#ue4-general
1 messages · Page 1118 of 1
not sure how you mean? In what context do you need a non texture image?
when the image gets imported into ue4, it sets it as a texture. Therefore, it will not accept it in this image slot
(hopefully that makes sense)
well, no. It doesn't say which file or asset type you need
i drag the texture over the box and it won't accept it...
yeah but I can't see which type it will accept in the screenshot you posted
probably a brush then. I think you can convert materials to brushes if they are in the UI domain
textures go into materials, and materials can then be displayed
Textures are raw data, so no. But if you add the texture to a material then you can use the material as an image
Game theory on whether a ranged unit should win vs a melee unit and how they should be statted
is it possible to create a first person POV (cod for example) on a "map" i made myself? (ik nothing about UE im trying to get the gist)
I tried to export the game again, but the collection of the object collected in the version of the game exported before remains memorized .. what could be the reason?
Hello everyone, Does anyone know of any software conflicts related to Windows networking (adapter) and UE? After exhaustive troubleshooting UE 4.25.4 Engine crashing when project files are opened the only thing that allows progress is to completely Win10 networking. I've tried a virgin VM environment with just Win10, UE Launcher, UE 4.25.4, and perforce and things work fine, but that's not my production system.
Can't save ../../../../MyGameProjects/MyFirstGame/Content/Map/Level_01.umap: Graph is linked to object(s) in external map.
External Object(s):
LandmassBrushManager_C_0
Try to find the chain of references to that object (may take some time)?
hi
i got a problen 😮
just doing the landmass thingy
it are all different levels but the landmass is new in the persistent and then i got the problem
I have a quick question. I'm downloading unreal engine from the epic games launcher. What boxes do I need to check/uncheck so I don't download the linux files.I'm on Windows 11
I can’t seem to get my widget component button to receive input, once the controller gains focus the widget is ignored even with the no others widgets set to hit test visible so nothing is blocking it
ok, besides that are there any other files? I'm new to this so I apologize for obvious-answer questions
Hello, I’m new to unreal engine and I’m wondering if any of you have any great tutorials on how to learn the code of this platform. I tried to use Unity but I couldn’t get my head around the coding so I’m going to try here. Anything will help!
thank you.
also check the pins for this channel
My Quest 2 shows up in my device manager but when I click the arrow next to launch it doesnt show up there
Hi guys, I do not know if this is the right place to ask this, I apologize if it is not, my question is the following, I would like to recreate the construction system that Fortnite has, I already have the building part completed, but I do not know how make the walls destroy if they are not connected to the ground, could anyone tell me how I could achieve this?
I'm using only blueprints, i need to learn c++?
If I create a texture set for the paragon assets can I sell them, specifically any texture set or a texture set to be used as an instanced static mesh with vertex animation for optimization. Is simple but surely people who need many paragon figures in scene would buy it
if they are unique, you might be able to, but since you are using the uv's of an existing model, you might need to email the mp-team and ask for specifics.
i'm using the foilage tool to scatter rocks on my landscape
im happy with the result and want to add some more trees too
but when i go to delete the rocks in my foilage tool, it deletes all the instances too
so my quesetion is, how do i make a new foilage "brush"
so i can only have my trees to paint with
I imported a huge 3d model from Revit Architecture.
All is looking great except it has this "Preview" label everywhere :(. What is this? How can i take that out 😦
lol thats for lighting, build lighting and it goes away - its preview shadows
Hello guys!
I've been struggling with one problem for several hours now.
Has anyone encountered such a problem that the whole scene in the editor is normal, but all objects become visible on the render immediately?
Perhaps hidden objects in the outline appear in rendering? Try hidden ingame settings on said actors?
I'm honestly not sure if rendering uses game visibility settings
how do i disable LOD switching based on distance?
my grass is popping in and out and it looks super weird
remove all of the LOD's but 0? try using something like a dither fade so it looks better? adjust the LOD screen distance percent so it fades in farther away?
i found a console command for that:
foilage.ForceLOD 0
foilage.ForceLOD {level of LOD you want}
yea but you don't want to do that really
may be nice for debug and working in editor, but the real solutions are what mathew mentioned
i accidentally deleted my startercontent so i decided to reinstall the engine and it still isnt there?
anyone happen to know how to get it back lol
Does anyone have a link for Unreals File System documentation ? IF theres one ? Atleast I can't seem to find it online
i think it's available in the unreal engine library in the launcher
so you can install it to your project from there
oh okay ty
Zooming out my camera does not increase my fps, I was under the assumption that ue4 frames are reliant on the screen pixel percentage or whatever
Anyway to reduce the polys on a paragon mesh while keeping the weapon at max resolution
only if zooming out forces another LOD to load
while also not adding more load, e.g.: other meshs which get visible due to the different viewport
https://streamable.com/vsfdza
I made a model in revit of a big interior similar to a storage yard.
I filled it with lights, and in revit i made them very intense so that we can see everything lit up ☀️
But when i imported it to unreal using datasmith, everything is dark.
We can see the lights are there but they dont seem to emit much light. I built the lights already but it didnt change much.
What should i do? When i click on the imported lights, they dont show anything that can increase their intensity 😦
Do i have to make all the lights from scratch in unreal ?? pls help
are there actual light actors in the scene - like spot lights? i sort of see some light effects, but maybe its from them as emissive materials. Never used datasmith, so #datasmith would probably be best figure out the right method
they are objects. Not lights lights
i click them and there isnt anything to increase light like there is in the normal lights
should have clicked them to show
so revit doesnt import lights properly
i will have to do them all from scratch :S
in unreal
or maybe i could just place some global lights here and there and that will simulate overall light
lights in unreal are their own thing, you'll know because they have a light sprite icon in the scene - they are not mesh objects.
it would be better regardless to make a few spot lights for each cluster of lights you have than to have a spot light for each one - especially if you plan to keep them moveable so dynamic shadows can be cast
hey, dude why dont you get packed yourself with a dashing role for this server
ok, you help people and you are active in this server
why dont you get a role?
i have this spiffy hat, its more than enough
there are plenty of people on this server who have been here longer and are just as helpful, they have no title as well
i'm dying rn figuring out player movement 🤣
only the latter 😅
havent seen a better person than you
not greedy for roles
just to help
i appreciate the sentiment
keep it up bro
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 826]
Rendering thread exception:
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 200]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
0x00007fff08b14f69 KERNELBASE.dll!UnknownFunction []
0x00007ffec051cd1a UE4Editor-Core.dll!UnknownFunction []
0x00007ffec02fa967 UE4Editor-Core.dll!UnknownFunction []
0x00007ffec0230df7 UE4Editor-Core.dll!UnknownFunction []
0x00007ffed69cd32a UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed69d0d64 UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed69aeb8e UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed69bc798 UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed6733905 UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed6733495 UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed67345bc UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed672ba45 UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed689179e UE4Editor-SlateRHIRenderer.dll!UnknownFunction []
0x00007ffed68979ca UE4Editor-SlateRHIRenderer.dll!UnknownFunction []
0x00007ffec00c1798 UE4Editor-Core.dll!UnknownFunction []
0x00007ffec00c1c56 UE4Editor-Core.dll!UnknownFunction []
0x00007ffedd739af9 UE4Editor-RenderCore.dll!UnknownFunction []
0x00007ffedd73aa74 UE4Editor-RenderCore.dll!UnknownFunction []
0x00007ffec051c500 UE4Editor-Core.dll!UnknownFunction []
0x00007ffec050cac1 UE4Editor-Core.dll!UnknownFunction []
0x00007fff09817034 KERNEL32.DLL!UnknownFunction []
0x00007fff0b202651 ntdll.dll!UnknownFunction []
Crash in runnable thread RenderThread 1
how do i fix trying to create Pavlov VR map
@snow crown or @spare kernel ????
