for me

raw harbor
#

my internet is fine

bright sigil
raw harbor
#

yeah it works, its just epic games doesnt work

drowsy snow
bright sigil
raw harbor
#

can i launch ue4 without being logged in to epic games?

drowsy snow
raw harbor
#

i tried launching the exe it gave me like 6 erros

bright sigil
#

scratch that, i loaded the store

drowsy snow
#

It's located in Engine\Binaries\Win64

bright sigil
#

looks like its in your Documents folder

raw harbor
#

bruh this quality XD

#

this is 2k

drowsy snow
#

Help it with detail texturing

raw harbor
#

il try the 8k one

#

cas idk how to do that

bright sigil
raw harbor
#

oh

drowsy snow
raw harbor
#

i have it so stretched

bright sigil
#

im guessing thats the big box floor from the template, so you can try tiling it from the material

drowsy snow
#

Just know that 8K textures take a lot more VRAM compared to couple of 2K textures

bright sigil
#

if you're feeling daring to learn something new, you can try to work with the BSP (Geometry) builders

raw harbor
#

not really better but meh

raw harbor
#

thank you

bright sigil
#

thats some good stuff to learn

bright sigil
#

here's tiling

bright sigil
raw harbor
#

where do i open this bp, what do i make?

bright sigil
raw harbor
#

where is the b?

#

bp*(

distant siren
#

what should I do?

bright sigil
# raw harbor

oh snap, even better, you can play with those params

drowsy snow
#

Oh wait, it's a megascans material instance

raw harbor
drowsy snow
#

I don't think megascans materials have detail texturing by default πŸ€”

bright sigil
raw harbor
#

bro

#

this looking hot

bright sigil
# raw harbor

ima guess tiling/offset, so maybe try the red channel for that param

bright sigil
raw harbor
bright sigil
#

i think you can get some different looks from playing around more

#

just try each one, even if its not tiling related

distant siren
#

what should I do?

drowsy snow
# raw harbor i guess, making anything glossy/ metallic makes it so good

Also you can make your own material, and still use the megascans textures. You should learn this:
https://www.youtube.com/watch?v=lngF4VVNER4&list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-

For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
(00:05) - Introduction and Materials in UE3
(04:14) - Materials in UE4
(08:56) - How Color Works Inside a Material

This high-level overview takes you through the concepts of Materials and our physically-based approach to surfaces in UE4.

A ...

β–Ά Play video
bright sigil
raw harbor
drowsy snow
bright sigil
#

i guess it does nothing for you, maybe

raw harbor
#

i guess il try a differnt texture

bright sigil
#

if you want sure, dont worry if not all of them work

#

or if you see something different

#

just play around with it

#

try different textures if you desire

raw harbor
#

when i make a new terrain, what settings do i change to make it not stretched

#

also there is resolutuon, what do i change that to?

bright sigil
#

well, thats a bit different

drowsy snow
raw harbor
#

it looks whay better now but very small

#

infact too smal

#

but whatever, atleast its good

bright sigil
raw harbor
#

na, i just made terrain

bright sigil
#

lol thatll do it

raw harbor
#

it doesnt even change anything

bright sigil
bright sigil
raw harbor
#

it moves the material

bright sigil
#

the tiling offset, not the detail normal

raw harbor
#

make it rotate

#

oh

#

shit

#

wait

#

LMAO

#

how did i not know

#

when it did that it made it look like it was rotating XD

bright sigil
#

maybe check it out on a box or plane instead of sphere (bottom icons)

#

well there is a rotation param as well

raw harbor
#

it looks pure red but better than nothing

#

thanks

bright sigil
#

probably too much tiling πŸ™‚

drowsy snow
#

And that's why I brought up detail texturing

distant siren
drowsy snow
raw harbor
#

whats the shortcut for snaping

raw harbor
distant siren
raw harbor
#

16? bruh then why is it a ram problem

#

now im worried i cant release my game XD

bright sigil
#

shouldnt be a problem

#

unless its a big game...

raw harbor
#

how big?

bright sigil
#

i dunno several gbs?

