#ue4-general
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that is great, will you also making more of your own game at that time?
computer science really will help you with information and code languages alot π
pffffffft... π 7 - 8 months, got my optimization knocked out in 7-8 minutes about half an hour ago /s
oh yea I will still work on my own games, and we have some basic c++ courses that taught basics of c++, and then after those 2 classes we had one that we started using c++ in ue4 instead of blueprints, but yea my programming knowledge could really use an amp up.
my project has a lot of things changing in between because as time passed, newer information was being found that helped increase the accuracy of assets and other information, which meant I had to go back and update things a lot, so it's quite a unique project versus any other game someone makes. Plus I'm learning as I do things so there's lots of trial and error going on.
nah I was completely joking, my optimization included changing one value to fix overdraw on my grass. thats why I /s'ed it.
You can't.
Navmesh debug view and rotator gizmo is emissive.
Does Unreal engine work well with machine learning?
Depends on your implementation.
say I wanted to make something like a car that avoids walls and completes levels
Is unreal engine a good choice for that kind of thing?
If you know how to integrate it to C++, then it's possible and plausible.
k
thx
or do you think unity is a better option? There seems to be a lot more results online for unity and machine learning
Not really. Unity is just used by more people.
You can put practically anything (that's using C/C++) in UE4 as long as you can make use of it with Unreal C++. It's just that people who know how/wanted to put third party libs in UE isn't as much as Unity's.
k
thanks
yea I know haha I just like to explain things lol
have seen some people use both
hey everyone
why does my combo box open so much lower than it's supposed to?
if I move it to another container lower then it opens correctly but I want it there...
so I tried just a basic noob attempt but this doesn't seem to work, it's all on instead of on/off
it's not 0-1, it's 0-randmax
so it's probably just giving u a higher value than 1 ever ytime
press ctrl + alt on it for info
I put the 0 because if I need to have "lights off" then emissive would be 0. But has this changed in this setup, is A and B supposed to be min/max values?
press ctrl + alt on it for info
yea but if A is a float 3 I believe? Coming in, then B should be ... 0 no?
I dont get it
same haha. As in I'm in that grey area where things do and don't make sense. Figuring it out
in this case I just need either the colour that's fed to A, or everything off/default/no emissive for B. I thought the per instance node would have just assigned some instances hard A or hard B values
maybe lerp is the incorrect node?
right I'll see with if, thanks
gotta say the material If node is real wonky lol have to reorient my brain with this
in ue4, how can i put a 3d model into a widget? i need it to rotate slowly or follow the mouse for rotation
Is it ok for the android content cooking process to take 30 mins +?
The value going from the colour -> multiplies -> Lerp A = float value or RGB vector?
Wdym, how much does it usually take?
the If won't take anything other than a single float apparently
maybe you have some things unnecessarily involved in the cooking process?
I just wanted to play the game quick on the quest 2
But I guess I didnt have to hit launch
Not without using scene capture + render target
Try excluding editor contents.
Is there a project setting or...?
It's in Project Settings
unless I'm not understanding this right, it doesn't look like i can use the If and Lerp nodes. I can't figure out where the lerp output is supposed to go into the If and anything else like the multiply outputs aren't agreeing with the If input slots
but then how would the per instance node fit in this
okay I understand, it's not showing what I'd expect so have to fiddle around and see what's up, but thanks so far
yea unfortunately it's still going to make ALL the meshes with this material either on or off, not randomly chosen meshes which is back to square one
and it doesn't seem to respect the 0.5, but it changes if I got below 0 (even though the deciding number is 0.5 in B). So I'm not sure what's going on there
is that using another camera?
Yes, but not the same as camera component.
Also scene capture's performance is awful, even with C++ updating the frame.
I'm trying the other thing, where I get all those 1500 meshes and jam them into an array (depending on which material they use).
I figured I'd set tags in the components, although I'm not sure which is the right tag to set (component or actor tag?).
Anyway, it doesn't look like the dynamic material is being assigned. I have already assigned dynamic material instances to static meshes before, so I know I'm doing it right with things hooked up, I'm just not sure whether or not the array is being populated or not and that makes me wonder about the tag types aforementioned. Is there a way to see whether an array has been populated or not? Normally a variable shows something like "current value" when running the program, but I don't see anything for the arrays.
If we're living in 1996, then yes.
cool
Hi, is there a way to not blend a specific texture on landscape without messing with the landscape blend node?
I want to paint grass on dirt that overwrite the dirt in order to not affect the grass texture colour
Anyone know how to Import Ready Player me MetaVerse Character with UE Mannequin skeleton?
someone managed to do it before, but i think they still dont have an official way to do it yet
hey there I'm new to the UE4 community i used to be in the UPBGE community fro like 2 years now but it's a bit complicated and i thought that Unreal Engine Community is also gonna be cool and UE4 is easy too as they say. I allways wanted to make a 3D horror game is there like tutorials on how to begin like from scratch without using like Example projects that UE4 recommends itself. Thx for your time to read and i hope i can get along with this community and make my dream project please help me getting started to make a 3d Horror game from scratch
is this going to destroy everything in existence?
does anyone know why this crash is happening to someone trying to open my game?
Because I am in a catch 22 situation
you know what I Mean
I haven't hooked it up because I'm still writing it
well it will set dynamic material to it that's about it
like this
the problem I'm having is that:
If I use "get actors of all CLASS with Tag" then it doesn't populate the array
If I use "get actors with tag" then it does fine.
But if I use the latter, then I am unable to pull a static mesh component to which I can assign a material, unless I cast.
in the case of get actors of class with tag, I am setting the class as static mesh actor
yeah it'll be on beginplay
Pinned message, it's in the top right corner.
Or the right side menu, if you're on mobile.
Thank you
why is my combo box opening so much lower than it should be?
https://gyazo.com/7edf1a69c716c2b9a86b4bc17e4bddff
my code is executing (verified by the print strings) but the material isn't changing. Don't really understand why.
For the static meshes I did this thing with dynamic materials and emissive control, I have the same stuff going on except those are not in an array
Anybody knows any good books for UE network replication in blueprints or c++?
Not a hard print book, but see pinned message on #multiplayer and #online-subsystems
Thanks.
Is aiming down scope a aim offset?
yea I knew about zooming in but it doesn't seem to affect zooming out :/
Oo so it zooms in further than 1:1 ?
Someone on a forum wrote many years ago to expose a property in the source to increase the zoom out but that requires recompiling the entire engine so yea, nah lol
yes
ctrl mouse wheel you can go up to +7
but it's not really so important since zooming out is more helpful to have an overview.
Thanks π
Hello! Is it possible to create an instance of a class (not a subclass) in the editor as an asset? or do I need to write a custom UFactory for that?
Bp or c++ system which one should i use for survival game?
Both.
And no need to ego on C++ over BP.
Can i use c++ if i choose bp
It's a balancing act.
