#ue4-general
1 messages Β· Page 1124 of 1
yep it should check, generate git hooks, then try and install the pre reqs
Ok, before requesting authorization this appears:
Checking dependencies...
Registering git hooks...
Installing prerequisites...
When I click, nothing else comes up
yep then that means it thinks it has all the files
so my only other thought is the clone failed, which branch did you clone?
EpicGames/UnrealEngine
it should have a branch tho, thats the repo. like release, or main, or 4.27, etc. you should get the version you need
release should be default and should be 4.27 but.... its github desktop its shite software
is it a problem if i don't have UnrealEngine 4.27?
But why didn't Unreal act like Unity? They complicated my existence π
it looks like at the top of github desktop it should have a current branch setting
Branch?
once you clicked clone it should have added more to your screen
I clicked Add an Existing Reposity
I cloned it from another PC, here I just transferred the folder
so you cloned it before? if you add then thats fine it should show up if you cloned before
you might have had an issue copying files π¦
you can download just the .zip file from github and copy that file over instead of cloning and copying
you can copy just the .zip and decompress it into your drive and then run setup and generate, that should atleast ensure your files are good on that machine
Can I do this without blowing my PC? Because this is not written in the Epic Games tutorial, and most of all ... WHY I HAVE TO DO EVERYTHING! π π π π π
well why do you need to do this?
You can just download from the installer if you don't need the source build for stuff like dedicated servers etc
^^^ thats why I am curious
I mean I have to do it because I need the build for a dedicated server ... I say, Unity installs the build from Unity Hub and it weighs only 600MB ... Here I have to download 20GB
Unity is much lighter weight and relies on Visual Studios libraries as its IDE whereas UE has a lot more going on behind the scenes to allow Blueprints to function
ah, yeah if you need dedicated then yes you need it
its work, its game dev. sometimes its not fun π¦
(Unity)
Ain't that the truth π¦
the only weird thing you did was copy the files from one machine to another so I think that caused it. either make cloning work on that machine, or try moving just the zip
Ok, so I go to GitHub (browser) and download the .zip
(not from GitHub Desktop)
okay anyway?
yep if you download that its basically the same as getting the files from cloning. the .zip will have all the files you need
Can I download it directly from EpicGames / UnrealEngine or do I have to do the Folk?
you get release when you get it from there, that should be 4.27.2 if that is the version you need to build a dedicated engine for
if not grab the specific branch or tag for your version you need
Oh so I can't use Unreal Engine 4.26 anymore but I have to download 2.27?
oh ok perfect
click the buttons i showed
yes, but is this the right directory?
that is the main repo for UE yes
What differentiates 4.26 from 4.26-chaos?
sorry to interrupt, totally unrelated but I've just realized who you are and want to thank you for your videos, they've been such an amazing resource for me over the years! You've been a great help in me being able to work in the games industry so truly thank you π
Ok! thanks for everything, I greet you!
you should be able to just extract/uncompress it to your E drive and it will go into UnrealEngine-4.26. I would rename the folder to whatever you want like UE4 or UnrealEngine or something smaller without the -4.26 part before doing setup and generate. it should work.... I've done that a hundred times and.. it should work lol
stop using \ as it creates an escape sequence for command line continuation
can some one help me make a good ammo system with this fire system
What is the proper channel to ask material questions in for unreal engine 5?
I still have this issue and its driving me mad and now Substance Painter freezes with the latest update. This post is about a year old.. which are the most recent and stable drivers for the 3090. At the moment UE4 doesn't work with my card and perhaps they should stop promoting NVIDIA until their software works with it, not blaming UE4 I know its my card. Please help I'm loosing my mind.
Anyone have any ideas why Simulate Physics is locked and not editable on this bp?
I promise I'm not simulating anything
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I really try to keep it in the right channel but in this case I don't even know wtf is going on. Is it a physics issue? A BP thing? Something because of my animation? Who can say, not me that's for sure
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FIGURED IT OUT kinda mostly!
I still dont know how it happened but if you ever see "Simulate Physics" grayed out, that means your physics asset has become unassociated from your skeletal mesh
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I'm not awake 24/7, and I'm not sorry for that, at all.
But I doubt it's really UE5 specific, so #graphics then
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it depends on the time, and the day, and the question, and the channel, and the inclination of the people in the channel... so.... pretty much normal for any public forum lol
like if someone was to ask right now "why do my shaders compile slowly" I would be like "uninstall incredibuild" and bam 100% answer rate right now!
but if someone was "my engine keeps crashing with TDR delay timeout" we would all shrug our shoulders and tell them its a nvidia thing and not UE4 and now our help rate is 50%
so then we get sad it dropped so much and we leave the channel and now no one is here to answer questions
sorry I'm asking here cause it seems like people don't tend to look at the umg channel much: #umg message
I want to use the developer folder to experiment with a new AI system. If I end up wanted to use the AI system I create, can I simply drag the folder that contains it into my main project files?
I dont want to clutter my main project files
Are there any good plugins for creating mountains and hills?
There a few alpha stamp packs that you can use with the sculpt tool.
Maybe restart the engine if you havenβt already?
That is proper weird
It came back and deleted shit in side of it
Lol
Wasnβt much in there but thatβs scary
Dumb question, but is ue5 stable?
is early access at moment, mostly are used for either prototype or testing out stuffs
Ok thank you
Okay bringing it here since I'm 100% striking out everywhere
How do I change the pose for a Physics Asset?
simulate?
retry until you get the right pose? π
That's the problem, simulating snaps it back to the reference pose every single time
it's always the same
I can create a Pose asset from it, but here's the problem: I already have. The "correct" pose above, that's FROM a Pose asset.
But it does me no good because simulating snaps it back to the reference pose, so my pose is useless
I dont have the editor open but worst case I can give you an answer over the weekend
To put it another way, what I'm going for: bodies in space
what I'm getting: Mr Fisticuffs
honestly with the joints locked it's prefect, just the right amount of flex. The pose is the only issue
Physical anims, I guess
What do you mean?
how can I use my entire PC to compile UE4? Like, VS2019 barely uses any resources so it's taking forever
If you're compiling modules, most of the bottleneck goes to your storage medium, not the CPU.
huh, I am compiling the engine though
Still the same.
so literally no way to speed the process up?
I've compiled the engine many times already.