#

maybe

distant siren
#

and how is it resolved?

bright sigil
#

the hell if i know

raw harbor
bright sigil
#

i got 16 and build just fine, but my project is not over a gb

#

could be some other problems, i havent a clue

distant siren
raw harbor
#

bruh the car game was atlesat 10gb and wasnt even made yet

raw harbor
#

dont download anything

raw harbor
#

BRUH

bright sigil
#

lol

modest trench
#

do they give free discord nitro too?? Kappa

distant siren
#

really, what should i do?

raw harbor
#

how big is your project

modest trench
#

it could also help to mess with the page file and make sure it has space

raw harbor
bright sigil
distant siren
raw harbor
#

holy

bright sigil
#

explains the ram problem then

raw harbor
#

how come 16 isnt enough

bright sigil
distant siren
bright sigil
#

thats just good to do

drowsy snow
bright sigil
#

for these kinds of problems

#

i would legit build a template project before doing work

#

who knows if there would be problems out the gate

#

that deep in, even if ram gets fixed, who knows if there are other problems

#

last night someone had some kind of plugin problems

distant siren
#

previously in development mode he had exported .. now I put shipping

bright sigil
#

he?

distant siren
#

yes

bright sigil
#

development build or export?

#

so someone else built?

raw harbor
#

memory is between 60-88

#

its done

distant siren
#

Packaging is done in development,this memory problem I don't know why it happens now that I have selected shipping

drowsy snow
raw harbor
#

dam, the fps in the exported is way better than ue4

bright sigil
#

always πŸ˜‰

#

always good to build, and often

raw harbor
#

really worried to face a problem when im done with the game

#

ig unity is always there for me

bright sigil
distant siren
bright sigil
#

it may take you a few hours to make headway

distant siren
bright sigil
#

do different? i guess get a better system, i really dont know

#

i get that it worked in dev but not for shipping, as for why, i dont know

#

best i can suggest is to optimize it

distant siren
bright sigil
#

look, im not the authority on optimization for packaging, there's #packaging for most of these concerns.

I've had my share of packaging troubles so im going from those learned experiences. Each project is unique, preventative measures are all i can recommend along with troubleshooting.

tawdry wren
#

How many unreal units is 1 meter? I keep getting random numbers

bright sigil
#

1uu = 1cm

tawdry wren
#

thank you

rustic saddle
#

Hey I had a quick question, I just started using UE4, and want to know if it's possible to use a variable in a spawnActor node

bright sigil
rustic saddle
#

How can I change it to variable?

drowsy snow
bright sigil
#

drag off the purple circle of the input, the menu will popup and you can choose promote to variable

rustic saddle
#

I tried promote to variable, it made a variable for the class. Do I just delete the class variable?

raw harbor
#

rn im working on 3d parkour 2022, i hope il be able to finish this project on my own, i will have to use however the unreal docs bec i need to do stuff like moving platform, etc

bright sigil
rustic saddle
#

I have an already existing variable I want to use as an input

#

Oh also the variable I want to use is an object type in case that's important

bright sigil
#

ah, drag it from the variables area

#

that.. is important

#

must be an actor

drowsy snow
bright sigil
#

i made that from the pin, but you can drag your var from the side panel onto the input circle (the pin)

drowsy snow
#

He said the var is "object type", so it's an Object Reference var

bright sigil
#

yeah....

raw harbor
#

No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times.

(is there a problem?)

drowsy snow
bright sigil
#

define the zone that lightmass should pay attention to

#

basically a big box around your level play area

raw harbor
#

these are the only things i have

drowsy snow
#

I don't think static lighting's necessary in this case πŸ€”

bright sigil
# raw harbor

lightmass is a rendering tool to calculate lighting and bake lightmaps - static lighting - importance volumes indicate where lightmass should do its rendering properly

raw harbor
#

well, ok, how do i fix this problem, maybe to not waste your time bec i wont understand, what do i google?

bright sigil
#

lightmass importance volume

#

#ue4-general message but as stated, you might not need any static lighting, i think you could just do with dynamic, but if you want to learn about it... then yeah

raw harbor
#

i added the box

#

Oh, this is what i had in the start, i removed it

#

this little box

bright sigil
#

ahh, right

raw harbor
#

ok not problems now

#

thanks

bright sigil
#

yup

rustic saddle
#

Wait hang on, is there another way of spawning actors? All I want to do is spawn in an instance of the actor that's currently stored in the variable "EquippedItem", which I imagine is a pretty common function in games

bright sigil
#

EquippedItem is what type?