Okay thanks
speaking of C++ and BPs, is it always recommended to use data asset classes for things like enemy types and that sort? Or is it forgivable to just go balls to the walls blueprints only
Hey Guys, I dont really know in which channel my problem fits the best, so i ask here. I am completely new to Unreal Engine so i started with an tutorial for unreal engine 5. I followed it through the half and now an Problem occurred. I already had done some stuff with lightning but when i started with the Landscape, I needed to create a new light but the problem is now it doesn't work the same as in the tutorial. The top picture is my "work" and the bottom picture is the one out of the tutorial. What have i done wrong?
double click on your landscape it should focus your camera on it. Is it visible then?
double click in the world outliner
#ue5-general or if you are using lumen #lumen may be a better channel π
no
what happens when you remove and bring in a directional light again?
no difference
your light seems to be pointing upwards btw
nothing happens if you rotate it to point towards the ground?
are no other assets being lit? Like boxes and such?
maybe bring in a skyAtmosphere into the scene
it work
thanks
haha all good
propably the lostest mistake ever xD
nah don't worry, everyone starts somewhere lol.
heya
im new here but straight to the point, anyone good with UE4 enough to mess with the PAK file and modify the content within?
This server generally does not have anything to do with unpacking PAKs
are there any functions to pop out random elements from an array?
or, getting a random bunch of elements?
will removing the element auto resize/take care of the empty spot in the array?
okay thanks, will try it out
right?
wait how do you make those old school for loops between defined i and j
the default foreach loop node only takes in an array
ok yea had to type in loop as well lol
I remembered seeing it but it didn't show up until I typed the whole thing in
hey, is there a section in this discord where i can ask a question?
im not sure where to ask my question ;p
im not sure what it falls under
probably blueprints, thanks
oh, yeah ill do that then
so im following a pretty bad tutorial, the guy doesnt explain much but i got most of it to work.
im creating a store, where i can pick up coins and use them to purchase upgrades
my issue is that he has a variable that stores the coins value across blueprints
and my coin pickup is not updating my value, i can only spend currency that i add manually to my variable
what's up people
this is my first week with the engine
tell me how to do everything
there is too much in the engine
yee
I've been farming the free-for-the-month assets for a couple years
so I've been enjoying putting my packs together
like retargeting the animations pack to the archviz characters
I made them go work out in the park
I like the blueprint editor quite a bit
and it's cool that all the functions are plain language, like branch is "if"
that's considerate
except undo, that's a nightmare π π
always the dilemma of do I want to hit ctrl S and lose all my undos, or keep my undos but risk losing everything in a crash lol
catch 22
in the end
everything must be committed in production
or discarded
there is no inbetween code...survival only of the fittest, best documented code is key
the tutorial im following decided to ignore this part of the tutorial
and im pretty sure thats why i cant store my variable
does anyone know how to convert a variable from one BP to another variable
uhh I think you can probably just make a coins handler blueprint
and then anything having to deal with money
put the amounts in question and the transaction details into public variables
then send a custom even to the coins blueprint
have the coin manager blueprint get the transaction details from the other blueprint and register the details of the transaction, manage user accounts, etc.
Not sure if this is the place to ask ..but I was working on using displacements for textures "brick/stone walls" and realized I can't just import my displacements from Bridge in UE5 I've had to download the texture separate and mix them basically. I understand now that the displacement in ue5 is in the red channel I think of the roughness texture but is there a way to do it without me having to download the textures onto my computer and a way I can just use the direct to ue5 bridge textures? I am not entirely sure how to take the red channel from it and use it in engine either..hopefully this question doesn't seem too confusing.
but it's my first week
is there like a tutorial for horror games ???
please ?
anything to get started
???
Raoufspider..there is a horror engine add on in the marketplace for free if that helps.
Your First Hour in UE4 course
https://learn.unrealengine.com/course/3756115
oh dang
anyone ever have their blueprint suggestion in eventgraph completely stop working all of a sudden? I had that flickering issue but applied the fix pinned here was working fine now idk what shappening
okay congrats, I have my random windows lit up when it's dark.
To do:
make it random each time there it goes dark
set timers to cycle some of them between on and off but that sounds like a headache I don't have the energy for atm
Ah, I downloaded it didn't get into it I just knew it was on there in case he was looking for something along those lines.
is there anything that i can add to actors, something like a tag
i need to get that from a line trace
to distinguish between certain actor
is this going to copy all to all? Or just the first index?
sanksss
ok I've got random selection everytime it goes night working too. But no way I'm gonna go for the other thing I wanted to do now haha
I'm more curious about how to manage things in day night cycles because I often notice if I increase the flow of time, it kinda breaks things where some things fire too late or not really. E.g. changing PPV settings, skylight values.
Makes me a bit worried what would happen in actually complex and large games and how to tackle that and make it more, immediate, I suppose
does anybody know the kind of system games like GTA implement? For instance, are they swapping out lightmaps for changes in time? Swap in for night? Swap for day? Or is it all as much GI as their engine can calculate
potentially you could make a game clock and time all of your events off it
there are industrial machines that work that way
I have that all setup no worries about that
currently I have events that fire off if there is a change in enumerated times of day so it doesn't hog up all the ticks
smart use of tick economy
yea it was quite the headache initially but with help we got there
If I launch my vr game with my quest 2, will it download on my quest and play it separately?
How can I make a Particle Emitter have a faster burst? It only lets me set it at 1, I want the burst to be more frequent.
so umm i kinda like downloaded this Horror engine thing and i tested it but my pc can't take that much of high graphics is there a way to like make it low ???
@plush yew any help ??? sorry for the ping btw
how to spawn lots of foliage on fairly big landscape without huge fps drops? what you need to optimize?
LODs and cull distances.
"1" means "Spawn This Every Loop". You need to increase the loop frequency
alright, watching lod tutorial
How do I do that? I just looked and dont see that option
Try messing with Emitter Update > Emitter State > Loop Duration
Where is Emitter Update at? haha
Oh fuck this isn't niagara lol
Yeah... just a simple particle system
Uh looks like #visual-fx is the right channel to ask about Cascade. Sorry for the confusion!
Well so there's two systems, Cascade and Niagara. Niagara is functionally replacing Cascade. It's more powerful, but that doesn't necessarily mean Cascade is simpler, or easier to learn.
If you're just starting out and don't have any particular commitment to Cascade, I might suggest just learning Niagara from the start
Is it possible to have the design of unreal engine 5 into ue4 as ue5 isn't stable yet to be able to create a game on it ?
What do you mean by "the design"? Like the editor layout? or a particular tool?
The UI of it. Like the modern black color, the way the folder looks,...
anyone know of like cache settings in unreal engine you can tweak or something that could cause cache issues? My project is about 200 GB (game is only 10 gb) packaged, but been noticing things slowing down recently lol, my SSD still has more than 10-15% space left that the game is on
Hi everyone around. Hope you had a good start to 2022 !
I dont know. The UE4 editor is pretty customizable. If you didn't want to do a ton of work, you'd hit google and see if you could find a UE5 theme someone already made for UE4. That said, it's kind of a tough search because there's so much overlap between that and like UMG styling when you hit terms like "UI appearance"
no, it is quite extensive internals rework involved
I have a tricky problem with my game. when i start the game in 4k navigation works fine.
If i start in 4K change game resolution to Full-HD navigation works fine, too
If i start the game in Full-HD I have two navigation issues. ( cant reach one object and I cannot reach a region ) If I than set the game resolution to 4K, everything works fine. If I than set the game back to Full-HD everything works fine, too .... Its really strange ...
Any ideas about this problem ?
kind regards
Ingo
any ideas how to get soft body cars in ue 4?
Hi. I am a beginner and need to add a game mode similar to "team deathmatch" to my game. So i am looking for a good tutorial or tutorial series that include "game mode" and "team deathmatch" in it. Anyone know a good tutorial for that?