Aside from compiling in an SSD, no.
shit, I can't compile it on my SSD, because I don't have enough storage on it
well, guess I have to buy a new SSD
It really comes down to the modules that has bottleneck on the storage more. The rest of the parts (third party C/C++ codes, ISPC, libs, dlls) goes more to CPU (and RAM) as you would expect
That being said though, one other way to speed up is to delete plugins that you're not going to use in your project(s)
For example, my own fork of 4.27 removed anything Virtual Production, Enterprise, and XR stuff. Cutting down the actions from 4727 down to around 3500.
At the very least you have less modules to compile.
Hey this is probably a stupid question but i hope it's possible. I have made a game using unreal and i would like to add it to my ps4 and play it on there. Is there a way i can save the game on a USB and then download the game on my ps4?
VS 2022 is a decent bit faster at compiling, like 20% as per a forum thread
Well, GenerateProjectFiles.bat said I need VS 2017 or VS 2019. It didn't even detect VS 2022
Sony are draconian with their processes (https://thetechietrickle.com/how-to-get-ps5-dev-kit-and-quick-recap-on-it/)
Xbox will send you a free kit, and to keep IIRC
nope, that's 4.27
You can open the generated project in VS 2022, and it offers to update it. Wouldn't recommend doing so if you don't know what you're doing though
UE consistantly crashes whenever closing a tab in editor
how terrible is setting a variable every single frame ? Ram doesnt wear out the same was that SSD cards do right ? updating a variable every frame is basically free right ? no prolem ? if done properlly, thats what gpus and cpus do right ? math and updates.
i just want to save the scale of a mesh every single frame lol X_x. thats not a terrible dangerous idea right ? I imagine "memory leak" or "no problem" as probably answers. and im not sure which it is. Im guessing No problem.
right ? π£
Memory leaks are unfreed memory. A variable being assigned to would be a variable clearly in use still, so a completely different thing
RAM, SSDs, and HDDs are different things. RAM is volatile for example. You still do have bandwidth concerns, but assigning to a book would be the least of your concerns normally π€·
thanks. i imagined saving a variable every frame is pretty standard stuff. but then i started second guessing.
Oh it's not a bool, but whatever. The engine and physics ticks keep track of thousands of things in an empty scene.
You're always better off just benchmarking things as well, of course. Keep in mind BP is inefficient in PIE, and much better fully compiled and built.
It's not something you should be doing unnecessarily, but there's lots of cases where you need to, so whatever
thats kind of what i thought also.
Yup, so memory leaks would be EG keeping track of the variable by adding to an array that you only ever get the last (and latest) item of, now that would be a stupid idea. I should try it to see what happens.
You can't really cause a significant memory leak by a single variable, it needs to be hundreds or thousands of MB to be noticeable, while a float is what, 32 bits?
is there anything wrong about putting post process component on a player rather than span it across the whole level? (e.g.: for stuff like outlines)
hi
i have a timer set to 0 start delay
yet i have to hold my mouse for about 100-200 milliseconds before it actually activates the function its bound to
is this supposed to happen?
i was using a work around by running the function first before starting the timer however i cant figure out a way to not let the user spam mouse1 and use the function with no delay
any pointers would be appreciated
Thoughts?
you can adjust the amount of puddles, wind speed, how much rain hits them, the size of the rain drops and I have another material function I am working on that will make rain drops roll down the side of the object if a puddle is touching the edge. (this works with landscapes, and any object, although I haven't tested it on a complex objects that could have overhangs, but stuff like benches, trash cans, tables, cars, and any of the thousands of other types of basic objects it works great on)
edit: its also modeled after the rain that is free for the month, but its hella unoptimized on landscapes, so I just created my own.
I just have everything on the default value of 1, in the video
what is this node use for?
convert int to a string
Is there voxel format import for UE? Only found paid vdb so far which i guess would probably best format
Only found a paid plugin? Any luck?
The feature should be there already in UE4
lmao XD
I just spent like 30 minutes trying to figure out hwy quixel wouldn't export
and....
you have to click export
somme one have tutorial to create and add a facial morph target anim in epic skeleton ?
is there any reason why my live footage in ue4 only captures the first frame and then stops?
Fully Imported Unreal 4.26 Size 20km x 20 km Took 4 days as theres a bug to get passed but finally figured it out
I've missed free bundles from last month for Unreal Engine 4, were they any good?
Can I replace the Asset reference without destroying the asset that the reference has been taken?
not really
Yeah, from what I've seen I also missed one from November, there were some good bundles
Shiet
Is there a way to hide the white balls from my scene?
Give it some anti-fungus medicine 
Just kidding, those are usually actor billboards, only visible in editor
you can replace the default root scene component with a new SceneComponent and they'll disappear
yeah, in the preview render they dont show up, it's only that the model i made is so tiny the balls completly obscure the model whn im a bit zoomed out.
Thank you i will look into that
or press G in viewport
or disable billboard rendering in the show menue which is on top of viewport
In this video, I'll show you my path to create my indie game.
Want more? Check out my instagram to discover more !
Follow Me:
Instagram : https://www.instagram.com/it.s_mike_/
this channel is making a indie game (Ps4-Pc)
I am starting can u help me π₯²
See pinned message of this channel π
Thanks ππ»ππ»ππ»ππ»ππ»ππ»
I finished the GitHub Unreal Engine setup, but when I click GenerateProjectFIle.bat it gives this error:
Setting up Unreal Engine 4 project files ...
C: \ Program Files (x86) \ Microsoft Visual Studio \ 2019 \ Community \ MSBuild \ Current \ Bin \ Microsoft.Common.CurrentVersion.targe
ts (1217,5): error MSB3644: Reference assemblies for .NETFramework, Version = v4.6.2 were not found. For res
To solve the problem, install Developer Pack (SDK / Targeting Pack) for this version of the framework or repurpose the ap
plication. You can download the .NET Framework Developer Pack at https://aka.ms/msbuild/developerpacks [E:
\ UnrealEngine-4.26 \ Engine \ Source \ Programs \ UnrealBuildTool \ UnrealBuildTool.csproj]
GenerateProjectFiles ERROR: UnrealBuildTool failed to compile.
hello everyone! Anybody can help me?
i have this problem, and i dont understand how i can fix it
Have you install "Desktop development with .NET" component?
Android?
yes
thanks
hey so errr
is there an array node to randomize animations?
as a reason for me to not use the animBP
because im not a game dev π¦
VS 2019, right? It should be included in the .NET configuration
Try looking for .NET Framework 4.6.2 in Individual components
You don't need to be a gamedev to use animBP.