Questionnn, got this PC for Christmas, has only 4 gigs of ram, will it be able to run Unreal Engine? xddd
bruh
it might be, 8 would be better, 16 would be very nice
Nah dude he's like a veteran here from what I know lmao
lol my bad
my bad
just kinda pissed ive worked on my pavlov map for months and now i cant even open
its pissing me off
yeah, sorry
ima try to restart my pc
dont ping moderators for development help
then who can help me
very dumb question but can't seem to find an answer. Where do I change the default monitor for Unreal Engine 5 to open on. It keeps opening on the monitor I don't use
i built a little niagara system for bubbles, how do i scatter it around my level without manually placing each one?
how can i change the name of the exe and pak file from being MyProject-Win64-Shipping?
oh i left description blank but in project name i put it as the game name but it still builds with "MyProject" even tho the game name appears on the window bar and the task manager
An Blueprint Actor with a Particle System Component that is "NOT VISIBLE" and "HIDDEN IN GAME" and is only activated on damage, will they still take performance when "NOT VISIBLE" and "HIDDEN IN GAME"? Like in the "Normal State" before any interactions?
yes the project is called MyProject
then it will be that name
not sure about getting rid of the win64 shipping part, but you can change the MyProject part
dang how can i change it without breaking the game then
so for the MyProject part, that's coming from your uproject file
what you can do is:
- shut down the editor
- rename the uproject file (keep the .uproject extension)
- if you want, delete the DerivedDataCache, Intermediate, and Saved folders (or move them if you're not sure) to clear away any references to the previous project name
- then launch the engine again and it will have the new project name in the top right
which will build with that name
but as for Win64-Shipping, not sure
probably some ini file to edit somwhere
inside the uproject file theres the project name too registered
also the inis
and the c++ files
man they should of made project renaming a bit easier
i did that once before when i was debugging build
tho i used the same name
i might try doing that again but this time renaming
lol i dont know why they made it so complicated to change your project name
most people starting to make games wont actually know what to name it until they have actually done something
A naming convention was one of the first things I made hahaha
mine is called my project cuz i literally started with ue4 then made some tutorials to learn then i suddenly made a game and i liked it so much i decided to release it but now im stuck with MyProject
Unreal Engine 4 tutorial on how to rename your project to another name and have Unreal Engine Launcher recognize it and find it.
@drowsy snow are you free for 10 seconds?
What's up?
i want stylish action like combat
just the fighting bits
not anything else like stats etc
And you want to have some anims?
but cant think of good source to pull from
no
not the anims
just mechnically
block
parry
combos like in fighting games
hit stun
hit stun decay
that kind of stuff :/
i even have a grapple component i plan on using
Shoot, I can't think of one, I personally making it myself
yeh i cant find any good tutoirals for that
outside of C++
and if im using C++ im starting over and doing all of it again in C++ :/
I haven't get my own system into C++ yet
But generally it comes down to trace forward and apply damage
😩
For combos, you can use some kind of array of enum to read the sequence
Most of the meat in fighting games goes into the animation work. Backend logic sort of came second.
well i know animations are the selling point
buut i want fast paced action like combat
and idk which mechnical setup would be best i guess
at least when it comes to reaching my end goal
sdsfgf
none of the ones i have seem to have a combo hit decay or hit stun sort of setup
i guess i feel like if i start with one type of combat system and my needs are met
im fucked
and cant walk back as easily idk
In most cases, combos are basically anim notifies controlling the timing and incrementing integer on well timed input. You could also add mash prevention so that players can't just button mash around, still using anim notifies.
As for animation cancelling, if you have the apply damage event in anim notifies, you could at least stop the montage and play the hit montage
Those can be done with lots of anim notifies.
hmm
so technically any sort of combat system can be bent into a fighting game sort?
Yeah. I mean, for all I know, fighting games are differ mainly on keeping track of button sequences, and you could do more than just incrementing int - adding into enum array that keeps track of the sequence.
Everything timing related can be off loaded to anim notifies to take care of.
i seE
i can use anim notifes for
combo counters
length of stun
etc
than i guess rig funcitonality to when the anim noifty is applying
Yups.
Actually that's a good point I brought up earlier
I remember how Vagrant Story has some timing based mechanics to prevent button mashing 🤔
Well, you can look up some gameplay of it on YT, particularly on late parts where the mechanic fully kicks in.
So in the game, you have to press the next button only when exclamation mark pops up. Going too fast or too slow will break the combo. I guess it was kind of out of necessity because time freeze when anyone's taking attack, and ATB isn't a thing.
No probsies ^^
Because of one line of code that I DELETED whole UE4 crashed
and now it's forcing me to just create a new project
Check the callstack, what codes does it blames.
Look for a line that blames on the code you make
Also it might be more helpful to install debug symbols.
I did
@drowsy snow GetWorldTimerManager().SetTimer(TimerHandle_Fire, this, &AFPCharacter::ShotFire, TimeBetweenShots, true);
This is why it crashed I removed it and still didn't fix anything
Also waht does FPCharacter:25 mean?
That line has nothing to do with anything and it worked in previous compile
CharacterMesh->SetRelativeRotation(FRotator(5.f, -2.f, -20.f));
Is there a way to return to the previous version of the project?
I would rather loose lines of code then entire project
if you're not running source code or making backups yourself, you can check your autosaves but i wouldn't hold my breath
actually dont know if cpp gets autosaved like other assets...
Where can I find them?
if cpp code gets autosaved like anything else, then they're all in your Saved>Autosvae folder
kinda thinking its whatever is in the content folder so...
I think that the problem is that it doesn't matter how much I change the code, it continously goes to the previous version of the code that already previously compiled
ive never done cpp so i dont know from there
I could do in BP but I want to learn coding
But when stuff like these happen it makes me mad
not knocking it, just saying, i dont know what that part is like to problem solve
I will solve it somehow I just need to find the way to compile the code
good luck
Apparently you can't say for example
Camera->SetupAttachment(GetCapsuleComponent());
You must say
Camera->AttachToComponent(GetCapsuleComponent());
But UE4 still crashes
With the same line that no longer exists because I removed it with the problem that I also just now fixed
I think I did let me check it out again
Camera = CreateDefaultSubobject < UCameraComponent>(TEXT("Camera"));
If I remove that than I don't have a camera
This is making me mad and unmotivated
What if I nearly compelete my project and make an error like this
what now? My entire project is useless?
in the future, all i can say is to backup regularly, or use source control
sorry though, but im sure there's a way to rectify it
Can you give me the link to that?
To the source control thing app
its perforce and i think you have to pay for it
I don't mind paying if it's contributing to my future
i hear that, i backup my stuff regularly so i just know it exists
tryna work on respawn for the game, i have everything done right and little shit dont wanna die nor respawn, so ama just leave this for today and make a new project
clearing swarm cast. so do i clear everything or just the cricled part?
Hello, im very new to unreal and wanted help with some basics. under what chat should i type in if i wanted asset/graphical help?
@balmy willow check the pinned messages in this channel, its filled to the brim with getting started links.