It's for Unreal Engine 4.
It can be payed tutorial
don't think there are any tutorials
tldr you need just a subclass of GameMode (which is GameModeBase + match logic),
you add a "teams" (just index or a struct that represent a team data) to game mode/player state
on "handleStartingNewPlayer" you do simple assigning of player to a team (random)
check UnrealTournament or ShooterGame
Hey guys! I've got a question regarding physics assets & cloth.
I've bought an asset where each cloth mesh has its own physics asset (a sphere which defines where the cloth will collide with a player), and as I swap it out with the physics asset of my player for more accurate simulation, nothing changes. It seems to be hardstuck to its own physics asset, and it doesnt change even though I swap out the physics asset in the mesh editor. Strange, right? Anyone experienced this before?
Have you tried turning off and back on? π
Turning what off? π
Yer brain of course! π
π€€
not messed with cloth physics so my answers are strictly limited to sarcasm and dry wit. π
@thick herald you have big smarts
I has question
If my mesh has morphs
And I want clothing to showcase and bend to those morphs
Is having the same morphs on clothing the only method
I heard of stuff like shrink-wrap and data transfer being possible options
I've not used morphs, so can't comment. Sorry. π
Its okay <3
I summon the 4 horsemen slackers of unreal!
@plush yew @drowsy snow @Ben @bright sigil
how ?
right corner
this is now something that makes me trash out my computer
i also dont use MTs
fwiw, the skinned weight from animations + physics cloth work together, MTs might mix into that idea as well, just a hunch
#legacy-physics may have answers @plush yew
Im looking at having the player being able to take photographs in my came using the console high res screenshot tool and then converting them into wall mounted prints in a house - can UE BPs access the photos in the screenshot folder or would I have to put them in a different folder?
Thanks
anyone used Data Registries
http://thegames.dev/snaps/UnrealEditor-Win64-DebugGame_5yxMxD5vSh.png not sure why this is returning nothing
Should I get unreal engine 5 or 4.27???
Asked previously in #packaging to no avail, was hoping asking here might help.
Also asked here: https://forums.unrealengine.com/t/enabling-use-of-function-keys-and-tilde-in-shipping-build/267647
Iβd like to use some function/F keys or tilde, but it seems their use is completely disabled in shipping builds?
Iβve turned off the debug tool binding via BaseInput.ini and the keys work fine in development builds and in-editor but they do nothing in shipping builds even when bound to an input action or using keyboard events.
Is their any way to enable their use in shipping builds without enabling dev tools?
Function keys are used in so many games it boggles my mind how nobody has ran into this issue.
Thanks for the answer. How come all my emissive materials seem to be extremely emmissive then in this project? Because I cant see anything in lit mode lol
4.27 because 5 isn't officially ready yet.
Does anyone know how to get that repetition in the texture?
I just randomly started making a platformer game in my game π¦ wow this is a lot more fun...
hey guys. playing with some postprocessing stuff but this reflection is not being postprocessed
what am i doing wrong?
try #graphics or #visual-fx . Maybe you can change the pp effect in the material to be before translucency (or any of the other settings). Otherwise, I'd guess that reflections are part of the pp pass.
yeah that sounds right! thank you π
does anyone know of a way i can merge two sublevels together into one?
hi people
i wanna learn how to make games in unreal engine
so umm
where do i start
Hi all, anyone running steam dedicated server on 4.27.2 source? any issues? just wanting to upgrade from 4.26 or is it worth jumping right into 5.0 even though its in beta? I'm a long way off releasing my game but I still want to package and test on Steam. Thanks in advance π
can i open console if i havent setup a open console key ingame?
Anyone here familiar with Blender to Unreal and might know why my collision doesn't work when I have the correct UCX_ filenames?
oh fuk i got the bot dm too lmao
i got it too it was a job application
was it like arbit?
i got pranked by arbit
me too
there's a prankster going around phishing people
you can disable dms on this server so people you arnt friends with cant text you
magic!
yea
are those of us who filled that google doc going to hell now
Yup got spammed by a bot too. Muted it, dunno how to remove/block.
It's muted "until I turn it back on"
Fck, I had just woken up and was still groggy so I filled that form out, I was job hunting anyway
That announcement came too late
I normally go search whether they had made any posts in the mutual servers first.
chris let me know if someone kidnaps you from your gmail, i'll let you know the same lol
Gotcha
niceee
is it that bad? i havent tried yet
i really dont know what the worst that can happen is
Your computer gets hacked?
All the passwords saved on chrome gets leaked?
Stuff like that?
I have no idea but oits funny meme lol
So apparently square enix uses custom builds of unreal engine for Kingdom Hearts 3 and Final Fantasy VII Remake, adds on a whole load of new classes and stuff, even outright using their own physics system instead of the one already in Unreal Engine
@plush yew donβt DM random people to ask to work for you π
If you would like to discuss the bot DM issue, you can do so in #server-feedback π Thank you.
Ah thought the spam issue was slightly different my bad!
:no_entry_sign: TOKYO#5907 was banned.
Anyone else's epic games account get randomly disabled?
Hey, can anyone explain character controllers and characters to me? All the example projects I have to look at just use the default controller which I can't find a blueprint to look at. I could make my view spin, but not look up or down
I'll be in unreal hangout if its easier to chat
got logged out but I just closed and re opened and I was in
hi all i need character unreal engine officiel How did I make it appear? I changed my character and suddenly I just removed the other one there is no longer
The most realistic part of the spam messages are the +2 years of required experience for minimum wage
speack for me?
Nah mine literally just got disabled for something to do with fraudulent charges on my account
Im so confused
I have over $1000 of stuff on my account bruh
i smell a nice lawsuit
oh shoot
nvm they just emailed me
YEAAAAAAA I GOT IT BACK
Greatest spam message I got was my last boss asking me for things that either couldn't be done due to engine (or general common sense) limitations or asking for things that were way outside of my pay grade.
Ok its really weird, for some reason this only happens in one level, and then other levels its fine. Quite annoying because it also happens no normal emissive materials.
Is this some level specific setting?
So Google doesn't show anything about this, but, how would I transfer levels from a level with World Composition? Load Level literally loads the entire other level into the current world composition map.
Hey so when i was making a very basic way to attach a actor to the player model... so when i raycast it... it disappears and when i stop the "game" this is the warning i get
i am very new to ue4... i dont know how to debug this
could someone help π
the event graph of the player controller
Ok if I turn off auto exposure it gets fixed, but its weird it only happens on that level and now my point lights need to be set to something like 500k
the scene component
Is it possible to open an unversioned umap file in ue4?
I am able to see my assets in Glidor's ue4 viewer, and on the website he mentioned this:
hey, i imported an fbx to ue4 and all the files ive tried comoe out like this
i dont think its the actuall model
how do i flip them?
digital compact cassette?
in 3d application, select "face" and check for flip
Γ±
unlike 3d software, game engines render only the proper side of a face. To see the "face" of something as thin as pieces of sheet metal, there should be a minute amount of thickness modeled - technically a plane has no thickness, where this bit of flat sheet metal does, even if it is very small.
so it cant handle planes?
you should add thickness to anything that is a plane, that would be the correct way to address this kind of problem. Even an extrude of 0.001
alternatively, for all plane elements, you could duplicate them and then flip them
In FF7R case, it's almost everything, including part of the renderer, so much so that the PC port suffers.