Anyway, what kind of animations are you talking about? Montages/sequences? States?
yes but im too lazy to learn it rn
a montage
basically
i got this 5 recoil animations i thought it be easier to do in unreal
since..... niagara
i want it to play the event and randomize that 5 recoil animation
while also blend it together
basically no snapping
its pretty ambitious since i got no experience with animBP and very very little experience with a blueprint
I did it all, and it worked ... Now I have opened my .sln project and created MyProjectServer.Target.cs
with this code:
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
public class GreenPollyServerTarget : TargetRules // Change this line according to the name of your project
{
public GreenPollyServerTarget (TargetInfo Target) : base (Target) // Change this line according to the name of your project
{
Type = TargetType.Server;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.Add ("GreenPolly"); // Change this line according to the name of your project
}
}
|| GreenPolly would be the name, don't judge XD ||
But Visual Studio gives this error:
Server targets are not currently supported from this engine distribution.
MSB3073 exit from command "E: \ UE_4.26 \ Engine \ Build \ BatchFiles \ Build.bat GreenPollyServer Win64 Development -Project =" E: \ Coding \ UE-soft \ GreenPolly \ GreenPolly.uproject "-WaitMutex -FromMsBuild" with code 6.
I don't know anything about building for dedicaticated server.
Am I writing to #multiplayer or #online-subsystems?
i guess its better in either of those 2
Crosspost without prior redirecting is prohibited.
#multiplayer maybe.
Is it possible to to run physics simulation for clothes/hair through the mesh geometry instead of its physics asset which isn't precise? Or is there a way to use complex shape as a physics asset instead of primitives? Performance doesn't matter as I only need this for rendering.
Not with the realtime cloth sim.
You have to do it externally.
ok so can anyone tell me how to move the vertex of a mesh in blender
So I wanted shooter character animations, is there any other place except mixamo to get it, even paid I could check...
las time i did cloth simulation was in maya, after that i let the TD do it
Compare the forward vector, maybe?
right
Blender have cloth sim, bake it and try to export the results as alembic data cache.
Oh thanks
What do you mean? Just make array of reference to anim montage
Hmm not sure if UE4 could handle that many bones and keyframes on a single mesh if I would bake the whole hair simulation from a 3d software into an fbx
Just the cloth sim prebaked as alembic would barely make a dent.
I did π
Forget I said about hair
It's ok
Hairs are kind of a different beast, especially if you're using Groom asset.
I love those characters, he looks like the thin Michelin man, while the others look like the villain of Detective Conan when he was censored for not letting anyone know who he was XD
yeah I already did an animation using groom and I had to give in much effort to keep the long hair strands awfully colliding into the character's body. I had to manually move the hair from the head when the camera was pointing to the characters back so it looks natural..
It's just stock ALS mannequin, but okay
HAHAHA
in this shot the head is basically located at the red circle, I moved the hair to the air so the strands don't go crazy
Hello guys, how do I connect my Unreal Engin game with Metamask?
ngl
i cant even understand how to use animBPs for some reason
welll.....
ill try
There is a marketplace plugin to help you participate in NFT grift if you really want to
Can you tell me what it's called?
search for "nft" it'll probably show up
forget what it was called, saw it the other day while browsing plugins
I should warn you that pretty much all NFT related gaming projects have been getting pretty negative reactions so unless you're targeting cryptobros with yours...
Thanks π
Can't see how timers won't fit the bill.
Is it normal to say ||fuck|| about 3 days of work, because you found a way to do it that is better in the long run, and is a bit more optimized?
Thank fuck for the discovery for a better way.
hello how can i make a certain ghost on my game do specific stuff like in phasmophobia
Not specific enough (question's too broad), and imply nobody plays phasmophobia (I don't)
I'm encountering a very strange counting issue inside a function, these variables are only used in this part of the function.
I'm counting "step count" up from "-1". Once it hits the "step limit" which is set to "10" I want the boolean to be set to "true".
The problem is the first step count doesn't go to "0" but rather "1", even stranger is everytime the boolean fires it's already "true"
I'm aware udims are big boy stuff in any game engine but maybe one of you guys will understand how they work, why is it i can see the splits between my uv islands inside unreal engine after applying udim textures, textures look fine in painter, exported as ue4 packed, the packed texture has srgb turned off and i imported only the first 1001 file for each texture type
ive no idea what could even cause this and its only unreal engine this happens in
@drowsy snowudims are uv copies for non tiling textures, pretty much only used in film for most of the last decade but some newer video games use them, the idea is a texture that isnt tiled is at a fixed resolution like when you scale a texture smaller in substance painter and it gets blurry imagine a texture scaling but the uv not moving with it (sorry i dont have a better description) udims let you have multiple uv tiles so you can preserve texal desnity regardless of resolution
it can also make low quality textures look nicer
So basically "out of bounds" UV islands, is that right?
The way I see it, the issue is how far you can go out of bounds before floating point errors take place.
What makes UDIM different than if I would do the same thing with just different material slots/elements and different UV map indices?
Saving texture sampler count?
my god. It's been like 3 hours and compiling is done in 378/4527. Compiling UE is pain
Try 24 hours π
rip
π³
hi snowie
maybe if power wouldn't be that expensive here then I would let it compile over night
if i use 4.27
how do i cheat and make my 4.26 addons and software convert to 4.26
o-o
Oh yes, I wasted several days just to rebuild the engine several times to iron out nasty UBT & MSBuild errors
i want to mvoe to 4.27 asap
As in plugins from Marketplace?
please don't scare me
Unless you're trying to install from launcher, the plugins should just works in 4.27, and the assets will carried through just fine.
There might be some compile errors with macros and indirect includes, and some warnings about deprecated syntaxes (you can fix yourself), but other than that, it should just works.
My own project still had some 4.26 plugins and still works despite the engine keeps nagging me on startup
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Add Impulse?
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Get Forward Vector from your character's world rotation
newbie question, but is displacement the height map?
In π©³, yes.
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ok good, because it looks like one, and the material I am using off of quixel doesn't have a height map on it
Get Forward Vector. You just need to get the rotation for the forward vector, then multiply it by some float.
Eh, displacement maps for detailing mesh is mostly irrelevant.
no last known input than tie to to a forward vector than apply launch for controlled push and impulse if you want momentu based movement
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Yeah.
Though depending on your use of Control Rotation, it may go to less desired location
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We are in the same situation, I started it at 2 pm and it finished 10 minutes ago ...
It's 2AM for me, so wow 12 hours is slow :p
But where do you live?
Have you seen Stranger Things? I live in the monster land there - Upside Down πͺπ¦πΉ
do you live in austria?