I deleted unreal engine Water material
Original source
And i do not know how to recover it back
I reactivated water plugin but still its not there
Are there any newer ue5 specific pinned messages?
is unreal engine particularly unfriendly to having a gore system like the one in soldier of fortune 2, where enemies have many tiny removable chunks in addition to severable limbs? I think maximum action (unity) did this too.
but games that have gore like this are rare, I wonder if it's because they do something fundamental differently. is it particularly hard to have stuff like punching holes through meshes?
most games just have boring limb severing and decals, nothing other than that
Does the primary asset load automatically without using AsyncLoadPrimaryAssetList?
everyone would suggest to get started with ue4, as ue5 can be unstable and is still in early access. but 99% of ue4 content works in ue5.
Hello, does anyone know how can I edit my post on #volunteer-projects ?
hey hey @desert widget atm you cant, but you can repost it with edits. let me or another moderator know where the old post is and we'll remove it.
All right thanks, I just needed the answer so I know how to deal with it. Will let you know when I need to change something
allrighty
Hello everyone. I want to make water, and I'm using the official "water" plugin for that. But I have problems with what the camera sees underwater. How can I simulate what a real person sees underwater?
Sorry for the tautology
The water plugin does that automatically AFAIK
Perhaps I don't understand something, but ...
Anyone have any idea on why it says select two or more instances while trying to make a material blend using quixel in ue5?
hi guys, happy holidays
I have a question for y'all, i do archviz stuff and recently i wanted to shift to unreal 5, previously i used to use lumion for rendering and animation in which, uv unwrapping was not needed
so my question is, is there anyway i can skip the uv unwrapping part in blender and unreal can directly uv unwrap my model in the software itself?
When I try to launch my VR game to my quest 2 it always stops at the Launching UAT section and I get this error:
couldnt find 32 bit or 64 bit versions of the android toolchain with NDKROOT
What does this mean? How can I fix it?
Static - This mobility is reserved for Actors that are not intended to move or update in any way during gameplay
Is constructing complex SM actors (with several meshes procedurally spawned) considered update?
Or update is what is inside Tick function only?
Hey fellas. Does game instance variables stored when you exit game in cooked build?
No.
GameInstance persists through level change, but gets destroyed on Quit Game.
Aha, got it. Thank you.
guys, I want to create distant mountains something like this image, in my level, can I use sculpting and distant fog to make them or should I manually paint some 2d mountain and add them on my scene??
And this is my scene
You mean local fog and adding them near the distance mountain right?
Hi I have recently upgraded to visual studio 2022 and when I click Package Project > Windows, it takes me to UE4 tutorial page of setting up visual studio. Any idea how to fix that?
https://www.youtube.com/watch?v=89_f7Ss3ye8 this may help!
Previous tutorial, how to download and install Unreal Engine: https://youtu.be/NKt03BhcKDQ
Next tutorial, how to build Unreal Engine from Source: https://youtu.be/MRJUWC90aJM
In this video, after installing Unreal Engine, we go over how to download, install, and run Visual Studio for Unreal Engine. We use the Visual Studio Installer to install ...
@plush yew This is what you meant right?
Those tools are already installed
oh
Is it available for free?
Ok I think we can do this by schultping and adding some depth fogs
Thanks for helping 🙂
k
I have a question for people who have used Unreal Engine for movies/vfx
without raising samples for GI is there a way to make it less fuzzy
I know raytracing acts as a denoiser but is there a way to further denoise without raising samples because im already down to 30fps lol
Not necessarily. Raytracing is, well, raytracing. Denoiser is a pass after raytracing has been done.
And I won't expect playable framerate from more raytracing or even full path tracer, but it still good for pre-rendering cinematics.
for pre rendered cinematics would you use a pathtracer lol
That's the point.
If you want more playable framerate, either use raytracing very sparingly, or use fully raster render with baked lighting/Lightmass (this is where you can leverage GPU Lightmass), or if you're in UE5, use Lumen.
Average consumer grade hardware has still a long way to go from using full path tracer, in playable framerate anyway
Any tips for scene assemblies?
What are your preferred ways to importing many-mesh objects and re-assembling them in UE?
@plush yew You should be a little more descriptive 🙂
I use actor to assemble, and then it is like one object in the outliner.
As long as no Event Tick is involved, performance is of no concern. (You could even disable C++ tick for static mesh "prefabs")
But is there some more advanced way to export.
Lets say you have a large table full of items (apple, bottle, vase). Some repeat, some appear on the shelf in another room. You texture and import every object as invidual meshes.
Is there a way to have some sort of locator-cloud to avoid hand-placing those items across the table?
UE5 is going to have exactly that using Houdini, if you're looking for point cloud with rule based placement
Forgot what they called it in Matrix Awakens demo
Also, it's proper 5.0, not the Early Access versions.
@drowsy snow I have used Houdini Engine with landscape HDA to import and scatter foliage across the landscape.
Is this the same workflow?
I figured out the post processing and decided to do the swimming. When the player comes into contact with water, I put the controller in swim mode. But after a few seconds, the player switches back to walk / fall mode. What can I do?
Probably.
Assuming you have a working commit from 5.0 branch at hand, that is.
Ack, the choice to change my performance isn't in my viewport :/
I know they had similar, if not same thing, going on to place the buildings across the open world in Matrix Awakens demo, maybe you could scale it down to small props.
It is powerful, and interative, but not as fast as I would like to for very basic setups. Overkill for when I want to quickly do something like this:
(scattering candles on the table)
Settings -> Engine Scalability Settings
Thank you! :)
Also make sure disable Monitor Editor Performance so that it won't lower the quality automatically
Got it :>
I should just probably make the Houdini asset to:
• Select the mesh to scatter points on (this mesh isn't rendered)
• Have paramenets for amount of points/density
• Select prototypes to instance into those points
But for some reason, it feels like these should be something similar built in UE4 because it is such a universal and basic tool for scene design.
Perhaps I misunderstood you, but the end overlap event does not work at all
I don't think it's that universal and basic, or it's just myself not adhering to "industry standard" for the longest time.
@drowsy snow All the 3D programs I worked with had this.
One part of the tool is scattering points. Another part is copying prototype into those points.
And this isn't a modeling tool, it is assembly/scene management tool.
Not sure if there's such thing in Blender.
@drowsy snow Come on, any program that has hair generation has the advanced version of this functionality.
It is what it is, this is why we have Houdini Engine to ease the pain of bringing content into UE
@dim oriole @drowsy snow FYI Blender equivalent: Geometry Nodes to make the scattering tool and Altermesh to bring that into UE equivalent to Houdini Engine; both still quite new but developing fast https://altermesh.com/
is it normal to near constantly need help after a few months of learning?
I'm a huge perfectionist so I'm kinda worried about asking my tutor for help lol
I feel like I shouldn't struggle this much
After years and years of learning, you will still "need" help 😉
oof lol
@everyone Hey guys. I havae a UE4 project that's pretty old in version compared to the newer unreal versions we have. Am I able to update my project to the newer version without having my assets and scripts be affected? I remember the last time I did this the project wasn't able to open up well, but I could be doing it wrong too.
Game development is traditionally very collaborative work. As an indie you have to wear multiple hats, but in larger productions it's impossible for one person to do everything.
U mean to use git source control to change a ue project version?
I see what you mean but not what I was looking for. My ue project is 4.22. I want to bump that project version to say 4.25 or higher. Could I do this without it affecting my assets or scripts?