rustic saddle
#

Object

#

Although idk what any of the types mean so if there's a better type for storing an actors name I can change it

bright sigil
#

well the node is called Spawn Actor

#

Objects dont have a transform, they can "live" in the world space

#

objects are more abstract than actors, therefore actors extend from objects

rustic saddle
#

So what variable type is best for storing actor names? Strings?

bright sigil
#

with this equipped item, is there a mesh or some kind of visual already?

rustic saddle
#

Not yet, its just supposed to store the name of an item, which can be anything

#

I just started today so I might be using actor wrong lol

bright sigil
#

oh, i think i see where the confusion is - there is an actor class reference and an actor object reference

rustic saddle
#

Yeah I don't fully understand what either of those are yet

bright sigil
#

no worries

#

so you have this thing (equipped item) and its held in the hand or something, and is it just a visual thing?

#

does the held thing have or would have extra logic?

#

like a gun that shoots bullets or sometihng?

rustic saddle
#

I think so, but not while being held

#

So for example, a tomato slice that can be placed on top of a burger

#

But also something like a broom or something

#

It depends on the item

bright sigil
#

you probably want to use a static mesh or static mesh component depending on how you want to work with it

#

but if the tomato maybe has something it can do, like you can squish it or something, then you'd be making actor classes for each thing

#

tomato actor, broom actor, etc

#

if its just visual then no need for the extra layer of the actor class

#

a static mesh/comp works because its just a visual and you would be setting that (although you can add/make it if you prefer)

#

sorry if this is a lot, depending on the tutorials out there, you might find the right concept

rustic saddle
#

Lol its fine, the way I imagined it would work is to basically have every items logic in their own separate "object" if that's what it's called,since they're all very different

bright sigil
#

ah yes, what you call object, think actor instead

#

if you work at the actor level, you should be all good

#

coming from Unity?

rustic saddle
#

No from GMS, tried unity like 5 times couldn't understand it lol

bright sigil
#

lol fair enough, gotcha

#

havent used, but if they're calling things that you can place and move around objects, they are actors in ue

rustic saddle
#

So an actor is basically a non-character thingy you place in the level, right?

bright sigil
#

yup

#

they are the barest of bones "thing that can be in the world"

rustic saddle
#

Okay, so what's a class?

bright sigil
#

well actor is a class

#

so if you make a tomato slice (or maybe food) you would base it on the actor class, extending from it

#

so its an actor, but now a little more special

rustic saddle
#

So it's basically a child of an actor?

bright sigil
#

broom and tomato would both be actors, but they are different actors

#

exactly πŸ™‚

#

child class

#

in fact, when you are in the bp graph editor, you can see what the parent class is in the top right

rustic saddle
#

Ok that I get

bright sigil
#

if Adriel is around, he would suggest using actor component which can be fun, but i dont know if those will be comfortable for you

rustic saddle
#

Yeah I haven't learnt about those yet

#

Ok hang on I think I got it

bright sigil
#

all good, keeping it simple

rustic saddle
#

So every item will be a "class" of an actor called "bp_item", which is the parent actor for all items. Each item will have a variable in them called "type", which determines how they operate. The player has a variable "EquippedItem" which is the name of the actor class the player has equipped. What I want to do is spawn the actor stored inside EquippedItem

#

I think that's the best way to describe it

bright sigil
#

item is the name of your class?

#

the thing you are inventing?

rustic saddle
#

Umm

#

I think so

bright sigil
#

bp_item right?

#

item can be a tomato or a broom?

rustic saddle
#

Yeah bp_item is the "parent object"

bright sigil
#

gotcha

rustic saddle
#

Then items like tomato and broom are actor classes of bp_item

bright sigil
#

so if you already have EquippedItem, which is an actor (or could be your bp_item) then you dont need to spawn a new one

#

are you using fps template?

rustic saddle
#

Yeah, the spawn actor node is in a custom event that activates when the player interacts with an actor class of bp_item

#

No a blank project

bright sigil
#

oh ok

#

well, because equipped item would be an actor, you could have a ChildActor component added to your player

#

then all you'd be doing is setting that ChildActor to the class you'd like it to be

rustic saddle
#

What does a ChildActor component do?