No, I haven't seen Stranger Things despite having Netflix
Yeah but with kangaroos and boomerangs
Isn't that Australia?
You can't spell Australia without all the letters from Austria π€·
So, you live in Austria or Austra-lia?
@stray drift Bail out, the joke didn't work 
I don't think Austria's 9 time zones away from you!
Australia though. Is hot.
audio seems like a pretty dead channel, does anyone have an idea on how to achieve this? I want to play this audio on the outside of areas and when the character is inside , he does not hear the wind sound. How would I made the box not play the same audio over and over again per sound put down? Is there some guide on how to do this? I am watching the video Ambient and Procedural sounds, but this seems to not cover this.
Saw a very old anime located in Sidney
Metasounds, if UE5?
is that what meta sounds is?
A collision box that stops the sound of the wind when it begins? and who takes him back when he leaves the area?
PS I just tried the Matrix experience and wow, it's skitz.
It's a very powerful procedural audio authoring tool, so it should be capable of that most probably, and a lot more
I'm just going to look at meta sounds seems like if that is the future of sound, might as well join the fun.
time to watch more guides >_<
I'm wondering wtf the scene authoring thing was mentioned in the Matrix demo. It was like a rule based object placement? First I heard of if
you want to stop the sound when you enter a house, right?
Yeah stop the sound.
I forgot the setup to achieve this, but IIRC I just let audio occlusion doing its thing
hmm interesting
Or a level BP detecting collision events, or a sound player actor
I assumed more importance was on the audio not looping too obviously, but if not... π€·
Also not to mention performance could take a hit with stray audio playback, so...
seriously? sounds can impact that?
Yes.
hi - what thread is best to ask general questions?
Which is why sound design is still a balancing act.
thank god i just nanited every single static mesh then lol
Depends on what's the topic.
This channel is for general Unreal Engine 4 stuff
I'm having a problem that when I attempt to import .fbx files into unreal it causes my windows explorer to become unresponsive
Aaron McLeran posted a lot about sound design on #audio, look up for his username there.
will do!
only while using unreal, im wondering if it is something corrupt in my file
That shouldn't happen, if you drag and drop from File Explorer, Unreal should let go of the former's hanging response.
But FWIW Windows's File Explorer exhibit this issue pretty often anyway
yeah, i just recently upgraded my computer so I am surprised i'm having this issue
its only wrt to unreal, not photoshop or blender etc
i'm wondering if I shouldn't scrap everything and redownload unreal and start a new project
Does Unreal actually crash or waiting for a dialogue box hidden somewhere?
I hate AVG
unreal is fine, windows explorer is totally unresponsive
maybe its only a probelm with windows explorer but i only have to fight with it when i am using unreal
Even our games are being quarantined now SMH
for whatever reason
This is hilarious lmao
I'm blaming on your Windows installation then (and maybe your house's windows if the ventilation is bad)
Can I use the same light source (or heightfog) in multiple shots in the sequencer with different angles? If yes, how does it work so I do not screw up other shots I already created with that light/heightfog?
AVG is a joke
hmm
thank you for your time
If you're in newer updates of Windows 10, just stick with the built in Windows Defender.
Windows Defender in recent years is ACTUALLY good and has incredibly low rate of false positives.
But the way it stalls file read until the scan finished can slow down the build times.
Could someone tell me what scale should my Box Trigger be to fit perfectly a 100 by 100 by 100 Unreal Unit cube please ? It looks like the scale of the Box Trigger is weird.
Nevermind it's a 0.5 ratio
you can use box extents to make it 100x100x100 exactly without using scale
That's what I used but no it's not 100x100x100, I had to put it to 50x50x50
Because Unreal creates by default a 200x200x200 cube when you use the Geometry tool to create a cube, so I set it to 100,100,100 so half of the size maybe that's why
unless the scale is 2.0 it wouldn't matter what size the cube is
nope the scale is at 1,1,1
Wasn't volume boxes from Place Actor hardcoded?
What do you mean ?
It's not the same as BSP brushes
I used the Box Brush from the Geometry tab in the "Place Actors" panel
and converted that to a static mesh
oh you meant the trigger volume
I just added the Box Collision component to the default Scene Root and the scale of all of these are at 1,1,1
why the hell are you trying to affect scale? just use the extents
I don't affect scale, I used the extents and it's at 50,50,50 for a 100,100,100 cube and it doesn't make sense
Using unreal 4.27 to try and package my android game. Can anyone please tell me how to solve the error here? please?
Anyone knows why someone is getting this error when trying to launch my game? The game process just opens for a few seconds and then closes. In the UE4 logs there is no error.
Faulting application name: SpaceVoxel.exe, version: 4.26.1.0, time stamp: 0x00000000
Faulting module name: ucrtbase.dll, version: 10.0.19041.789, time stamp: 0x2bd748bf
Exception code: 0xc0000409
Fault offset: 0x000000000007286e
Faulting process id: 0x27ec
Faulting application start time: 0x01d803ead1e16483
Faulting application path: D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe
Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
Report Id: ee242efd-71d3-4992-9ca5-710a27f65338
Faulting package full name:
Faulting package-relative application ID:
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2022-01-07T17:20:11.2141541Z" />
<EventRecordID>55697</EventRecordID>
<Correlation />
<Execution ProcessID="0" ThreadID="0" />
<Channel>Application</Channel>
<Computer>imperiex</Computer>
<Security />
</System>
<EventData>
<Data>SpaceVoxel.exe</Data>
<Data>4.26.1.0</Data>
<Data>00000000</Data>
<Data>ucrtbase.dll</Data>
<Data>10.0.19041.789</Data>
<Data>2bd748bf</Data>
<Data>c0000409</Data>
<Data>000000000007286e</Data>
<Data>27ec</Data>
<Data>01d803ead1e16483</Data>
<Data>D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe</Data>
<Data>C:\WINDOWS\System32\ucrtbase.dll</Data>
<Data>ee242efd-71d3-4992-9ca5-710a27f65338</Data>```
I have encountered quite the issue, and I cannot seem to find an answer. I did a Google search for the error I am getting, and I have tried everything found (going back as far as six years of solutions). I am hoping someone here has encountered this issue before or knows more than I do. Here we go...
I have a project that I am preparing to package for a build to share with my team this weekend. One thing I always do before packaging is "Build Lighting". When I tried to build, I got the following error...
There are a number of suggested solutions, but none of them has provided resolution. I did find a thread from a few years ago that suggested reviewing the SwarmAgent messages, and I found this error there...