You are looping. Lorash told you the answer. With source control you can revert changes to your project. Otherwise the only other way is to make a copy of the project (which is more or less what source control is doing)
Probably not. I think UE4.24 had some major lower level refactors all over the place.
I think I had Epic's Automotive Material asset pack completely broke and unusable in 4.24+ (if not 4.26+, I skipped 4.25)
Hey everyone, i've been helping an indie team develop their environments, and am utilizing World Partition. Is there a specific workflow I need to follow to remove actors from levels / cells to keep them from reloading? Ive attempted making sure all cells are loaded, deleting actors, and saving. Yet they either reload on a new launch, or when entering play mode
World Partition?
#ue5-general
Ah didn't see that, thank you. Just joined this server haha
Somehow managed to remove the variables window of an actor. How do I get it back? 😅
Window -> My Blueprint
(at least in UE4)
It worked. Thanks
Hi guys, I'm experiencing an issue where I have a full human skeleton for the base body of a asset yet the head is separate. The problem is that the head has no skeleton at all and i'm not sure if it is suppose to have one. On all my other models that are modular they do so i was wondering if it would be necessary or harmful if i can not assign one
I tried to assign another assets head even and it did not work
@drowsy snow so I found out guilds and leaderboards are done by sdk's but you told me unreal 4.27 comes with free sub systems you'd have to pay for
Can someone explain to me why creating a Canvas Render Target during runtime will make the number increase not only when restarting the level, but also between preview sessions?!
Is there any way to delete unused Render targets?
is the version of the game specified in the project settings reflected somewhere in a packaged game/packaged server?
you want a singleton of this CRT?
I guess? I want every actor of a certain type to each have a canvas render target. For now I create it on begin play, then store it as reference, with the intent to feed the data into a dynamic material parameter.
using the display name is not a good idea for referencing the asset. If you are referencing more than one then you dont need a singleton, you'd want to store them in an array, once, so you can know the order for later referencing
As it's one per actor, won't it make sense to store it as a single on an actor by actor basis?
Like that?
conceptually, that is not what a singleton is
you can have it on one actor, but like i said, dont reference it by string
or more specifically by display name, thats unreliable
ok, thanks for the tip.
Still, the fact that it remembers, and keep counting despite restarts may suggest this approach might cause a memory leak?
i dunno what you mean by restart, if there is one called rendertarget_7 its going to make 8 next even if the previous numbers 1-6 dont exist
By restart I mean both restarting the level with everything being reset to default, and even stopping preview & hitting play again.
Good to know that a number 8 won't necessarily mean 1-7 exist. Thanks for letting me know
Is it possible to paint megascan grass (3d assets) on megascan rocks ? If so, how
As in mossy rocks?
Epic Online Services?
yes as silly as it sounds
i want to have guilds and rankings
for pve and pvp play
but my issue is
i cant even figure out how i would setup player factions/guilds
let alone leaderboards
i think its apart of subs sytems maybe?
I think that's up to your own game system to decide
Welcome to multiplayer engineering lol
I have a 'nordi beachy rock', Id like to place grass assets on. I can do it by hand, but that would take forever. I cant seem to get the foilage brush to work on the rock
;O;
Hey 👋 I'm pretty sure you guys are familiar with minecraft replay mod. is it possible to make such system for a ue4 project? not the editor but only the camera within the levels in a project going
Multiplayer is hard, and it's a huge can of worm.
That's why I'm still focusing on single player with replication just for demorec.
Oh what a brilliant feature! thanks a lot for directing!
Also as seen on Fortnite.
Guys any tips for this issue, i want to play a sound with a specific moving character just while i possessed to it and when i posses to another character the sound disappear
which channel would I use to ask people to playtest an early alpha I've got to get opinions
im goinG to suffer
because i want to create something never seen but yearned for for as long as ive played games
thank you
You had a long, long journey to go. Especially with just BP.
if i use C++ im starting over from scrtatch
Not really.
;-;
At least you can use BP as a cue to translate into C++.
o-o than why do people say to use what you want or both are feasible for game design
Not putting into account multiplayer things.
others actually do say to start from cpp core principles before touching the engine
._.
so it depends on who you're listening to
yay confusions~
Also depends on what kind of scope you want to reach.
there is no such absolute answer to address every situation
In C++ you have pretty much infinite freedom to do whatever you want which isn't 100% the case with BPs and also more complex things are easier to implement in C++ (at least in my experience)
But C++ can give slower iteration time.
fwiw, i made an mp "game" with nothing but bp
im trying to make something like dragon ball xenoverse 2
or shinobi striker
or even the same basic stuff you see in any arena fighter
as in, players could connect to one another via server-client model, all done in bp
o.o
not to discourage, but you are wanting to make a game that is otherwise developed by a studio
o.o;
no doubt, and i knew quite well to not go huge on systems 😉
I'm much slower with BPs than C++ so in my case even if BPs are quicker to iterate I'll do the same task quicker in C++ just because I can implement it quicker
Ofc if it's something really simple I'm going straight for BPs, no point in trying to do it in C++
I can't wait
You have no choice but to wait 😈
Oh there are some changes to it coming?
At least having the game single player lightens the development load, and bearable for smaller devs.
without C+++
Oh yeah that's been really useful, it handles adding parameters to functions no problem now
Baby steps
but how much C++
yup, the mp project was to learn it - refreshing to not even care about scope as it was simply small - but my main project is single player for the very reason
At least 10%.
My own project, which is a single player action RPG, still mostly BP, with maybe 10% of C++, and replication just for replay system
Hello! Does anyone know of any good links/videos/tutorials on how to add in-engine VFX for UE4? I'm just making cinematics. I would like to do them in-engine using sequencer and not have to goto After Effects. Thanks for any help!
that's sort of where im at, "multiplayer" for certain share things, but not the game itself 🙂
co-op only for me. Don't care if ya'll cheat, have your fun.
Not limited to tutorials, but you'll find some useful things with realtime VFX
https://realtimevfx.com/
Thanks!
At least local MP kind of simplify things a bit
Having an MP for the entire game is just too much for me to take alone lol
At least I do have some good starting point with replication, just for prepping for demorec
o-o
Also making single player games means less things to worry post launch, aside from delivering patches or looking for DLC opportunities
200 dollars for one course, cheaper option?
Udemy always has discounts
The courses really are 20 dollars
there are always discount codes online
excepts thats only for your first order
Nope
Now that I think about it, most of the "indie" MP game projects that goes more than just LAN MP, are either from industry veteran who have their name in the public, or having a huge funding from companies (e.g. Brendan Greene and PUBG)
They always have discount codes online somewhere
Even then the former isn't guaranteed. cough CliffyB
same, nope, the amount of consideration for it departs from the actual game design quickly
how
Yeah exactly
ok
Cheapest option:
thats what ypu told me
I like the unreal online learning but it does not guide the learning process
Youre on your own with it
Its really good still dont get me wrong
why pay to learn from outdated engine tutorials when you can find them on yt?
Simply put, Udemy's been lot more sus in recent months, if not past couple of years or so
the recent 24 months
Its for everyone to decide ofcourse but I found it to be an excellent way to get me started
wait people pay money to learn UE4?!
You guys have phones?