bright sigil
#

its like a slot for the actor

#

better than spawning and destroying all the time

drowsy snow
#

Basically containing another actor, but spawning another actor and attaching it is much safer

bright sigil
drowsy snow
#

Child Actor component is wonky to use in practice

bright sigil
#

EquippedItem is your childactor

bright sigil
rustic saddle
#

So it basically converts EquippedItem into a class?

bright sigil
drowsy snow
bright sigil
rustic saddle
#

Wait hang on... I'm so dumb

bright sigil
#

might as well just do it manually

rustic saddle
#

The player is picking up the item.. The item doesn't need to be spawned, it just needs to be moved to the players hand

drowsy snow
#

Child Actor is difficult to mess around with, compared to just attaching actors

drowsy snow
bright sigil
#

then no need to spawn or make any component πŸ™‚

drowsy snow
#

No pun intended

bright sigil
#

yup ^

rustic saddle
#

Lol yeah

bright sigil
#

when player touches or presses input or whatever, attach that actor in the world to some specific location on the player

#

actually, just use a vector variable lol

rustic saddle
#

Yeah I just finished following a tutorial on how to make an fps character from scratch, which basically does everything I want to do, just no way of picking up items

bright sigil
#

aww, cant visualize vectors in the bp editor

#

right right

rustic saddle
#

Basically yeah but replace the gun with other items

drowsy snow
#

FPS games typically fake the item grab

rustic saddle
#

How do they fake it?

south meteor
#

So.. I'm old to programming, new to game dev... With all the awesome Megapixel stuff that is out for free - is there an auto biome generator? Where I can drop in something to my level and feed it basic stuff like: size: 500m x 500m , 100 tree, 30 puddles, 2000 rocks, 10 grass types, 50 bushes - pick from the available Meagpixel packs and it takes the megapixel goodness and just generates a map? And more ideally can that happen at runtime? πŸ˜„

bright sigil
#

oof, im sure you can buy something like that

#

not really out of the box afaik

#

i mean there are a couple of learning examples, but nothing to that degree

south meteor
#

ah yea megascans ..

#

quixel right?

bright sigil
#

lol i read megascan

south meteor
#

πŸ˜„ my bad

#

too much whiskey and eggnog

drowsy snow
#

I suppose that one UE5's new feature allows for point cloud placement from Houdini
Though there's no such thing in UE4

south meteor
#

What I'm wanting to do, is have a way for players to goto a part of the map that auto-generates a unqiue level for them to resource collect in

drowsy snow
bright sigil
bright sigil
#

you might face some troubles to integrate it all, but as a programmer i guess thats not too unusal

south meteor
#

cause it sounds like I drop in those 3 and my switch out the models and my game will be done πŸ˜„

bright sigil
#

sounds like it... yes

#

and really, only one way to find out

rustic saddle
bright sigil
#

as for the overlap idea, you need to know when the player is near that specific item to then pick it up

rustic saddle
#

Not a visable one

bright sigil
#

okay, but you will be able to hold multiple items?

#

essentially some sort of array that keeps track of what has been picked up and the most recent one appears in hand?

rustic saddle
#

And yeah

#

Have you heard of the game "happy humble burger barn"? That's the best example of what I'm going for

bright sigil
rustic saddle
#

Yeah

bright sigil
#

alright, then thats cool

#

im thinking more of that cooking sim game

#

similar right?

rustic saddle
#

Basically the player clicks on an item, item zooms up to the players hand. Player clicks again, slaps the item down onto the surface they're looking at

#

Yeah basically that

bright sigil
#

sounds like all line trace goodness

#

cool

#

meaning, you got it

rustic saddle
#

So my current method should work?

bright sigil
#

overall sounds right.... look at item, line trace when clicking or whatever to pickup, item moves to "hold location".... is there a different button to put down?