The path listed in the last line doesn't exist on my machine though (unless it is really hidden).
Does anyone here have any suggestions on how to resolve this? I am under the gun to finish this build today, so I am pleading for a quick response.
I need to implement different logic per play start, how do I get which player start from player character
bruh, now it's been like 5 hours? 950/4527
I think I'm going to give up
Well, either give up or leave it overnight.
then my only option is to give up.
or I can either compile it on my SSD and then after it finishes I can move the files to HDD
ah yes, I'm big brain
Well yes, but actually no.
what, why?
From my experience, moving the engine folder can cause entire engine to rebuild, unless you make installed builds
meh, Imma try it anyway. If it won't work then I will just install it from EG launcher
Are you trying to build for dedicated server?
I am not sure what you are asking. Are you saying you don't want the player to start at the Player start actor?
if i change my folde rnames in the file area instead of the engine itself
would it break the project xD
renaming in project takes forever
Probably similar to how Doom has 4 different player starts.
Oh yes, it would.
If you want to have multiple spawn points and have one chosen randomly, you can create an actor called "SpawnPoint" or something like that and then create an array of all the SpawnPoint actors and use a ForEach loop to select one randomly. There is also a "TargetPoint" actor built into Unreal that is perfect for this so you don't need to create your own actor.
UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1.target'. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\diaci\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1.target'. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Cancel, title: Message, text: Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
LogSlate: Window 'Output Log' being destroyed
LogSlate: Window 'Output Log' being destroyed
Do yourself a favour and uninstall that shit antivirus.
Trust me knowing me I would catch 1000 viruses
Use the built in Windows Defender instead.
You know Windows just comes with antivirus right? it's built in now
It actually has low rate of false positive and good detection.
The only reason it wasn't always just automatically a part of Windows was the MS consent decree but that expired
what is ur shitty anti virus
most anti virus's are only useful
when OFFLINE
otherwise they perform worse than defender
Built in Windows Defender.
oh woops i thot u were the other guy
He used AVG
π¦
almost as bad as using mcafee
the only virus you have entrolol is avg do youserlf a favor and rmove it, ur pc will run faster and better
No need to push that Caps Lock
But most other AVs are either quack or outright rogue
oh please
can someone please help
But I didn't download it! I use MalwareBytes
I HOLD SHIFT LIKE A MAN
UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1-Win64-Shipping.target'. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\diaci\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1-Win64-Shipping.target'. Check that this target has been built.
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Ok, title: Message, text: Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
LogSlate: Window 'Output Log' being destroyed
LogSlate: Window 'Output Log' being destroyed
Also please change that username, it irritates me and possibly others when scrolling up
no
Should I do the same?
At least yours CONTAINS a fuckin word
im actually inclined to change both your names tbh
well ur a mod so if u want me to change my nick i can
just specify ur parameters
honestly the length of the name bugs me more than the content of it
i'd appreciate it, no parameters, but something readable would be appreciated :)
roger roger
Are you using the launcher build of the editor?
thanks!
i am using the launcher from epic
Try verifying the installation
done
i am doing it now
Don't worry, I'm used to it, as long as it is written in large letters, my name cannot be written "entrolol"
The problem with (what I would refer) bold, seemingly random esoteric symbols is that scrolling up through the messages can cause strain in the eye to some people.
And I'm saying that as someone who looks through a lot of code and compile logs.
lol
thats their fucking problem
Hey, anyone knows why someone is getting this error when trying to launch my game? The game process just opens for a few seconds and then closes. In the UE4 logs there is no error.
I think the key issue here is Faulting module path: C:\WINDOWS\System32\ucrtbase.dll, but they do have this file. We tried everything we found online but it still won't work for 2 people trying to play my game.
Faulting application name: SpaceVoxel.exe, version: 4.26.1.0, time stamp: 0x00000000
Faulting module name: ucrtbase.dll, version: 10.0.19041.789, time stamp: 0x2bd748bf
Exception code: 0xc0000409
Fault offset: 0x000000000007286e
Faulting process id: 0x27ec
Faulting application start time: 0x01d803ead1e16483
Faulting application path: D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe
Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
Report Id: ee242efd-71d3-4992-9ca5-710a27f65338
Faulting package full name:
Faulting package-relative application ID:
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2022-01-07T17:20:11.2141541Z" />
<EventRecordID>55697</EventRecordID>
<Correlation />
<Execution ProcessID="0" ThreadID="0" />
<Channel>Application</Channel>
<Computer>imperiex</Computer>
<Security />
</System>
<EventData>
<Data>SpaceVoxel.exe</Data>
<Data>4.26.1.0</Data>
<Data>00000000</Data>
<Data>ucrtbase.dll</Data>
<Data>10.0.19041.789</Data>
<Data>2bd748bf</Data>
<Data>c0000409</Data>
<Data>000000000007286e</Data>
<Data>27ec</Data>
<Data>01d803ead1e16483</Data>
<Data>D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe</Data>
<Data>C:\WINDOWS\System32\ucrtbase.dll</Data>
<Data>ee242efd-71d3-4992-9ca5-710a27f65338</Data>```
I already get that you're an egoistic asshole :)
fucking just change discord to suit your needs
better discord exists
Wouldn't you mind if someone said the same to you?
kinda against tos
the problem was eye strain yes? I get eye strain
i fixed it by changing discord
OFC not by any official TOS violation
(chrome themes exist)
Better think for everyone else, dude. The world does not revolve around you.
honestly as long as you dont like screenshot it, and dont claim u are using it, (like me for example, I dont use it) its cool
I believe that the BetterDiscord problem becomes banned only when you use Plugins like FreeEmoji, which basically allows you to do things with a license that you don't have.
BD is against TOS, and discord will ban you for it
though you have to REALLY try
like its very dont ask dont tell
well yes, u have to find a theme that works for you, or make ur own, like i did
but chrome theme for me
Exactly, I say that whoever uses it is really banned ... But if you use BD only for the themes there is no problem (In my opinion)
I have only modified an already existing theme
I used a barebones template for my chrome theme
but i did most of the real featureset
myself
but seriously tho
if scrolling past names gives you eyestrain
maybe get that checked out
as the internet is full of that type of shit
and discord is not a work platform
To me who banned from a server just because I wrote in Italian: π
i know a guy who was banned from a music server
for writing italian
Let that sink in
music server
italian
music
italian
Let me know, NOW, I need it
I know this is the internet, and you're not supposed to be a whiny bitch
But at least have some bloody respect to others, I scroll up to find questions and related post to answer.
idk the server, it was like a small one
again ,its the internet, whiny bitching is kind of standard
WELCOME TO THE INTERNET
Even if I'm a bit assholistic elsewhere, at least I know the place and circumstances :)
And this is getting off tangent, no use for me to mess with a jerk.