Wait money exists?!
youtube tutorials you find on the sidewalk just overload your brain and it turns into memory game
Wait, no this isn't Blizzcon
Yeah, its silly they pretend their prices are higher but if you pick quality courses the value is still immense
at 20 dollars
Might want to check the pinned message of this channel, just sayin'
I would never argue for Youtube tutorials, but surely there are other free resources
Plus they have teaching assistants that will help you with very specific related questions
so like this discord, but you front 200 bucks
Youtube tutorials often teach bad habits from my experience
Well Id never pay 200 bucks for it thats for sure
there are many, which do you recommend?
I can name a few lol
All of them, in the pinned messages.
Except the NVIDIA links...
Ive been trying to learn game dev for what 2 years now and ive just been watching tutorials that never stuck in my braIN'
I mean even if you pay 200$ for UE course it still don't guarantee that it doesn't teach any "bad habits", even older official Epic's tutorials have some questionable things
(jensen huang pls fix)
ugh thats terrible :/
hello, where the chat were i can ask questions?
here
oh
ik, is there any recommended way of learning?
Not to discourage, but it do have a lot of hassle to get right with dedicated MP game.
Trial and error, experimentation, research
2 years of that bud
i recommend trial and error, work on something very simple and finish it, then do it again with growing ambitions
Try 4 years
or 12
Unfortunately there's not much room for "underdog story" with the kind of scope you're aiming for.
Watch/read stuff and try them as you learn, without trying things in practice you'll just forget everything you read or watched
seems like im going to viciously suffer lmao
Well, either suffer or scale down the scope.
Single player games still rulez even in current year.
*in irony
ive made at least 10 little projects on my own that are nothing of "what i want to do" to learn a lot about the engine. definitely without all the best practices and all that. But after those little projects, ive worked on bigger ideas (though not all went well 😅 ) but its at the point where i am building it without a tutorial unless its something ive never done before, and often i wont find the answer so i do my best to solve the problem myself even if it is messy - ive always found that from the chaos, i can then optmize/fix things to make it better
I like single player games, I play a lot of MP stuff but one of my top games ever is Outer Wilds, single player indie game 🤷♂️
whenever i try downloading these files they either dont work or the character doesnt keep its color
how do you download the right format
Tweak the materials.
What do you mean?
Download from where?
from the project
Assuming it's about the meshes
yea
so you mean if i have plans or ways of finishing the game?
Then go for the materials and modify it to your liking
whenever i export they export as copy or T3D
No, mate, you open them and modify it in editor
Unreal Engine has a material editor, if that's what you're concerned about.
So i guess I do; everything ive scaled back on to do is all things mechanically done since the super nintendo with tutorials for how to do most of that on the web, i have documented how i want the game to launch and every little and major detail.
my main issue is learning proper setup for multiplayer but i think it'll be managable even if it means putting more than 14+ hours already into this daily for 2+ years
honestly it isnt the worst if i have to use C++ im just super rusty with it after nearly a decade of touching it
i feel id fuck up more than id make or fix using it xD
So you're actually experienced in C++?
Interesting font choice for a discord username
better than spending some 20 years trying to make the same game over and over 😅
each finished project is a win and motivation booster
you learn the entire cycle and can plan for better things the next timer
or expand on the current idea
its advice that so many disregard for their own stubborn dreams
aye I do think it's the best way
lol, and many of them are the "same game"!
I currently have a ue4 project utilizing ALS4 but I have a big environment in ue5. I want to combine the environment with the ALS4 gameplay I have in ue4 but it keeps crashing when moving ue4 to ue5 and the other way around
The ue5 environment is using world partition but its not working in ue4 as it crashes the engine but I moved als4 to ue5 but it won't work either
Unless you're using C++ plugin, it shouldn't be the cause.
But then UE5 Early Access isn't stable to begin with anyway
Hello! im new to UE and I am currently learning UE5 and my file isnt letting me save because "Graph is linked to external private object Unknown" Now i do have a static mesh of water and a planar reflection under that. could that be why? because when i hit play i can see that the water has a grid on it.
I don't think I'm using a c++ plugin but I don't know what else to do to figure out the issue. I don't know how I would try moving the ue5 environment to ue4 anyway as its made with world partition
Anyway
@muted imp @plush yew ask it on #ue5-general
sorry, thanks!
Hi dear unrealists. Im trying to select all the lights of one type in my project. The problem is there are hundreds of them :(.
In revit there is a feature that filters selection, that is awesome. How can i select all those lights? They are point lights that are inside a StaticMeshActor. But i dont want to select all the lights in my project only the Lighting_Fixtures_light_donut_light_donut Point Lights
Would anyone know any UE character assets (Paragon, Metahuman, free marketplace content) that use an additional UV map for details like stitches specifically? I'm trying to figure the implementation of it dissecting a pre-made asset first, since a client is asking me to do it.
Do you have to create a aim offset per gun/weapon? or is there some kind of easy blending
you can use the search function to filter between brightness and what not as well.
though I dont know the right query for it myself.
How do I fix this if it says none?
Is there a such thing as Blender having a mod for using ZPRJ files in it's workflow?
i havent found any tutorial about it. What would you put in the search bar to detect different types?
hacky way of fixing that
bad practice.
it's not being referenced correctly.
i wouldnt know, i barely use it. just know it exists. works for almost everything.
Ok. Thanks though
Most devs don't know this but the #UE4 content browser actually supports advanced search syntax. Might not seem useful initially but believe me you'll be happy when you're trawling through a larger build!
https://t.co/AWFS3BTypT
153
UE4 advanced search syntax:
https://docs.unrealengine.com/4.27/en-US/Basics/ContentBrowser/AdvancedSearchSyntax/
i have seen it. but i wasnt able to make it work
try stuff like
Intensity>10
i write Name="Light" and nothing shows up
i just know of the existence of syntax, i never use it myself.
and i dont have ue4 open to check or test
oh yea, totes forgot that one. i should install it XD
Its a great little thing to have haha
i have so much content I often forget about 80% of it
keep waiting :)
How long does it usually take?
depending on computer either a few seconds up to an hour or more.
first time or heavy projects can take longer
Greattt I say ima have to wait like 30 min to 2-hours this damn laptop has like a i3 processer and like 8 gigs ram
Luckley I’m getting a new pc once my paycheck post
Possibly a dumb question, but can anyone tell me how to prevent UE from launching SteamVR every time I run it?
anyone has an idea why my child actor wouldn't spawn?
it's visible in viewport, the child actor works fine when placed alone in the level, and it's set to always spawn and ignore collision
i have no idea what else could make trouble
when i change anything on the child actor component while the game is running, it spawns in -.-
Im importing a model from revit. With hundreds of StaticMeshActors.
How do i put them all inside a Blueprint Actor. Do i have to create a static mesh for each one and assign each one individually inside the Blueprint?
Or there's a better way?
you can chose to merge mesh on import (at least if you import from FBX)
But there are some parts of it that i dont want merged
i didnt see that option though
can't you merge in revit? (whatever that is...)
in unreal you can select all the meshes and rightclick should show an option to create a blueprint from selection
however, that will make a bloated blueprint with a ton of child actor components instead of static mesh components
oh wait, theres also mesh merge in unreal
but im not being able to find it
i selected two StaticMeshActors (that are imported masses from revit)
then i right click it and cant find the blueprint from selection
check the blueprints menu button in the top menue
it's been a while since i've used UE4, might be there
yes that worked
that menu above has it
also i can convert the main structure all to a static mesh, and leave out the elevators(need to be moved to transport the players above). Then create a blueprint from selection. Then import elevators individually.