#

or i guess some kind of logic to determine putting down vs picking up something else

rustic saddle
#

No still click. Basically another line trace to check if the player is looking at a flat surface, if yes, slap item down

bright sigil
#

the item move to hold location might give you some challenge, but its possible πŸ™‚

rustic saddle
#

And yeah, that being if the player is holding something

bright sigil
#

right, makes sense

#

all sounds right, just some variant cases such as full inventory or looking at item/valid surface

#

but overall sounds like a plan

#

use actor classes πŸ‘

rustic saddle
#

Ok I will thanks :3

stark bronze
#

when i go to retarget my skeleton animation and i go to search i see nothing. what am i doing wrong?

drowsy snow
stark bronze
#

okay, where do i begin

primal tendon
#

Why is light leaking from here? It's not when I go near it

drowsy snow
primal tendon
#

How to do that?

primal tendon
drowsy snow
#

Usually that's on the directional light

primal tendon
#

ok

hexed forge
#

what program should i use for a survival character creation ? maya or blender?

drowsy snow
#

Though if you use Blender, make sure to set the Unit Scale to 0.01 to match Unreal's unit scale.

sour tide
#

Is it because a blender unit is a meter and an unreal unit is a centimeter?

fiery basalt
#

I want to make a pool like topdown game, i cant find a tutorial for it.

#

Any ideas

sonic granite
#

so i got some uassets to play around with, and i copied and pasted them into my contents folder via windows explorer, but all the blueprints there, but all the linked static meshes and materials are disconnected.

how do i fix this?! 😦

bright sigil
#

probably hook em back up

#

if you're taking from one project to another, use Migrate

raw harbor
#

So I know steam takes 100 dollars to publish a game, how much does epic games take to publish?

bright sigil
#

and has been talked about there as well

drowsy snow
#

EGS still isn't that open compared to Steam

#

Which is why there's barely any shovelware in EGS, for now.

raw harbor
#

So cube sim won’t be able to be put there

#

Alleight

drowsy snow
#

If you want to, you can just go to itch.io and publish it there

raw harbor
#

What’s another publishing site for games I can put it there which is also popular

raw harbor
bright sigil
#

itch, steam, and egs afaik

dapper burrow
#

Hi all, I packaged development server and launched in my local machine and when I join using open 127.0.0.1 from my editor then I can join the game hosted on the local machine. However when I built the development apk and try to connect using open 127.0.0.1 or 192.168.0.1, I cannot join the server from my android. My pc and android are connected over same wifi. Why I am not able to join?

#

Stuck on this for more than a week

#

I think the issue is port forwarding? How can I do that?

#

Which ports I need to change and how to change?

sour tide
#

....did you really try to ping 10,000 people?

#

It sounds like you need some basic introductory tutorials? Maybe Mat Wadstein's series? He has a FPS one

#

I think there is definitely a hard learning period. Learning all the most important nodes, how to effectively accomplish effects you need, and knowing where the idiosyncracies are. Like knowing that dynamic materials don't have visible parameters like blueprints, you need to actually write in the parameter name you're aiming to change

autumn flame
#

?

drowsy snow
#

How long have you used Unreal Engine?

stiff verge
#

BP has some of the best help integration I've seen in node based programming. hovering inlets and outlets give you additional info.. The search box is super reactive, you can try stuff out and scroll the list and it gives you ideas

#

it's impressively good

#

It feels like it was design for people who have previous experience with nodes but never touched BP before

#

the red box outlets that are on the left side of nodes to trigger an event.. that's very unintuitive however

plush yew
#

Hi, i have an issue with particles not showing up on in the right lens of my oculus. I searched online and found only one link

#

Instanced stereo is disabled by default, and the particles still only show in the left lens

#

things that arent showing up are particles and exponential fog on the right lens

#

which makes seeing things feel weird, and out of sync

#

the odd thing is, that if i run test VR from ue4 without packaging, the particles and fog show up, but not after packaging

frozen stratus
#

Is there any way to change distance on which virtual textures load? If I use smaller mesh, that is closer, then these load ok, but with bigger mesh that is placed farther (so that I can use longer camera lens for less distortion) I run into this problem that the virtual textures don't really load unless I go very very close. I tried things like never stream and mip maps options on texture but seems like they have no effect, maybe they only affect regular textures. This is not a landscape but just some high res regular textures on a mesh imported as VT

#

Even if I have "sharp" texture, and I then go closer, I only get the highest detail beyond the point on which these would be viewed, so I'm also loosing available resolution. I'd need to get these textures load earlier/farther/faster. I'm on 3090 so it's not VRAM issue

late timber
#

Im thinking about switching from c4d to unreal engine. Its mostly for vfx work. Any courses or yt channels you guys would recommend for this specifically?. Cheers guys.

fiery sluice
#

Hi guys, I want to study more about composition in game level designs, to make good compositions like game like The First Tree and Journey, Abzu etc, Any References to get better at those stuff?

bitter jungle
#

Hey does anyone here know a few things about the debug console?