I swear the Build Unreal Engine is still not working and now it gives me more problems than before ... I will be leaving Unreal Engine soon π·οΈ
Use the launcher build to get straight to the editor.
But if I use the ListenServer technique do I still need that build?
Most of all, why do I need an external build to do something normal?
Probably, but I'd say you need to change your type of game so that it doesn't need a dedicated server.
It would be a meaningless game
No, all SinglePlayer games if they do not have a team behind them are abandoned even before being downloaded
Split screen multiplayer are still cool
Tell my only PC game that has nothing to do with Onlne stuff and ask me to make it multiplayer
Wrong.
If you want some proof, just look for stellar game jam prods on itch.io. Or basically any successful single player indie games (that the devs aren't industry veteran)
I published the
:triangular_flag_on_post: κ³ππππππππ#4438 received strike 1. As a result, they were muted for 10 minutes.
can we please get back to this channel being a general discussion about unreal engine, and not anything else.
When I packaged the game on 'DebugGame' mode they were able to launch without this error.. Any ideas?
#packaging might know something about it. It's difficult to pinpoint the error cause in shipping builds.
thanks gonna check there. but the build type the game crashes without an error is Development and Shipping, not only Shipping.
what is the intended way to store a key of a data table somwhere? For example I want to chose a data key's row based on a combobox. The combobox outputs a String, data table keys are Name
you cant write to data tables if thats what you're trying to do
no, I want an object to store the key of a data table row, and the user to be able to change it
key as in part of a map?
all inputs return strings, and casting a string to a name seems to not return true on equality
i'm assuming data tables are stored as maps
by key I mean the "row name"
uh, they're data tables π but you can get a row and then set that as a var which would be a struct
Hey, I have a quick question, does anybody here know how to make a decal increase slowly in size with a timer in the material editor? (blood pool, etc.)
you didn't get the question at all, but I solved it anways so thanks xD
lol sorry, was hard to know
Whats the shortcut to create a constant in material?
hold down number 1-4 the click
thanks, I didnt know I have to click too
I dunno shit about materials but you could also just put a new transform in with your scaling changes
hi
i have a timer set to 0 start delay
yet i have to hold my mouse for about 100-200 milliseconds before it actually activates the function its bound to
is this supposed to happen?
i was using a work around by running the function first before starting the timer however i cant figure out a way to not let the user spam mouse1 and use the function with no delay
thank you
Using mainly megascans and an automaterial. Any way to imrprove the shader complexity / is it worth it for performance?
timers fire at the end of their time, not at the beginning
Yoo everyone:) Was just wondering if anyone could help me figure out if parallax occlusion is disabled / not working in UE5
Because no matter what I do it wont work :/
how do you box select things in viewoirt?
i think you hold ctrl+alt
can i put 1 blue print class into another like spikes onto floor (viewport)?
i just answered this in bp, dont cross post #rules
pretty cool if you ask me π people make amazing things. https://offworld.live/download-center
The download center for Off World Live plugins and SDKs
new profile pic?
I was sick of the default one lol
A free, open-source plugin to share video to/from OBS Studio with zero latency, compression and CPU overhead.
but you can do unreal stuff?
wondering how good this might be for mocap work π
looks like there is a little frame chop from ue to yt
lol, check the last half of the first video
8,000 - 12,000 would be a solid number
Ohhh
yeah
i bet his bitrate is awful lol
its probably better now since it was a year ago
Sorry bother but i am trying change some Material tint by using a widget. so far dident get it how to change tints to a colour i chose. =/ thank you
holy shit. Compiling on HDD after 2,5 hours - barely 500/4727 vs compiling on SSD after 2,5 hours - almost 2000/4727. I should've compile UE on ssd before
Hi All, Have a large game with around 5 GB or compressed content. I have started breaking apart the PAK file into multiple PAK files. I am wondering how to tell UE4 to hold off loading all but the first PAK file when the game starts to decrease execution time. Not seeing a ton of documentation and looking for a direction to head down.
Thanks!
I'm trying to see my number of draw calls. I'm reading that "stat unit" should show it, but I see draw time rather than number of calls.
Hi, Im new to UE..I have a scene witch I did and accidently deleted the ground and cannot get it back, I was thinking I may want to change the landscape some..But how do I bring in a new ground to sculpt, and when sculpting will it damage and of my buildings in the scene?
when sculpting will it damage and of my buildings in the scene?
What do you mean by "damage"? It won't modify your buildings 3d models
Happy waiting π
thanks
Though you could stop the build process and continue where you left off on next attempt, if electricity bills overnight is a concern.
Unless you tamper with core headers or C# engine programmes, or getting unlucky with power outage, which in that case it'll trigger full rebuild.
oh thats great
Question is it a good idea to make a character health widget that toggles between hidden and shown only when the character is attacked. But it will show itself Permanently when the characterβs health is lower than 75%
Or should it be less than 100%
Depends on your game's genre.
^
So I dunno what problem you're trying to solve, but it's worth saying at this point: I made my healthbar widget do this because playtesters were having trouble realizing that there WAS a healthbar at all. I thought having the widget pop up on damage and change color as well would make it more obvious, and it helped a little but honestly WAY less than I expected
Still ended up getting "oh, i have a health bar?!" reactions when I pointed it out to playtesters after the change
Well having it disappear did help a little. Also I like that when at full health the screen has one less widget on it, makes for a less cluttered experience
Like I said, it depends on the problem you're trying to solve
Days Gone have it all the time I think
If you're looking for like a set of guidelines that tells you what the "right" way is, most of the time you're not going to find it
There are for sure popular, successful, AAA games which have done it either way
Just one of about ten thousand decisions you'll have to make get to make π
Because I was thinking about that situation as well. Ohh I have health?!?
Hello.
Can somehow import Robot arm with IK from Maya Mimic to Ue4?
It seems that AnswerHub finally got its plug pulled, for real. Not just read only, but outright inaccessible with 504 error.
THAT'S a shame, there's so much mostly incorrect info on there, Google takes you to it for like half the questions I have
Could someone tell me where I get questions about the material from unreal?
Why not make a setting for it if you plan on adding an options menu
So players can toggle it
Questions about Materials are in #graphics I think
thanks
GameMode is primarly on the server, and GameState client, right? or do i have that reversed?