Why cant i restart game here? Isnt the ThirdPersonGameMode the game mode base?
Hey everyone,
did not find a channel which I can ask this one on so...
hope someone can help me with this one:
Been working on a small world on Unreal editor, after several times of opening and closing, after opening it now it shows me a completely new project, despite saving my progress several times.
Does anyone know the issue??
Is it actually completely new project, or just a blank map?
i think you need the cast first, try plugging in a GetGameMode function to the cast first
So I am an idiot it just took me that long to realize it was the velocity boosting me up in the air on my project lol
how would i do something 10 seconds or so before a timer ends?
@bright sigil it still doesnt work π¦
that sucks, can you delete the RestartGame and try making a new one?
can you plug it in from the GetGameMode?
nop
trippy, i never use this node, maybe it just works by being called?
i will try to call it from the game mode itself
i think thats the point of that function
well, in the game mode, self already works
have you tested calling the function as it is?
Does anyone know how I can have the permission to transmit screen in some channel?
well i guess its not technically game mode π but i dont know why else it has a problem. never used the node
what should i do?
well, ive always just made my own "restart level" which is really just a OpenLevel node
but its so weird that this is not working
ok i will try that
i have another project and its working fine there
i dont understand why it doesnt let me compile
sounds like it wont compile because of the error, but thats weird it works in another project
only difference i see is that this is in the controller. I think the error one is in the character
but shouldnt it work also in the gamemode itself?
lol im not arguing, just saying thats the only thing i can rationalize to why it doesnt work
i checked my project, third person template, and i dont have that function call so...
this works for me though, lmao no clue
i tested it right now in the GameMode in the other project and it works in the other project π¦ π¦
but in the new one it doesnt work
so calling it in the GameMode is not the issue
or anywhere
i think i found the bug
the parent class of the ThirdPersonGameMode is Game Mode Base
not Game Mode
im just afraid to break
since my game is almost complete
i will clone it just in case π§
oof
You should setup version control
"Is the parent class of your custom GM a Game Mode or a Game Mode Base? The latter doesn't have the Restart Game function as it's a more bare bones version of the former; which has some additional functionality like the Restart Game function you're after. "
so basically the restar function only works for Game Mode
not Game Mode Base
Is there any way to do actual programming instead of block programming for blueprints? It's real annoying lol
whatever that means
C++ or Blueprints is the native way
Oh cool how do I switch to c++ mode?
There are community projects such as UnrealCLR that'll let you use C# etc.
You'll have to use an IDE like Visual Studio or Rider for UE
Then make sure your project is a c++ project
Oh
Is there a way to convert blueprints to c++?
I find the blueprints extremely confusing to look at
Well, I believe there is an option you can use to have the engine attempt to compile blueprints into c++ when its being packaged. Although this isn't always perfect and also requires you to well, use blueprints.
Otherwise, re-code it in c++.
How does it read the blueprints? Just converts them straight into assembly?
Not sure if I can answer that, but if you don't want to use blueprints you'll most likely have to recode everything to c++.
@bright sigil yes it works that solution. Just reparent the the Game Mode Base to Game Mode π . And voilΓ‘ it works now. I hope this wont cause any issues since im not sure if reparenting the ThirdPersonGameMode will affect something else elsewhere? Will it be fine ?
dunno!
Does UE use property system to show everything in editor ? Including the CPP files to show up in editor ?
This is very hard to answer without any context.
but for a single player game, it most likely doesn't really matter. That said its probably not best practice either.
If you're talking player health, then storing that on something like the Player Pawn is probably a better approach but then again it doesn't matter that much in single player where you store it since the server is always the client.
blank map
Anyone have any idea why my terrain resolution looks like this? I've gone ahead and made my own landscape blend materials for the first time so perhaps it has something to do with tiling?
Im Spawning actors from the game mode should I be using game state
Hey guys! I would really appreciate your help. I'm trying to install Datasmith for 3dsmax at home, and I get this error ^
anyone got it too? π€
did you import a heightmap?
I tried to convert to blueprint, these red brushes that are cylinders supposed to simulate blood.
In the end i deleted the blueprint. And now they are hanging there and i cant delete them either. Selecting them and pressing delete doesnt work, and the delete options i greyed out in the Edit.
could try a restart or reload of the map
bp redirector might be lingering
no i did a bunch of other stuff π¦
Really, set up version control for your projects. It'll save you.
version control?
ok will look for it
oh no i saved it, and loaded it back and the red cylinders are still there
π
and i cant even move them
the gizmo doesnt work on them
pretty sure its some wacky redirect stuff. what do they show up as in your outliner?
look around, they might called something else now
if i select them. the world outliner doesnt show anything
im building and it seems if im not mistaken they were removed
its loading
I did in this case to see if the issue would persist.
but it was also looking like this by some other means? what means?
By just manual landscape scultping. The tessellation looks jagged
i notice landscape can get jagged after saving the map or just loading it, but then it smooths back out
the heightmap, however, that tends to happen. I think because the map is not the same resolution as the landscape - pixel to vertex that is
i tried baking height map with terrain generator a few time, after that i continue to sculpt with landscape π
I know what you are talking about but that is not my case unfortunately
hi there, does anyone here know how to fix my issue?
So whenever I install VS 2019, It comes up with an error (screenshot below). This error remains even after repairing and in Unreal Engine itself I get a compilation error whenever I try and add a new c++ class (blank project). I think these 2 things might be linked and would appreciate any answers anyone has. Thanks!
VS Error screenshot:
Side note: See popular solutions and searching keywords up gave me no useful results
https://streamable.com/7ci765
I made this blood pool from a spawn actor in the moment the character hits the floor after ragdoll simulate physics.
However as you can see, it never spawns exactly where the character is.
I made it spawn on the Torso of the character, by GetWorldPosition. Then just increase its scale to simulate the blood spilling.
How can i make it spill right below the torso or the head of the character?
why not just make a scene component as a placeholder position for the blood effect?
you mean in the character itself?
do i have to know how to code if i want to use unreal engine
in the actor, yes
i dont understand how would that be different
because i cant make it on the right position
position the scene component on the torso of the character model
and then play the effect there
unreal engine use blueprints, save you the trouble of using C++, but if you are working in visual studio, you need the knowledge for C++
you could add a slight delay to play the effect to account for ragdoll physics and you could just parent the scene component to the torso if I understand what you're trying to do correctly
whats visual studio
Microsoft IDE
basically a text editor that's specialized in writing code
there's a lot more to it than that but that's the basic idea though you will want to know it has a compiler built into it
will try that thank you @severe crater
np, hope it works
however this one is good for splater blood already
visual studio is free application allow you to write and build with any code include, python
can also build something in editor from visual studio if know what you are doing
To write code in Unreal Engine you would use c++, and I'm not sure I'd recommend c++ to a complete beginner, especially because of lack of documentation and complexity of the language but there are some good resources out there. I moved from Unity C# to Unreal c++ and used an incredibly popular udemy course to reinforce my c++ understanding and learn Unreal's editor a bit more.
I can link you to it if you like but it's probably best you start with blueprints if you have no prior coding knowledge tbh, and especially if you've never done game logic before as it's often transferrable or at least similar in all engines.