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Because I was hoping there is a command that tells you what the object you're looking at is called

viral dome
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editΓΆr..

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fps error? help me?

#

Trouble turning right and left

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I can't solve it please help?

plush yew
#

guess uh, no one knows eh?

#
# Insert death scream 
stiff bane
#

ye dont expect to learn blueprint in 4 days

#

takes waaayyy longer

thick herald
#

5 days. Maybe 6.

raw beacon
#

Merry Christmas ya'll. I made a Christmas special music video using unreal, starring the Elf on a Shelf. https://youtu.be/3QBnlzfXleE Cheers to all! πŸŽ„

Elf On A Shelf is sick and tired of all this leftover Christmas food going to waste, and he's gonna do something about it!

I've spend the better part of this last month working on this video, and I wasn't sure if this video was going to be able to be released today, but I got it done in the last moments!

Merry Christmas, and enjoy this music ...

β–Ά Play video
jolly granite
#

How would one per-say start to learn game development and coding? Recommended recourses?

plush yew
distant siren
#

what should i do?

trim steeple
#

Hey sorry for bothering you, one of my player have this problem and it prevents him from playing the game. Do you have it solved? If you can point me out some direction that would be very appreciated, thank you, and Merry Christmas!

kindred depot
#

Has anyone successfully converted Echo's slope warping control rig, using virtual bones? My feet keep overlapping when including a virtual bone as a root for the IK_root.

plush yew
#

Im sorry for coming up in the middle of atomik's issue but I am getting this ue4 crash and it's been 9 times I'm trying to plug my material and apply it (not on landscape just making the material, it worked before but thanks to github source control thing it didn't saved any progress so I had to redo this 2 hour process again and now unreal is crashing with this log). Please help idk this one and I haven't seen this one.

#

Im sorry atomik for bringing my issue in the middle.

kindred depot
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Thats what this place is for bud πŸ™‚

#

who cares who is first, ask your questions man!!

plush yew
kindred depot
#

type at the top d3ddebug, and look in the search

kindred depot
#

there is a lot of questions and answers

plush yew
distant siren
#

What??

lunar lark
#

Does anyone know how to get rid of the camera flicker of when you join a new map and it automatically sets the camera position to 0,0,0 and then spawns you in after like half a second?

whole radish
#

Any ideas how to fix decal mesh clipping when camera is far away?

pure void
#

Youll still need to find out stuff for yourself and I recommend looking into the subject they discuss in more depth yourself

weak sorrel
#

Hello ! I want to install Socket.IO Client plugin from the Epic Marketplace. So I click install to engine 4.27 then nothing happens and nothing is installed. Any Idea ? Thanks

plush yew
#

Hiii are there any belgium / netherland people out here ? I am alone now for 6 years would be nice to found some cool people from my side

drowsy snow
#

meta files

Ah yes, you're coming from Unity.
.uasset files on their own are the asset files, not just something like Unity's meta files.

You want to try importing them directly in the editor's Content Browser instead.

As for the source files, just use Windows's search function, search by *.jpg or *.png, then delete all the results

#

See the last line in my reply above.

#

Doesn't matter, just change the format file suffix

#

It is.

Unless you want to waste more time making a C# .NET app to do the exact same thing.

#

Go ahead. Using the Windows's search functionality is going to be way faster, but you do you.

bright sigil
#

sounds like that is what has been suggested

drowsy snow
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Could've used Bridge and the Megascans plugin, but eh

bright sigil
#

except for size bloat and deletion, which i hope keeps everything intact

drowsy snow
#

And 80% inefficient

#

Don't call me toxic, I'm just saying the facts, even if you don't like it.