GameMode is ONLY on the Server.
GameState existing on all machines, Client and Server.
awesome, thanks! my quick googles wernt quite making that clear..... and then my mouse died, lol
Yo i need help i cant see the game thing and cant add nothing there is no tools
how would i make an outline material?
is this possible without post processing?
yes, the classic trick is to duplicate the model, invert normals, and give it a material with color and wpo push
or disable depth testing for it
however, i prefer the post process method, just changed my duplication stuff to use PP, much more convenient to integrate
post process doesnβt work in the game iβm making a mod for unfortunately
Inverted hull trick per mentioned, and the best part about it is that it won't disrupt the post process effect, so it works if you want to have contemporary cinematic anime look
probably any
and does not look like all the youtube tutorials
ohhhh ue5...
...
you can try #ue5-general
Anyone know how to make a multiplayer garage system that can store cars. Like you walk up to a PED and a prop widget says βput away carβ or pick car to pull outβ.
Anyone here use Mari or Substance designer and can tell me the secret ingerdiant to fingernails in pbr, i can render decent nails in cycles or vray but could never get them to look alright in a game engine, im using subsurface and have a thickness map applied and it looks fine when i render it with iray in substance but in pbr it looks like an old ps3 game
now that I think about it ive never seen a video game with decent fingernails
maybe theyre just hard to pull off
i wouldnt treat them as their separate material, most of the time fingernails get rendered as standard in games, they're rather minor unless you're making a hand sim i guess
Im spawning characters using the Spawn Actor. Then when i make them move using Ai Move To, they dont move :(. Only the characters created before the game starts are moving.
How do i make them move after i Spawn them in the game? Is there a different node for Spawning Characters? I cant find it?
I found it already. It's spawn from AI class
just so someone else is reading and wants to know
Hello, is it possible to for the epic games launcher to detect a source build engine?
No.
oww, do i have to install the launcher engine to install plugins? for example i need to update Quixel Bridge
I wish Epic would just add caustics already, the github build they have is so broken and caustics make such a huge difference in raytracing
Yes, but integrated Quixel Bridge is not relevant in UE4.
Blender only recently had true caustics.
YES.
yea im using ue5, and quixel bridge reports offline when i open it and it says an update is available thats why i asked that
dont be mini modding people to the right channels when u discussing blender in #ue4-general bucko
Fuck you, it's just for a comparison point. True caustics still is in a pipe dream realm of rendering.
bruh i made a joke and he actually got upset someone post this on reddit
I mainly use Adobe illustrator and occasionally Photoshop for things with more 3D elements and works great for me!
Photoshop, CorelDRAW, Illustrator, Inkscape (if you're a masochist)
i replaced illustrator with polypaint
Paint if youre a sigma male
MSpaint
specifically on windows 95
In the end, you'd still have to arrange the element in UMG, but at least with external tools you can make the textures for the borders, buttons, and stuff.
Though worth mentioning there's a plugin on Marketplace that allows for converting PSD into a UMG widget setup. I don't use photoshop for that, so I don't know how well it works.
Maybe enough to get the template in place right away without rearranging the elements from scratch?
My freind who uses it quite often says it works great
But if your making modern, sci fi or lowpoly ui like me Adobe Illustrator is definitely a great choice.
I just finished making this for my game studio with illustrator.
https://streamable.com/q7rvaw
Why is my character feet and shoes out of sync? And it fixes itself after jumping? Its so weird, what is happening?
Should i make character start the game by jumping? π
not sure how you've hooked em up, but yeah, you could actually just move them up a bit so they fall since that's part of the jump anim
and thats what i did π they just start with a jump
is displacement on the landscape cheaper on the system than placing rock meshes?
I assume it is, since the landscape probably lods it to flat when you are far away, but then you can't really have a cull on it, since it is a material that is part of the landscape, so idk
landscape has a "special" displacement, its meant to be performant as much as it can, you can still put meshes on it though
oh so displacement is like hella cheap is what ur saying?
lol nope
just landscape
its a confusion with the term, landscape exhibits what we refer to as displacements, it does its own thing with lods and placed meshes
oh, and I just realized I also mean displacement with tessellation, like where you can make a gravel material actually extrude the rocks
probably not a good idea to add to terrain
if you want more of that detail, supplement with placed rock meshes
alright
just checking to see which way was better, cause I didn't know if tessellations was some magical thing or not lol
yeah, it isnt, it can make some nice high res looking stuff, but it was sort of a trendy thing but i dont think its going to be a direction for high res art in games - its rather clunky to setup, issues at seams always, shader setup/matching maps - i think nanite solves a lot of that, but its not all "game-ready"
tesselation doesnt change collision either afaik (like wpo) so if you do tessellation you end up with ground interesecting with player in cases
doesn't nanite like render stuff in groups or something, and the groups grow and shrink the closer or farther away you are? I was watching videos about ue5, and a guy like put a ton of meshes with high polys and his fps was at like 5, then he enabled nanite on them, and he shot back up to like 90 or something
I haven't messed with ue5 at all though
yeah i dunno either
just hear that tesselation was never great and now its deprecated
oh sweet i have ai and ps but i don't know where to learn game ui can't seem to find anything do you have any idea where to start
yea i know but ones with textured background and a few effects you need photoshop
you means making umg widget? or game interface?
no just like for wireframing
stuff like this and rpg style stuff
Yeah photoshop is deffo more suitable then illustrator for this type of UI.
ill is good for icons and maybe stylizing text and ps to add the effects
i meant icons
That's how I go about with UI I need effects similar to the ones your sending. Prototyping with vectors make planning life in UI design much easier.
List of uses with illustrator is vast.
yea i know i have a graphic design background
ic ic nice!
yo bro, does multiplying normals have a huge performance impact? I'm almost posotive it doesn't, because you don't add geometry, but it adds 3 instructions onto my material. I got the normals slightly multiplied with a vec 3, and it looks basically the same as the tessellation
except for when you look across it, it is still flat, but at any other angle it looks the same
I personally copy other game's UI and keep iterating over it, mixing others in the process
will the array with 100 variables load much faster than 100 booleans? im talking about save game system
or the difference is small
Small enough you barely able to notice it
||if you're doing it in C++||
bp
Hy guys!