Hi, I am new to this group. Just needed some suggestions for what Unreal Projects should I begin with? I want to work on something small and effective where I can use my C++ skills to maybe extend the base code of the engine. My background is more towards proprietary engines and CryEngine. Since the job openings are mostly for Unreal Engine. I want something which I can show in my portfolio. A decent project which I can complete within 10 days?
feel free try the template projects in engine, they usefull to build anything
anyone experienced with 3rd person game using physics? Trying to do combat system, and im wondering best method to achieve what i want. Started because i wanted physical hit react, but after much toil im left with fully simulated guys fighting, that i thought might be better because i can extract data like force etc hopefully, but this has made my two guys not able to hit each other properly as both are both simulating, when you punch them, it makes the attackers arm deform, rather than the defenders head for ex. move.
Not a bad thing in itself but, im not sure what route to take to fix it. Abandon physics altogether? Blend physics to like 0.8 then down to 0.2 during attacks? Make it more advanced with some kind of anim changes that will attempt to avoid hitting the other guys arms, and make it a stat? Not looking for massive help just an outline of what would be best. As i say i just wanted hit react but was near impossible to make work for me after like 60 hours trying, but i like the idea that with physics it would have data that i can share and have things based on realtime forces. Stagger is linked to damage and that kinda thing. All help appreciated.
right. I am looking for something precised and challenging so I can show my C++ proficiency with Unreal.
I mean, I have 3 years of professional experience but I dont have professional experience in Unreal and I need to show my proficiency in someway as soon as I can
Im retarded but if you wanted to show your coding skills, would optimising something be useful? Rather than show skill with making something made before, maybe remake something common but simpler code. Idk just a thought.
on point. You mean with Unreal right?
or you are saying without any engines. I have projects in those areas as well
Anyone know how to get this annoying glimpse, after the fade, to stop?
the fade and camera movement is done in the a sequence, and the end fade ends at the same time the sequence ends.
yeah. But not only am i basically a beginner to unreal, never coded, im also just plain stupid. But i have creativity.
@solid quest
AI project, Quadtree and Spatial Hash optimization, some c++ games
ah you can take your time to understand stuff. It's great
I have worked with Unity and Lumberyard before so i understand how engines work.
@solid quest What about taking your fundamental function sof game genres and trying to achieve them just as good with less code, or less resource hungry code? Anything. The driving of racing games, ai dialogue. Cinematic sequences, inventory systems etc
An engine plugin to achieve something quicker/simpler? Maybe an auto comment box that auto genrates comments on the main nodes? You get auto size box ones, but maybe one that would turn "on event hit>boolean branch>perform phere trace>get all actors" etc blueprints and auto comment shorthand version above it. @solid quest
ah yes, that sounds helpful.
@steel crest
so you are expecting something which would help you to understand where things are coming from right?
are you familiar with blueprints?
yeah. Have done some visual scripting in Lumberyard
in Lumberyard I extended the animation node so we can do modifications accordingly
Just a tool that generates a comment box around relevant groups of nodes, then auto comments them for whats inside.
there might be an auto comment one but ive not seen it, not one for auto box but actually auto typing the comment for the box
okay. So you want things to get auto commented for the nodes you have used? smth like that?
do you have a more clearer example? This sounds interesting
Hello everyone, I'm working on a project where I added a copute shader and it crashes (on build, on editor it works fine) if I run the compute shader, what would be the right channel to ask about this kind of things?
I do have to say I'm not modifying the engine, I'm doing all of this with a module that loads the CS
you want me to knock up a before and after for you?
yeah. If it's possible? @steel crest
Basically anything you can make for game jam (timeframe).
2 secs
I have seen game jams are more like finding hacks. I am good with something small but accurate
Well, you have 10 days to go, that's roughly a game jam timeframe.
yeah, but I need to show my c++ skills with unreal rather than just making a game
You're practically making a game, by programming C++ in Unreal, but whatever floats your boat I guess
"game" don't always mean fully fledged finished product.
yeah kind of. I would rather work on a specific system where I would require c++ skills. Something which can't be done by bp
Make engine plugin to turn normal on the left, into tidy, auto commented bp
@solid quest
If you want to, you can look up on Gameplay Ability System, that thing has to rely on C++ and not just BP. But you still have to show that your GAS actually works in context, so...
You're going to have to learn programming fundamentals no matter what. How you choose to that is up to you though, you can jump in blind if you want. Lots of people do.
(Using visual scripting or writing code is still programming)
The learning curve will be pretty steep initially but once you get into it then it isn't as bad.
Also, don't go into c++ or even worry about it yet. Just stick with blueprints (Unreal's visual scripting language). They are incredibly powerful and you can make fully fleshed out games with them.
There are surely lots of youtube tutorials you can check out to get you started and I wish you the best of luck! π
let me have a look
I second this, getting into GAS is a great way to jump into Unreal c++
right
Hi guys I'm new here, can you recommend some high quality course on how to make action adventure(uncharted, tomb raider etc.) in ue4? For a programmer? Or any sites where i can look into?
and something in demand as well?
Also using Blueprint or visual scripting does not mean you're a weenie.
I didn't mean that but I have to show where I am proficient at
since everyones in the samaritan spirit does anyone wish to help me
thanks for the help tho. I need to loook more carefully into it
https://www.unrealengine.com/en-US/onlinelearning-courses
Not exactly action adventure, but gained knowledge can get you somewhere
Anywhere from AAA to Indie, lots of studios use GAS for the saved time & flexibility of the system. Its very modular (intended for ease of use on big teams, with source control etc.) and networked out of the box. Amazing system
anyone experienced with 3rd person game using physics? Trying to do combat system, and im wondering best method to achieve what i want. Started because i wanted physical hit react, but after much toil im left with fully simulated guys fighting, that i thought might be better because i can extract data like force etc hopefully, but this has made my two guys not able to hit each other properly as both are both simulating, when you punch them, it makes the attackers arm deform, rather than the defenders head for ex. move.
Not a bad thing in itself but, im not sure what route to take to fix it. Abandon physics altogether? Blend physics to like 0.8 then down to 0.2 during attacks? Make it more advanced with some kind of anim changes that will attempt to avoid hitting the other guys arms, and make it a stat? Not looking for massive help just an outline of what would be best. As i say i just wanted hit react but was near impossible to make work for me after like 60 hours trying, but i like the idea that with physics it would have data that i can share and have things based on realtime forces. Stagger is linked to damage and that kinda thing. All help appreciated.
Reroute nodes.
Anyone care to tell me if my PC can run UE5 profeciently?
Im a noob, but i think my graphics card is too old to run it without some lag
Operating System
Windows 10 Pro 64-bit
CPU
Intel Core i7 3960X @ 3.30GHz 30 Β°C
Sandy Bridge-E 32nm Technology
RAM
16.0GB Dual-Channel DDR3 (9-9-9-24)
Motherboard
ASUSTeK COMPUTER INC. RAMPAGE IV EXTREME (LGA2011) 32 Β°C
Graphics
SAMSUNG (1920x1080@59Hz)
3072MB ATI AMD Radeon R9 200 / HD 7900 Series (ATI) 46 Β°C
3072MB ATI AMD Radeon R9 200 / HD 7900 Series (ATI) 37 Β°C
CrossFire Disabled
Storage
931GB Western Digital WDC WD1002FAEX-00Z3A0 (SATA ) 31 Β°C
111GB Corsair Force 3 SSD (SATA (SSD))
111GB Corsair Force 3 SSD (SATA (SSD)) 30 Β°C
Optical Drives
ASUS DRW-24B3LT
ASUS BW-12B1ST
Audio
Realtek High Definition Audio
my specs above
If you're a noob, and have potato specs, might as well stick with UE4.