😺 thank you ben
you mentioned it might become a bloated blueprint. Is there a difference between having them all in a blueprint or outside in the open? Arent they bloated too outside in the open?
they are hundreds of static meshes actors
you might be able to drag them in to a empty blueprint from the content browser
but not sure if it doesn't wrap them then
static meshs
oh sorry lorash, didnt mean to quote you
when importing your mesh into ue, why are you not merging them on import?
i would prefer that way, too over a bunch of static meshs
ok i see 🙂 so i merge all the structure. but leave out everything that needs to move or edit, like elevators and lights. is that right?
or there's also a convert selection to static mesh, gotta test around what works best for you
there are 2 very similar options:
Convert actors to Static Mesh (worked already for some stuff). And:
Merge Actors
merge actors gives you more options
like material merging, lightmap related things, etc.
ok will do that. but this cant be undone
so if i merge something that needs to move around or break in pieces in the future. then i will ahve to reimport it right?
it will create a new asset, the old ones are kept
I have a skeletal mesh actor placed in a scene (its a character mesh) and then I dragged in a gun and put it in the characters hand by enabling snapping to sockets. The gun is positioned correctly but it doesn't move with the characters idle animation. Can skeletalmeshactors dragged into a scene be made moveable without blueprints?
Help
Ah got it, dragging the gun to the character mesh in the outline allowed me to parent it to the actor
Install xcode?
Hi, i can't package my game i don't know why, so here is the error log
you need to have xcode install\
that is visual studio
xcode is on the app store
Oo ok thankyou
Xcode includes everything developers need to create great applications for Mac, iPhone, iPad, Apple TV, and Apple Watch. Xcode provides developers a unified workflow for user interface design, coding, testing, and debugging. The Xcode IDE combined with the Swift programming language make developing…
so
really silly question
but i feel its important for game design
because its game related and kind of something all game designers are gonna have to deal with regardless
where would i go on here or is there a server to talk about game design concepts
and or functionality in theoretical means
_>
isnt that the worst place to talk about game design concepts
i mean no offense lol
xD
like imagine going to louge and saying
OkAi GuYs I hAvE FaSt MoVeMenT AnD WaS WonDerinG what tHe LimIt sholUd Be fOr Top tier Mid Max'd GrowtH anD How It ExpResEs itself
and than someone posts a picture of sandwiches because its pretty
i like the sandwich more
same
you get the point
where the heck would i bring up these type of topics or is a discord server for talking aboutt hat stuff?
the max speed is something you have to figure out yourself
which depends on your game style, animations, etc.
well thats an example
all has to play along
most idea spitballing happens in lounge, yeh
i wanted to go with something more tradtional skill/power wise where your protagnist has a signature ability maybe 2 what makes it feel more worth it and or possibly satisfying to use so it feels like this ability be it the hadouken or dragon fist from dbz feels like your special move that is used for when assault stuff is happening
i know having 100 abilities covers that concept but feels like a severe lack of identity at times with that relying on your class archetype and maybe appearance
idiots like my beautiful son yusuki uremashi just has spirit gun and maybe 2 other moves and it works in that anime matter
how would one go about representing that sort of feeling in a video game
^ this kind of conversations
I already have a sort of setup for that but i feel it would be super beneficial if there was a place where game designers here or maybe a discord for that existe
How do I get someone to post my thing in there
imo i feel game structure and or formula is also important to the end goal of consctructing it mechanically
and just your own opinion may be lacking perspective where you might be able to imrpove or truly evolve your design into something more unique and nuanced
are people who use bright theme in discord the same who use dark theme in VS/Rider?
ben you dumby head D:<
@drowsy snow any idea where or what the answer to my question would be
so far it seems like louge :C
i would say both of these channels have gone off the rails, but lounge is currently going for world record
anyone has an idea why my child actor wouldn't spawn?
it's visible in viewport, the child actor works fine when placed alone in the level, and it's set to always spawn and ignore collision
i have no idea what else could make trouble
when i change anything on the child actor component while the game is running, it spawns in -.-
imma just repost this, to get back to channel topic :>
and still looking for a solution
you're smart Ben, you'll figure it out
show me the blueprints ben and ill see what i can do
i promise not to let you down like you did me~
so spawning it works but its hidden? is the child actor marked hidden in its bp? kinda hard to sort through what you're saying, i kinda understand the scenario
it seems like the child actor component doesn't spawn it until i change something in the details (while game is running in PIE)
is it reference properly?
so i'm wondering what else could block the spawn, beside of collision
the child blueprint
maybe the disconnect is the child isnt being remebered to come back
wait, is it a child actor or child actor component?
an actor within an actor (child actor component)
i know what they both are, but you originally said "anyone has an idea why my child actor wouldn't spawn?"
hm, sorry if that was misleading
so is there a child actor?
is the child actor component referenced by the system
that is spawning it
so this cac spawns but is not visible until you change something or you change something and then it spawns? sounds like the former from what you said because if you changed something on it then it would have to exist already
no, it spawns not
this is typically a variable of some kind tied to soem nodes to keep track that this particular set of code exists and will be used constantly
then what are you affecting to make it magically spawn in?
if the actor is properly referenced and being plugged into the spawning code
than the spawner would be broken
from my limited understanding of course ^^;
ditto
see this "child" of the walloven
it only shows up when i change any flag of the child actor component in the wallOven Blueprint on runtime
like visibility
i would assume
that particular one
isnt being referenced
but maybe the one up above is
walloven instead of doorwall refgriator
the first hadn't when starting the game either
Hey guys, I was making a cel-shader with the help of the tutorial by Primastica Dev, I made it and applied the material in post processing , but now my sky sphere bp dosent work well, and the fog and post processing like bloom and light shafts are also problematic! PLease Help!
it just spawned when i changed a flag
mine one?
oh k
let me take a look at your issue airi darling~
im getting so confused by these terms. what class is WallOven and what class is DoorWallRefridgerator?
oh you are right
k
they spawn somewhere else oO
Is your post process set to out side of its bounds
Yup, it's unbounded
both are actors, oven is the master and DoorWallRefrigerator is the class for the CAC
its a check box which can make the effects spread beyong the box
Yeah, but whenever I uncheck it and get out of post process volume, The cel shading can't be seen anymore
alright, then there is no actor component class which is what i was thinking. ok. gunna toss that term. you've got a parent and child, both actors. So the Child does not show until something changes on the parent?
isnt the issue that the cel shading is spreading beyond the means you wish* to display it upon?
the child spawns at 0,0,0 apparently
and when i change something it respawns at the correct position
for whatever reason
No no, the iussue is that when I am imlementing the cel shader, the sky sphere bp and post process effects are problamatic
move spawn to location?
or possibly tie to spawn to the area intended by using world placements or even world location nodes @neon bough
You can further tie to the mesh or actor by association on the target than pick the position you want
when you spawn the child, are you using attach to actor?