#

At least with Bridge and the Megascans plugin, bringing them to unreal is one Export button away

plush yew
#

Hi

#

I am searching a word

abstract sundial
#

hey,does anyone know whats the max vertex count limit for a single object of a character model?(UE4)

plush yew
#

Game opens and you see lists of servers you go in alpha and exit then you log,out and go to beta and your profile in alpha is,also in beta with the stuff

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What is it called ?

drowsy snow
abstract sundial
#

Hmm my mesh is 200k vertices i cant make separate parts for some reason

drowsy snow
pure void
plush yew
#

Thanks dean

remote roost
#

does anyone know how to add a custom watermark to each build of the game? for providing to early access beta testers to keep track in case they leak game?

lucid gorge
tepid helm
#

Hello, I'm thinking about making a fast paced multiplayer game with NPCs, wide variety of skills (fast and slow, wide range and short range) and movement, and I came to a problem- Networking.

Game like this should have a good synchronised, deterministic and seamless gameplay and netcode.

What type of netcode shoukd I use?
A) typical ue4 RPC approach seems to not consider lag and the game can easily desync if You don't take it into account. Also sometimes replicating variables with variable replication property takes a really long time. Not to mention, people on remote machines will see other people in incorrect positions because of lag. So if someone tries to headshot someonemoving to the left , he would in reality be a bit to the left so the headshot wouldn't be counted. There's no compensation with prediction(I mean, UE4 character movement DOES have prediction built in, but it doesn't predict actual position of other players according to lag) .
B) Typical ue4 RPC approach with Client side predictions and comoensations and coverage of all problems in A would be a good option, but it seems I would have to learn and change a hefty amount of ue4 code and add another hefty bunch of stuff.
I heard about Gameplay Ability system having what I mentioned, but I am not sure, does somebody know?

C) Rollback seems to be ideal approach, but I have several questions about it:

  1. How much would I have to change?
    Am I thinking correctly and I have to make everything from scratch?
    Doesn't UE4 have something like this built in?
    2.Are there any instances of rollback games on UE4 or anyone at least trying to do that and documenting everything?
  2. How to do that? Do You have any Idea how to approach rollback? How to prepare everything? How to sync and simulate multiple frames at once to rollback etc. ?
  3. Is it worth it? Is client side prediction and compensation worth more and would work? Which approach needs more work?
#

Sorry for long question it's a wide topic lmao

#

ad. 4 Wouldn't rollback be ineffective for a game with AI and more than 2 players?

smoky timber
#

Hey there guys! There's this question bothering me so I thought I'd ask: how would you approach a death animation if your player character doesn't have a body (FPS) and it's just a capsule and camera?
Is there a way to force the camera to fake body fall to the ground?

#

I've used it before in true fps attached to the head of the skeletal mesh, but now it's different

sour tide
#

Could you create a bunch of simple linkages under the camera and let it flop?

plush yew
#

i dont know yet

#

what is wrong about this ?

bright sigil
west rapids
#

Does anyone know how to place an image on top of a Height Map landscape (new project) and be able to trace out an outline from the image. The image is basically the outline of the map I want to make, just want to trace it out

bright sigil
#

trace with what?

west rapids
#

Landscape tool

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To place like a path

bright sigil
#

so you want to put an image onto the entire landscape which does not tile so you can use it as a guide?

west rapids
#

Yes

bright sigil
#

if you make a material, it should by default map to the entire thing without tiling. I think you still need to use landscape coords

west rapids
#

Maybe it'll help if I find an example video from where I got the idea from, sorry lol

bright sigil
#

that would ^^

west rapids
bright sigil
#

ah, yup, should work

west rapids
#

So I'm going to make an outline like that for my map and wanted to do the same thing they did in the video. I got to make it a material?

bright sigil
#

textures need materials to map onto 3d objects

#

ill see if i can mock something up

west rapids
#

That would help a ton sorry lol. Just trying to wrap my head around it

bright sigil
#

here you go

#

looks like a little math

#

the divisor number comes from here

#

so you may have a different number to use for it

west rapids
#

And this is for the actual image?

bright sigil
#

this makes the texture the same size as the terrain (texture sampler is your image)

west rapids
#

Ah

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Okay I'll give it a try after I finish up making my outline. Thanks man!

bright sigil
#

sure thing

frail light
#

Hey guys, so im new to unreal engine in general should i start with unreal engine 4 or 5?

lucid gorge
#

fighting that same battle --- 5 is seeming pretty stable, but worried about compatability issues adding plugins

bright sigil
#

ue4 for games

lucid gorge
#

mostly for the reason i metnioned? going to run into plugin compatablitly issues?