You're not missing out much in UE4 as a beginner.
I dont necessarily have potato specs, just an older computer
I dont want to use UE5 for much aside from generating the map as a height map
wdym by "run" you can still develop with that rig. just won't be able to handle huge maps with lots of objects (get 32gb ram)
ill pay others to do the rest
with some tweaks to editor settings
cool, thank you
this is what i also was wondering
cool beans
You can use external software to generate landscape height map.
gotta link for that software?
weird question if you guys know how to do this legally so i dont go to jail would appreciate
if i wanted to have helpers or people work with me, do i need to buy the same assets several times for my workers, or do i need to just give them my account or cani share licsense
I need it to be real life scaled to a specific town i lived in
as accurate to IRL as possible
how does that go?
Rn im having issues getting the data from the USGS site
it seems like the data was made unavailable idk why
Cesium.
Nope. Assets from marketplace can be contracted on per project basis.
Yeah but I only need to natural features
Then Blender (largely inefficient), World Machine, Terre Sculptor.
what?
so i just sign a contract
you can get all assets for free if you sign into quixel using your UE account too, and it comes with unlimited use so long as you only use them for UE projects
and give the assets away?
no
If what you need is just bare landscape, then accuracy can be defenestrated.
im so confused xD
where do u want to get ur assets @prime willow
Basically you can distribute the assets only within the capacity of the project.
on aluncher
what website, or platform
just use quixel bridge. the assets there are all free to use
so long as you use them for unreal engine only
so if i oofically hire 20 people i can give them the assets but i need to make sure they only use it for my project
or i lose my freedom
Yes.
yes, you can
and go to the grape kind of jail
no.
they cant even put you in jail
just sue you for all the money you make
triple oof
then they will put you in jail if you refuse to pay depending on your country
yeah but dont be too scared
do i still go to prison
no
Their own risk, not yours.
what country do you live in?
no.
Go to rocketlawyer.com
okie
ask him all these questions
thank you β€οΈ
cool
we can move on lmao
you can even cancel the membership after you DL the contracts
so its 39 bucks for a lawyer consult and contracts
this saved me like 1000 USD
no, unfortunately it cant
I have to have it accurate to scale, because Im recreating areas i grew up in
The buildings can be less accurate, like a 5 story cabin vs a 2 story
unless theyre landmarks
Might as well play MS Flight Simulator 2020 and go there, but oh well
but roads and mountains have to be accurately placed and lead the right direction, etc
Lol not quite
Its a survival FPS
Oh, I thought you're just want to go there, or making metaverse.
In that case, give yourself some "creative liberties"
Defenestrate your accuracy goal.
There just is no way to accurately generate it?
LOL
If your methods don't work, then throw the plan out of the window.
Besides, I'm sure "survival FPS" have no effect with super specific place profoundness.
Philosophically this doesnt mesh well with me
I cant just give up if it doesnt work, imagine if everyone in every field did that work practice
We would still live in mudhuts and eat raw meat if we quit when we failed other things
We don't give up, but rather cut some slack.
Elon would be poor, so would Bezos.
This I can understand better
I have made the choice that making every building look the same in its real life uniqueness isnt feasible
If absolute accuracy didn't work out, give yourself fiction in lieu of the absolute accuracy, to get shit done.
why because theyre very large?
This is sensible approach thanks
The opposite, in fact.
Unless it's VR.
is there a way to change the game window's opacity?
As in the entire application window?
yup
Unreal doesn't support that, as it would dependant on Win32API.
Unless you're constructing the window entirely using Slate and not OS's native window renderer, you might get somewhere.
How would I move the player to another level using world composition? Letβs say I have two maps and both use World Composition but I want to move the player to the other one. How would I do that? When I try Open Level it loads the other level into the first levels space because of world composition I think and Iβm not sure how to get around this.
So different persistent levels?
Correct.
World Composition overrides manual async level load, so manually loading it in the same persistent level won't work
Hard level travel shouldn't be affected by World Comp tho
Hello. How are they? My name is Gonzalo and I am part of an Unreal Engine forum for architecture in America.
We are creating a place where there are interior furniture (table / chairs / armchairs / kitchen / bathroom / and more) of good quality for the projects.
If anyone is interested in participating and contributing objects, you can talk to me. Thanks a lot!
What do you mean Hard Level Travel?
That's my way of saying moving to different persistent level travel
Please do not crosspost to multiple channels.
What if I want the player teleported to the other level though?
Sorry friend
I can't make sense of that.
It would make more sense if you have one persistent level, but teleported the player to a different chunk, far away from the current chunk.
Damn. So is it just not possible then? I can't have two different worlds if they both use WC?
Well yes, it could, but it would make more sense if the situation is like moving to an entirely different world, as opposed to "seamlessly travel from one island to another"
Yes, I am moving to an entirely different world, actually. I want them both to be different world spaces, actually
And I'm afraid I can't make sense or visualise the issue in my mind.
You mean you wouldnt know how to solve it or you cant understand the problem I am having?
The latter
Can I PM you so I dont blow up the chat? I want to send a few images showing you what i mean
Posting them here is fine.
Alright. Give me 1 second
Hi guys, I'm new in Unreal Engine and I'm thinking to start a online course. What do you recommend for blueprint?
Alright. Lets say I have an "In Space" world and an "On-foot" world. I want to move the player to the "land world" from the "space world" but when I use Open Level, it will literally load the "land world" into the "space world" instead of teleporting the player to the other map and treating it as a new level.
How do people deal with data loss (due to incomplete skeletons) that comes from retargeting animations when prototyping?
I would like to use synty assets to prototype, but I'm concerned i'd have to redo every montage later on
I use synty skeletons. You have to add in the bone information before retargeting. Synty has incomplete bones.
you adding the bones to the synty skeleton before retargeting so they match the mannequin?
Yes
that's smart, thanks! π
@drowsy snow Okay, foudn the issue... I wasn't setting a certain variable correctly before transferring lmao It works now... lmao
Hello, I have recently started making a game, we are planning it right now and constructing models. I was just wondering if there is a way to open and edit the same project at the same time with Unreal Engine's current version.
Source control.
I am sorry, but could I have a bit more of an explanation? I just installed Unreal
Do i need to add them in the right places, or do they just need to be there? (do you have a synty skeleton with those bones already in there to share?)
How can I ensure that my cape's cloth simulation takes both my player & my horse into account? Can I swap its physics asset at runtime, ie when mounting the horse?
hey guys for some reason ray trace is not directly working on my character but when i go behind some mesh, it works.
why do i keep getting 'unreal process has crashed'
What's the crash log/callstack in the Crash Reporter?
oh i forgot to screen shot it. i was just following some basic tutorials on getting started and usually sometimes it would freeze and crash. i know one instance i tried to drag the wire thing in the editor but it i let go before it connected to something and it crashed....i do remember the crash log one of the first lines said something about 'fatal error' or something like that
Hi guys, i have a question about the "elite dangerous odyssey" game : What graphic style does the game use? (stylized / realistic....) Thanks !
I dont seem to have an option to upgrade to 4.27.2. Any ideas as to how I can resolve this?
Restart computer ?