I just ssaid that but longer D:<
so i don't get why it would spawn in the middle of nowhere, instead of attached to its parent
oh holy shit the layers 🧅
THe bottom on the top
because no code is ditacting where i should spawn
Wait I am sending some more ss with relevant thingsa
use a world position or actor spawn node and tie that child to the actor intended
me?
you can even link the variable to the target variable than plug it into the spawn node
me?
huh? the child actor component should always be relative to the parent?!
no not that's for ben
um Airi are you trying to reduce the effect of the first or seecond picture
kighting setup and everything is same
I am trying to get the look of the first one
with cel shading, but it looks like the second one
yup
based on the location values i see from the screenshot, it looks like this child actor you have is with some offset. I think thats fine because its relative to its root (scene comp) so to get back to it. Since you are spawning this actor (refridgerator) how are you spawning it?
try changing the bounds or picking a different post process effect
im not all that knowledgeable on materials in all honesty
I think if there is a way to make custom skybox in the post process material
it would be good
ok thanks for helping
i have no idea how to make sky boxes nontheless im sorry for being of little service to you ^^;
it spawns automatically when the parent spawns
have you ever worked with CAC?
so you are not using kind of spawn actor node anywhere for this?
i'm actually confused if i'm totally on the wrong track, or if you are assuming
not a probem 🙂
I have, its the confusion with terms
no
then spawn should have never been mentioned
the CAC pretty much handles spawning and attaching to the parent
but apparently the location is messed up
oh i thought you were handling basic spawn actor nodes
so all of this is placed in the level, by you, this WallOven, childed to it this Refridgerator actor which inside has a child actor component and it has a refrdigerator reference - do you see how this was never clear?
than im not sure if i can assist you xD
well you just said you are not using the spawn actor node anywhere, so the only way for this stuff to exist is being placed by you
having the oven with a CAC with the door in the level will spawn the door actor
it's just managed by the oven/cac, not by me
however, the door shouldn't spawn at 0,0,0
but relative to it's parent
if your spawning something, show me the spawn bp
show him* that part
which part?
the CAC part that handles spawning
so i should dig through the engine source now?
im sure the code has to have the spawning part there somewhere
wait what
i thought it was a component?
it is
is this engine source code spawning, a plug and play component for spawning, or code you wrote yourself?
hi matheww!~
you give the CAC a actor class, and it spawns that one
have you eliminated the level as an issue? just a weird question but just the oven in a blank level and if it spawns normally
very smart suggestion!
no matheww, let me give that a try
matheww big brain
Hi, i can't package my game i don't know why, so here is the error log
matt, i dont think there is ever any spawning going on, im so confused by the terms thrown around rn
the child actor component creates/spawns in the class that it is set to use so it is correct its just auto handled by the component
ooo sorry
could be, could be a collision issue (which would be weird, but you could try eliminating that to test?)
generally collision causes that spawn at 0,0,0 issue. Its not likely its getting spawned before the parent as that would cause it as well
well, something that crossed my mind earlier was the offset not being relative but world or something funky like that, but im just so lost
i think your right about that, and its just failing to spawn in the desired location, then somehow it moves it to
set the collision to nothing in the child class and see what happens..
hm, tried with removed collision on the static mesh in the child, but maybe one of the other components in my door class are acting weird
did you know from the start what he was talking about?
that btw. shows the issue
@bright sigilyes, I have experience with what he is talking about
good to know that it could be an collision issue, i'll try few more things
thank you MathewW
i mean it could be a UE5 issue as well unfortunately lol
like.... for some reason the parent isnt valid when its creating the child component and it has no valid location to spawn to
but if you set it all to have no collision and it still does it.... 😦
that's possible, as the door is initially not a child of the oven for some reason
but when i change a flag in the child actor component, it destroys the old door, spawns a new one (in the correct place) which is also attached to the oven
yeah it should be tho as the parent actor should spawn and then it should create its components which means it should be valid when the CAC registers itself
all you could try is duplicating it in 4.x and seeing what happens
i'm getting the same result with no collision on the door, so i guess the engine is doing something wonky
or me doing something wonky in the oven class xD
definitely a possibility lol
@grim ore weird question
if you dont mind of course
lets say i have an attack that deals 10 damage and chance to cause burn effect
but this attack has 3 stages each one deals a different effect or damage rate based on pressing it once twice or three times but only one of the 3 effects would occur
what would i do to delay damage or effect proc chance until the tier of attack has been settled
well, i believe i setup something similar to what you are doing (play game with an actor and its offset child actor component) and its working fine
wouldn't i have to make a check setup where once the attack occurs it checks if its finished and not going into the third or second setup and if finished than present* the effect and damage
@prime willowmaybe set it up so the "effect" that will trigger is cached basically. default is nothing, when you start attacking and finish attack 1 then it becomes the effect for attack 1. this would repeat for each attack, continually updating that special effect to be the one based on the last finished attack. Once your "done" attacking it would then trigger whatever effect has been set
how you do this all it depends on your current setup for abilities and such
the bad thing is the gameplay ability system is what should be used for something like this but... its not an easy system to learn or start using
so something like this:
attack1 is active, -> cache the possible effects for the attack1 - attack 3 -> check which attack finished using anim notifes or some form of comfirmation that the attack use window has ended - > place effect based on which of the 1st to 3rd attacks are done right?
i hear alot about gameplay ability system but ive yet to check it out thoroughly i just keep hearing itll solve complex gameplay powers or abilties sort of stuff which excites me
but does my theory about how to set it up sound right?
it requires C++ is the biggest issue
oh
lol my C++ is rusty as heck
granted i dont mind using C++ if it means getting my goal done as intended just extra sufferance lol
your way would work yeah, I dont know how I would implement it as it would depend on how I set my systems up
well i want something akin to phantasy star universe's photon art systemss
where an attack has three stages but the difference is i only want one of the attacks to proc for damage and effect
★☆★☆ Check Video Description For Details ☆★☆★
My Psupedia Page - http://psupedia.info/User:Cloudstrife_xx
Striking Photon Arts
- time-stamps -
Knuckles - 0:20
Twin Saber - 2:03
Twin Claw - 3:27
Twin Dagger - 4:59
Whip - 6:23
Sword - 7:20
Spear - 8:27
Double Saber - 9:26
Axe - 10:41
Saber - 11:47
Dagger - 12:39
Claw - 13:17
Slicer - 14:17
I ...
^ this kind of thing
gameplay abilities would be would help with what you want. Its designed to do things like what you want when set up. You would do an attack, then queue up the special ability, then if you attacked again you would just replace it with the 2nd attacks ability, and repeat until you are done then apply whatever effect you queued up
so i definitely want to touch that asap than since im finally moving to combat systems!
speaking of which have you seen my movement system yet~?
if I was doing this lazily off the top of my head just to mke something working I would have an enum with all of those "effects" and a variable like "queuedeffect" that would be none. every attack would set the "queuedeffect" variable to the enum value associated with it and once you are done you would basically have an enum to check which effect to do
ooo thats even smarter!
my way would of been stupid clunky lol
just gotta set it up about 14 more times for each gender species and age range
but its got some limitations (only one effect "queued" up unless you set it to a bitmask) but if only one is needed then its an easy implementation
the movement looks nice
thank you ❤️
its a prototype but its alot better after i fixed some bugs and cleaned up the stuff
still need to get prettier animations for the human race
to really capture that human nature and indomitable spirit >:3
than do it 5 times over for each age range and gender than double that lmao for every species sweet god* lmao
thank you so much ill pin and note this coversation since im touching combat finally!
yeah the Gamplay Abilities plugin is a really nice system its just..... super robust so trying to jump into it is an evil mess of learning
Is there a way to get at least the files to the Matrix demo on pc?
yes
If I want to make a Star Fox-like game where the player's space ship can only move on an imaginary 2D plane BUT I'd like that plane to follow a path like a roller coaster and even twist/rotate should I make the imaginary plane the Pawn and attach the ship to it or should the ship be the Pawn and I handle the imaginary plane movement some other way?