bright sigil
#

i dont know, but ue5 is not considered stable

lucid gorge
#

well, thats a fair answer

remote roost
#

me and a studio im working for are developing in ue5

#

no real issue for the past 2 months of using it

#

most 4.27 plugins will compile for 5.0

lucid gorge
#

cool, so far, i havent found any that dont

remote roost
#

engine codebase isnt that different

#

pretty much the same engine + lumen and nanite and the other features

#

calling it unreal engine 5 is just marketing

ruby quarry
#

Is there a way to get Unreal to load with the last map I was working on? I found where I can set the default map to load, but I tend to bounce around a lot and having it load on the last map I was working on can be helpful as a reminder for what I was doing last.

lucid gorge
#

cool, good to know... still trying to get the voxel plugin working quite the way i want

bright sigil
ruby quarry
ruby quarry
surreal eagle
#

since tencet owns a 40% share,can they censor my game for it's anti comunist stance?

#

i'm highly conerned about this but i want to still have it say what i want

old ferry
#

Hello folks
I'm trying to give animation to a retargeted mesh. But get these face warps in animation. The skeleton has more bones in its face than the other one from which I have the animation.
Is there a way to fix that? a ue4 doc or a tutorial?

Have a nice day

plush yew
#

hello i am trying to open a pak and edit the textures but how would i know which one has which model

surreal eagle
#

since tencet owns a 40% share,can they censor my game for it's anti comunist stance?

dusky drum
#

Will I be able to apply everything I learn in a UE4 course to UE5?

distant siren
#

during the packaging happens this "very slow" appears written ... I am not able to understand the problem

fierce tulip
torpid vector
#

yall know any basic tutorials for vr game making?, oculus q2

static plume
#

Is there a way of placing a volume which would disable collision between player and a wall which has collision? I want my player to be able to walk through a specific part of my static mesh, like the opposite of a blocking volume

drowsy snow
unique kraken
#

hmm im about to finish a character setup though.. i might use physics on my character. im just wondering if anyone knows how compatabil things will be with chaos in ue5 later on?

#

hmm i mean im fine with retweaking things

#

but im just wondering if all my constraints etc will be for nothing

#

when i used ue5 physics were completely broken and weirdly rolling around

split imp
#

can i use 4.23/4.18 material packs in 4.27?

drowsy snow
split imp
#

lmao thank u :)

drowsy snow
#

But do expect shader compilation errors.

split imp
#

how many

#

is it worth the effort?

drowsy snow
#

Probably not, especially if the material didn't use Custom HLSL nodes and somehow still cause shader compile error

#

But those that don't use Custom nodes do have way lower chance to break.

split imp
#

ima just play it safe

#

thanks for ur help

#

its just a low quality tile material but tbh i cbb dealing with any errors

#

currently no, i didnt buy it btw

#

kinda why i dont wanna do it cause everything is running smooth depends how likley its gonna be a waste i will get it

drowsy snow
#

Not hurt to try at least.

split imp
#

yea it hurts my bank the more i say that lmao

drowsy snow
#

Also with asset pack being that old, chances are that the seller got lost in Hyperwallet purge a while ago.

split imp
#

wtf that mean

#

those sum big boy stonk words

#

is that good or bad

#

im not following

drowsy snow
#

Those that got purged have their product ceased from being sold.

In other words, you're likely unable to buy them

#

Just look for a sign that goes along the line of "not for sale" in the product page

split imp
#

theres none

summer plume
#

Is it possible to have a subsurface material work with a static light?

#

This is using a stationary point light in the center of the cube. If I switch the point light to static and bake the lights, it won't work. Is there any good workaround to this?

fierce tulip
#

you could fake the effect inside the material, that way you dont need subsurface. which is cheaper.

idle garden
#

Hello

#

Is there any way to contribute to UE documentation or that is done in some more independent way (own website/youtube) ?

#

Just asking

thick rover
#

I'm sorry I don't speak much English.Hi. Who knows how I can save the customization Keydoard when I change them and when I leave the game to save everything. I use this blueprint, but as soon as I get out nothing is saved.

lusty carbon
#

.BuiltData files no longer are created when I bake the level

#

what is this?