Hey, dose anyone know which Unreal engine is best to work on a game for VR quest 2 if you have any experience in that ? Is Unreal 5 a good option or older versions ?
Welllll
UE5 is still in heavy development so i wouldn't use it for any important projects
Otherwise i dont think it matters too much?
Ah
Well despite me being in this server, im not much of an expert on unreal engine lol
There must be some way to look up what features ue5 added for vr
If you decide you dont need those features then stick with 4.27.2
how can i bring up the runtime details window for a child actor?
you speak from experience ?
He's right, if you want stability, use 4.27. If you want the same VR development process but on an unreleased beta product, use UE5. But if you use UE5, I highly recommend having source control, or you risk losing your entire project from a fetal crash.
i am still use 4.26 π
Hey ya'll--I was thinking, in regards to Unreal Engine 5--I feel like, even if it doesn't work perfectly (add a disclaimer on the marketplace) you should be able to add a project to Unreal Engine 5. This blocking everything on the marketplace to my UE5 projects is very annoying. I only use UE5 now, and I can't just add stuff. For example, the new tree megascans...I'd love to use these in my UE5 project, but I can't because you can't download them, and you can't add them to a project set for UE5. What do you suggest is a work around for this ya'll? Thanks in advance!
Anyone knows why someone that's trying to play my game is crashing at startup with this error?
LogD3D11RHI: Error: Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed
Either go back to 4.27, or pretend your UE5 EA project is 4.26 in the launcher's import popup and don't hold your breath
Hey, were you ever able to figure out this crash?
@drowsy snow Stinks. They should let you just download an asset pack with a disclaimer or TOS from the marketplace...having to select a project, the marketplace withholding all UE5 projects from selections, and not letting you...that's a real obstacle at the moment.
hey guys my engine keeps crashing like this time i just clicked a blueprint node and it froze and crashed...its not like i have a bad pc i have high specs so idk
LoginId:367e66994fc242b4886991a7b18fd2af
EpicAccountId:9f6f787588404899856a96fed9a19cc5
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
here is the log
and here I am wondering if I should go back to 4.25 because stereo layers are broken in 4.26 and apparently not yet fixed in 4.27 too
Because UE5 is not stable, surprise surprise.
@drowsy snow Really?! Hmm, I guess we should stop making our game in it. No but honestly, as far as crashes, I get just as many in 4 as I do in 5. Still, regardless of stability, they should allow you to select a TOS that you acknowledge you're using for a UE5 project, and if it breaks or doesn't work, it's not Epic or creators fault...something like that. That's all I'm saying.
The majority of assets and packs I could download from the marketplace would work fine in UE5.
There is a warning, yes, and then it doesn't let you download and import/export to a UE5 project.
I think I'm not making sense. Sorry.
Am i the only that that everytime that tries to open answerhub/unreal forum from google gets an invalid session page?
Megascan trees in UE5.EA
as in a physics based lever, or as a button alike?
Which part of lever? The mesh? The logic? The interaction?
like a button you have to press to unlock the door
everything
There's tutorials for this sort of thing
oki!
Something along the lines of once your player is nearby the lever actor/blueprint, you just get a reference of it (by overlap) and upon user input you call a function to rotate the lever/do something else to the level
imma try to do it somehow
Hello,
I recently un-installed an old version of the Engine from my PC using Epic Games Launcher. However, its still showing up in the launcher. And attempting to remove it again throws an error.
Any ideas on how to get rid of this?
Would this look better being left alone or add each word for the second team as well? (Player,Money...etc)
after tweaking some project settings and recompiling all shaders my unreal engine looks lke this
pale as hell
any ideas ? haha
I was tweaking how the gbuffer was laid out, reverted it afterwards
still like this
how to make that footsteps sound will play when character spints or moves?
I think rows for each team keeps it clear. Looks like you got the space for it anyhow.
the middle will determine the team that won that round, simple stats that go up or down, but thanks i moved the font up to the top, so i dont have to reference everything 2x times
I think overall it looks good enough for now. (kind of like valorant scoreboard), I dont want to scoreboard to be way to much to look at, you know
lol
So far both your questions have the same answer : Google search or search in YouTube.
Then why ask for a second opinion if youve already got your mind set? π€¨
Just for a second pair of eyes
delete post, post in #animation for proper help
No your good, this is general. lol many people in here dont even know what retarget even means.
sure I have a source built engine, can you please explain how I'd fix it?
the crash
LogD3D11RHI: Error: Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed
It means you missed the first time and the DeathStar is still fully operational @kindred depot π
hey guys
how can i get trees(needle trees) with relatively high quality for my project
i thought i will find trees in quixel bridge but nope :/
so is there any site where i can get trees (and also more in the future like doors, roadsigns or whatever and maybe even cars)
Is there a way to force new tabs to always open in the same UE window?
There's the option somewhere in Editor Preferences
I hoped so, but I cannot find it
Editor Preferences > Appearance > User Interface > Change "Asset Editor Open Location" to "Main Window"
THANK YOU
i cant find any camera shake blueprint class
just some other ones that are not like those in tutorials on youtube
okii
is there a way to group bones for collision? (like, a certain group of bones makes a leg)
like if you're trying to make bodypart damage with the mannequin it's easy with the head because it's just one bone, but how am I going to do the rest for a Deus Ex 1 style 6 body part damage
like are you really forced to do each bone manually?
Why not go with the "topmost" bone of the limb, and make the collision body to it, matching the limb area?
In the context of twist bones, it doesn't contribute to physics asset collisions whatsoever.
Uhh... I don't even know how to say this
Cause I could literally be the biggest dumbass in Unreal Engine history
Is there a damage and a death mechanic already coded inside of Unreal Engine's Characters? Because I just found out the damage nodes and I saw some Tutorials using them around, although I never used them
i think there is something like that
ooh dont worry, i never use pre built stuff
people may say am an eretic, but...
i use the tick node A LOT
I feel so numb right now... I guess I will keep my own mechanic anyway though
most people would probably use events but i prefer the old school way
yeah, making your own allows you for far more flexibility
I also inherited every single pawn from First Person Character so I don't have to make thousands of casts for each character...
I literally have explosive barrels that hold guns XD
Built in Unreal damage is basically just an interface.
A
maybe you need to fix this, without the maybe
You can do the exact same thing with a simple BP interface, applied to your classes.
I recently made it so a character can only equip a gun if it can, whether it can or not is specified by a boolean
i dont know what you are making
I made THIS instead
but i can tell you that this is the wrong way of handling it
I think so
looks pretty much like mine lol
I am at the very beginning of game dev, I've been working for roughly 4 months now
to be clear, unreal provides the communication of damage caused by one actor to another. As for how it happens, is still up to you to call. And as for calculating the damage, that is also up to you. As for death, there is not present death animation but a restart game call, which you may want or may want your own custom version that is less abrupt.
I have made it so whenever the character takes damage it checks whether the health is <= 0, and if it is it removes all widgets and displays the You Died screen, with animations
i don't know where to guide you... If you can, just check the docs, they are really useful and they are pointed more on the nodes than on cpp
so it's your case
cool deal, you would need that with the AnyDamage funtions/events anyways π
Yeah, I follow lots of tutorials online and docs have helped as well, specially the Answer Hub, I think I will figure it out myself eventually...