Yes, just wait for it next year.
how so
work for Epic Games, they have a copy of it
wow thanks.
shrug all you asked was "Is there a way" and there is
Epic even made HighResShot of the demo in the project editor for press kit
HMD is my main character blueprint that possess the controller. so I can call Event MovementAxis X - Y from HMD. how do i make it so that i can ALSO call movement axis from the Mcontroller blueprints ?
I can call "turn left" in the HMD, but I cant put that same Turn left code into the Mcontroller. Id like HMD to be the main character, but share some controller input with the Mcontroller, like jump or grab
is HMD a pawn possessed by MController?
IF the issue is the red input event is not working in both blueprints, click on the event and in the details panel tell it to not consume input. This will let the same input work more than once per input event.
Otherwise, input should go into a player controller then passed into the pawn that is controlled automatically. If you need the controller to tell the pawn to do something, then you should take the input in the controller then tell its controlled pawn to do something (custom event)
Hey I recently bought a uasset of a pixel art how do I extract it so I can have the art as an png
load the item into the editor, then you can right click them and export the image
wherever you bought the asset from should tell you how to get it to work in the editor
Sometimes the asset pack provide PNG files somewhere in the project folder (if it's Complete Project)
there is a button in the launcher for adding it to your project
I’ve added it
then right click the assets and find the export option
Look for the texture files, not the Paper2D sprites
In my desktop or through unreal engine
When I go into the files there’s no export as png option only TGA, PCX, HDR, BMP, COPY, and T3D
TGA is what you're looking for.
Hey friends, I am running into something that I can't quite wrap my brain around. My engine is crashes, but there are no crash logs. I'm using 4.27.2 and it happens consistently when I exit VR Playmode, but not immediately. I can stay in the editor as long as I want until I enter playmode. Once I exit and take off the headset, even if I don't touch a single button... somewhere around 40 to 50 seconds later the engine simply closes and brings up the epic games launcher. Any thoughts?
So I'm trying to set the weather preset from a widget bp to ultra dynamic sky weather, how to do this?
Oh my goodness. Show bubble is unchecked by default, after all these years. ue4.27 ue5 X_x
automatic comments on comments was a bit redundant.
Guys, I am new in Game Development and I'm actually working on a Bike using the WheeledVehicle class. I was wondering if there is a way to do a sequential shifter (change gear without use the gear 0)
I am working on painting some set of foliages on a static mesh object. But those foliages are getting places only in Z axis direction. I want the foliages to be placed in all directions. And also in some places of the static mesh the foliages are not getting painted. Can anyone help me in fixing these.
Does it has to be foliages?
Yeah, those small meshes have to be completely painted on that big static mesh object
Was going to suggest hairs, but that can't have plants.
You might get better mileage with the plants placed by your DCC tool, with different material slots and UV maps, and export it per usual
The foliage tool was really meant for upward surfaces in mind, not a bendy looking pipe thing
hi. In ue4.27.2, when I open the engine scalability settings, the engine crashes
What's the crash reporter's logs said about it?
Yeah we tried those, but the mesh is getting too heavy and was not able to import that mesh gpu was getting crashed
Anyone have any luck making your own photoscanned assets? And what is the limit for what you can use photo scans for? Can you use it to create humans, animals, cars, the like?
Basically anything, you just have to retopo and optimise them properly, if you're not using Nanite and/or it's not a static prop (Nanite can't do deformable meshes)
Some tuts for photoscanning with Blender and some free tools (Capturing Reality is now cheap BTW)
https://youtu.be/6VjA9EfkFSc
https://youtu.be/dKo0rWXVAlc
Your support is appreciated!
https://www.patreon.com/peterfrance
And a deformable mesh is anything with animations correct?
Im self taught and new
Just saw that video, haha
Just wanted to ask someone about it, cool beans though.
Thanks!
I just saw, the max map size is 20x20 km, is this still the case, or can I expand it much further now that UE5 is available
If you're using UE5, Large World Coordinate is a thing.
Hei bro, it is possible, if we change the "Ground Slope Angle" Max value to 180 in Foliage Placement we can paint in call directions.
What NDK version does UE4.26.2 require?
Found it, it's 21.1.6352462 if anybody else has the same problem
I've got a little unreal app that takes screenshots in packaged builds.
When I run it on my machine, it works obviously and I get notifications on the bottom right saying that a screenshot has been taken.
However when I send them to my friends to run the same program, for some reason it DOES NOT take a screenshot even though when they run it, the game 'pauses' to indicate that something has happened.
I thought that maybe they hadn't installed the "UE4PrereqSetup_x64" and "VC_redist.x64"
But they installed it, and still the game can't take screenshots for them.
So I'm thinking maybe they haven't installed something on their system yet that my system has, but I don't know what it may be...
Has anyone encountered this?
how can I change the dedicated server port?
hello. I'm trying to import my blender rig to UE but the mesh is not one mesh but several meshes parented to the armature. will it work or should I join everything so it is one mesh?
Is there a way in widget text fields to force each character/number to always occupy a fixed space? As in 1 is no thinner than 8. Or is this solely question of the font used? Letter spacing has no difference to this
You might be able to fix it through external app like FontForge
@plush yew @drowsy snow Thanks guys, I'll try to change the font then
Hello, I made a few models and 2-3 of them are having weird, intense shadows at some places like this one
what can cause this or is it possible to find out what is causing it?
Maybe the light/shadow maps resolution
Do DataAssets cost too much memory or have noticeable negative effect on the performance if we have a lot of them? Let's say I have over 5000 inventory items and all data assets are stored in an array inside GameState.
my character is flipped and i cant unflip the normals in blender, as every tutorial seems to be outdated or doing nothing and i cant see if anything changes in blender because the model looks perfectly fine there. Only in unreal engine i realize its flipped inside out
Screenshot for context.
blender paint mixamo all show it correctly. I gathered from the internet that the normals have to be flipped
mabye im not even sure anymore
Thanks for replying. Is there a specific way to look at the size it takes? .uasset seems like 3KB but I'm not sure if it's the correct place to look.
Could someone help?
I am trying to find a.. "SunDirection" node for one of my setups to work
Well the correct name would be "Input SunDirection (vector3)" but I know how to set the input type
Hey! I'm a bit stuck with the logic of loading saves from the main menu of another map.
I have a main menu with different save slots. When saving the game, I also save a few variables: location name, screenshot, etc to show it loading menu.
The problem is that the start menu is a separate map and I can't get data from these saves.
I'm probably missing something. Is there a way to get data from the save file before loading the map?
How to change the default port of dedicated server?
That easy? Goddammit. Thanks @plush yew!
Why UE is such a hard to learn? 😥
How long have you learned UE?
It's going to hard to learn without patience and strong will to learn.
Few months ago I started. I still don't know many things. I think maybe I'm not even know basics good. Just everything seems so compliceted, I really impressed by peoples who can do / build something in UE.
which one should i use
Both are entirely different settings.
which one is more good?
Not even comparable
okey thx
Use Fixed Framerate makes everything pretty much framerate dependant. If the user suffers from low framerate, lower than the target, everything slows down to a crawl, and vice versa.
Smooth Frame Rate pretty much trying to eliminate stuttering or uneven frame pacing.
https://answers.unrealengine.com/questions/90743/what-exactly-does-smooth-frame-rate-do.html
I'm downloading unreal engine on my brand-new Windows 11 computer. What checkboxes I need to untick for this?