Now I am going to do basically that again, but wider, there is an heartbeat detector in the HUD and I want to make it switch between 3 materials, one for when you are high on health, one for when you are mid, and one for when you are dying, gonna use an Array and an Enum for that
alternatively, why 3 materials? could it be done all inside of one?
you can have 3 different textures in one material
A
you can actually swap it if it is a texture object instead of texture sample in the material editor
I might try it, thanks, I'm gonna have to learn better how to make materials eventually so I guess this is where I start
ah for sure, merely a suggestion, sounds like you want to learn things π
I have a lot to learn
Actually everything
I am going to have to do everything, the game I am making is a dream of mine and only of mine and I have no coworkers, only my friend which provides me some plot elements, feedback, textures and sounds, I deal with coding, level design, writing, modelling, texturing... everything basically
I am going to pay someone for musics though, I have no musical creativity
is anyone here using combo component? https://www.youtube.com/watch?v=kpnJsRzk3RU&t=1s
Tutorial video showing how to setup the Combo Component System in a project. For more information check out the Marketplace page for documentation and demos!
it seems super good for fighting game combos but i sincerely cant figure out how to create combos passed the basic setup displayed
No idea for that
me neither
i got basic combos
into a single cancel to work
but i cant figure out how to cancel into several possible endings xD
i have an issue with compiling, in wich channel can i ask?
@grim ore I'd like to say happy new year to you, personally. Also, I'd like to take this time and thank you, tremendously, for doing the unreal engine learning courses. I'm sitting and learning everything I can from you.
ive tried do once but it only happens once, i need it to happen once every time the shell hits something
for loop?
you want it to make the sound only once?
ok basically
its only supposed to happen once when the shell hits something
but when it hits the floor
its detecting multiple dozen hits per second
ah yeah
glitching the sound like that
how would i fix that withouit a do once node
cuz i want it to happen more than once but not that whats in the video
make a (object or pawn, it depends on the case, in yours it should be object) variable and set it to nothing by default
Now check what the item collided with, if the object it hit is different from the object in the variable, play the sound and set the variable to the current object
every time the object changes it plays a sound, but yet there is a problem
because if the shell bounces on the same object multiple times, nothing happens, so you need to either set the variable to nothing if the bullet is mid-air, oooor always set the variable to nothing at the end and then before the logic runs, you set it to the object if it is colliding
is there a way i can check for dozens of hit detections at a time and rule them out?
cuz that is a good solution but only a temporary one if i were to do it
what did you exactly do for the bullet cast?
you used multiple raycasts?
its a trace but with Multi at the beginning
not sure if it exists tho
im just using oncomponenthit
oh so you want to check all actors at a moment?
SphereOverlapActors
you can fire that off on the hit event
sec

heres an official epic fix (from my bug report on UDN) https://github.com/EpicGames/UnrealEngine/commit/72dce4541316d104bcff96245898c57a0acc3826
i have a problem with my game
simply
i made a grab mechanic, it works in the editor, but when i compile the project... it doesn't...
@sharp crest ^^
awesome gonna apply this thank you
any suggestion as to where to look if I want to have a camera take a screenshot (reduced res/size) and output it as an image to be saved in project folders? or would it have to be entirely custom through c++?
i wanted to (semi-automated/quickly) create some icons by taking a screenshot of the 3d model. i suppose i could modify the screenshot function/parameters to make it work?
there should be a resolution parameter
or
you take a screenshot at 1920x1080, resize it and crop it
Does anyone know why when I export something in quixel, it gives me an error? tells me that I don't have the unreal open, but I have it open at all times
https://www.youtube.com/watch?v=Siw-y6XZOtY haven't gotten around to using it, but this seems pretty nifty
@sharp nacelleis the version you installed the plugin into running? does that version of the engine show the megascans logo at the top in the mani toolbar?
nono, I just realized that I had linked it in another version, thanks
what to tweak in post process to make it a bit more realistic? grass foliage actually gave an instant visual enhancement, but I feel like it's still missing something like a bit of light and shine to it
Am I able to replace the textures from an asset I bought from marketplace?
assuming the asset is inside the engine, it should have material slot(s) and those contain the textures used on the asset and you should be able to change those
looks like a reaalyy dark game, so.... add a vignette?
and remember, post processing is heavy, on any engine
You play with pp Film like toe and shoulder?
will try, so far it's running great
yeah
can't edit vignette size tho
Can I edit it in a modeling software?
how would i check if the actor hit was an instance of the same actor @ancient ivy
Self IsEqual
@violet yokea mesh? if you know how yes, you can export it from the engine or you can use the source model if they included it
self isequal i guess
there's also gamma LUT if you're feeling adventurous - maybe take it it into photoshop and toy with it for a bit
And its allowed?
we don't condone the practice of ripping assets - from games or from the marketplace - for personal profiting
ok, thx
and there is a fine line of what is okay to repurpose and resell from the marketplace
are you going to sell this game?
Sorry again, any clue why I'm getting this error when trying to do the changes to that second file GenerateMips.cpp? I'm on 4.26.1
Probably
you should check the EULA for marketplace assets
You can modify any assets and then sell the resulting game
usually, if it was made for Unreal, it HAS to stay in unreal
that is what most marketplace assets go with
I'd be surprised if any said you couldn't
same, but instead of my word, id prefer to direct them to reading what the licensing terms are
https://marketplacehelp.epicgames.com/s/?language=en_US and for other tidbits/edge cases, should be pinned in #fab
and for the exact part of the marketplace help page https://marketplacehelp.epicgames.com/s/article/Can-I-modify-the-products-that-I-purchase?language=en_US
as for a game though...
1/ enable water stuff
2/make world
3/ fill the world
place water oceaon
the question was could they modify the purchased asset, and yes they can
yes, they also said it was for a game which they plan to sell. Looks like that is also fine, I've heard different from others
seems clear enough π
yeah, my confusion on it being resold on the marketplace vs on its own
yep, you cant basically resell an asset you bought as a new asset
eeuuhhm?:D
so no asset flipping, but you can make a game using just asset flips lol
please help π
sorry i dunno what water is :/
imagen it is beer :p
1 Year later first release of conrad xD,
Beer island fantasy xD
how to avoid unreal engine menus going black when you press on them? it happens also when doing anything else like browsing chrome etc. the whole screen goes black for a moment
yeah
What driver? Game or studio?
how do i make an actor not collide with an instance of itself
Yeah, we have the sane problem
cant find any options for that under staticmesh
Try switching to studio driver and tell me after if it still happens to glitch@plush yew
My nvidia card may be faulty, sometimes the screen goes black and I have to refresh the drivers
what is a sensible tri / draw call budget to have for a level?
i had bugs in warzone too, like textures going crazy when being shot at
there are some pinned messages in here with some ideas for fixing the flickering and such, but it comes down to finding the right driver π¦
anyone recomend any good videos for learning UE. Im a complete noob and looking to make an fps game
check the pins π
thanks!
just found out this project setting exists, why is this not enabled by default XD
so ive set concurrency to 1 per owner, as i understand if theres no owner it puts the sound into the global pool, why is the owner not being set as itself?
the sound only plays once every half second as if its being put into the global pool
even though theres like 20 different instances of that actor
does it consider all those instances to be the same owner? because its the same class but shouldnt be the same actor
Is there a decent resource for just a shit ton of alright human character models? I basically need background characters that don't really do anything but stand there
maybe Mixamo, or marketplace