Is there any methods to import industrial robots from Maya Mimic to UE4 with IK and FK and with a rebuilded, simulated controller control the robot in UE?
how to remove lens flare? im using kitbash project original file, I think the flare looks that way because buildings are empty and sun is just shining through them
hello all - not exactly Unreal related but has anyone here had experience with the nvidia shield? I'm mainly looking at it for 4K wireless gaming on the TV (very close to the PC across the room.) I originally had a steam link but I believe its capped at 1080 res. My only concern with this is any lag it may have streaming from the PC. Card wise I currently have an Nvidia 2080 Super but will probably upgrade to a 3xxx series at some point.
Disable it in Project Settings.
thx
I can tell, because the one from Project Settings don't have the bokeh shape.
Hi everyone, I want to ask if there are good books about lighting and rendering for video games. Generic and/or specific for unreal
GPU Gems. (Free, but kinda outdated)
GPU Zen (I think it was called GPU Pro before)
oh ty I'm gonna check it out
hey π is there a help channel for how to build your game?
Yes, but this question is way, way too broad.
For all I care, you would ask on how to build a clicker game with Unity.
Wait is this the channel to have my game built for me π©
how many draw calls is bad or good for gaME?
low end toasters.
The least possible then
Wait what if you were targeting high end or mod tier pcs?
I mean
but i made a simple level and added a ai enmy. draw calls are 30-40 and good. but i go near ai it goes to 80-100
With that you could go a little bit higher
i can't my toaster laptop will die of heart attack.
Usually from 5 to 9 i guess
that doesn't help.
Still
Draw calls are relative per item
A mesh with 20 materials will generate 21 draw calls
So 4 to 8 mats per mesh look like a possible number
ok.
ok what if add a combat and some abilities?
Draw calls are calls to the GPU to load a specific mesh or mat
I don't think adding animations will create more than the standard amount
ok.
Maybe adding UI changes it but I am not entirely sure
what if i write a component based abilities or weapons. like to have a x ability, i simply add a component with that ability and call from it.
Is it rendered?
idk. i simply made it and put it in folder. does it get rendered?
No
but when i add to character it will render.
Can I ask why you are so worried about draw calls?
i have a toaster laptop and i don't wanna play with 5-6 fps.
Draw calls are engine related
so i was asking whats range of draw calls for high fps.
You have to reduce the polys of models or load a different LOD
Or
Keeping textures at a power of 2
ok
Ex 1024x1024
ok
To reduce the polys of models i suggest either using a lod or going on blender and reducing them from there
ok thanks.
No problem, have a good one
make your materials cost less instructions, dont use much translucency, and look into HLOD and such.
morphs only work on skeletal meshes.
they do have some overhead, but looks at his character with 300+ morphs depending on your needs, nothing to worry about.
I would like to know why I have this problem knowing that when I but normal it does the same thank you
help why is this so blank and stuff
I have a big problem : Yesterday everything worked perfectly but today I can't move my character, jump, look up and down for some reason, and I used print string to see if the inputs are detected and yes they do but the character doesn't do anything, anyone knows why please ? In the world settings everything is set like the GameMode and Player controller and the Pawn Class, but for some reason it doesn't work
Please ping me if any answer
problem solved, I had my Game State Class being Game State instead of Game State Base
Guys what are standards while writing bp code and how to manage it so doesn't get messed up as I add more stuff?
comment everything.
Try making your logic mostly left to right
And use reroute nodes a lot
Comment important nodes specifically
And all node groups
Use variables, so that you don't have to set values manually
Avoid spider nodes (nodes with a lot of output branches) using variables
and get electronic nodes or whatever, it makes your execution lines and everything flow better
also, is there anywhere to get any royalty free high quality heightmap data for landscapes?
preferably small chunks so I can level stream them together
Either make it on your own with some procedural from blender or create an height map from an image
They look something like this
Looks like a thunder
Maybe you can find a way to make procedural thunders in blender
Or ue4 idk
I'm sure Google has plenty of suggestions.
The process looks something like this
This tutorial shows how o create a 3D terrain with grayscale heightmaps + textures in Blender. For this tutorial we used heightmaps and textures from https://www.3d-mapper.com. You can download your own set from a location of your choice.
0:15 Check heightmaps and textures
0:40 Create the basic 3D terrain
3:03 Create ...
Maybe this will help
hi
I just created a first person project template. Im trying to move fp gun but its not moving
I tried everything
But its still cant move
Is FP gun the default?
I don't remember, i don't use templates
But I think the gun should be in the player blueprint
Yes im in player blueprint
Yesd
Trying to move it in player blueprint
if every now and then the random game crashes, what could it be?
Ue version?
Does anyone know why i get these messages in the "Message Log" "FlyingPawn_297.Plane mesh spaceship3 has to have 'Simulate Physics' enabled if you'd like to AddTorque."? (I do have physics enabled btw)
i am new to unreal engine sorry
same
you making a game with flying things?
Yes
cooll
may be they mean in the mesh...like the physic thing? idk
hey Im trying to mesh paint have the textures all set up and the ground plane selected . Im in mesh paint but no brush shows up. It just wants to move the ground plane..Im using 4.26
hangon
lemme send an ss
there
if that helps
i have it enabled
first of all, damn your mesh is nice
Lmao
i didnt make it tho
i suck at modeling stuff
same here downloaded a free bundle π
ye i got mine from sketchfab
same i try to model as much as of the things i can but like guns and stuff i can't so i have to download it
have that selected
ohh nice i got mine from the epic marketplace
ah
put your cursor on the model? idk it works for me
done that
ohh
Hey
cuz you don't have the model you want to paint selected?
I need suggestions for a laptop that can run unreal engine 5
idk i am on ue4 and using a m1 macbook with 8gb of ram
I have the landscape selected
oh i tried it on mine and yeah i select the landscape and it just moves stuff
Ok thanks
ye have no idea sorry
Yo @haughty dock, is there any other thing i can use than "Add Torque" for this since the message says it has something to do with that? "FlyingPawn_297.Plane mesh spaceship3 has to have 'Simulate Physics' enabled if you'd like to AddTorque."
ik your new to unreal but you might now idk
ok I did a test run on a new layer..it worked..I accidently erased the ground and tried to make a new one in the landscape mode but its not working when I do that
Is there an effective way to cull a material?
I seen one guy say you can get camera position then do an if and then lerp the opacity, but that still uses the same amount of draw calls.
So, is there a way to basically completely turn a material off whenever the player is far away?
uhh sorry idrk i am making a fps game so..
yeah
Ye okay all good dw
Iβm trying to do this on a water shader, so water the player canβt even see 2km away wonβt render
is yaw the same with torque?
no no don't tell yourself that
like yaw? like turn left and right thing
ye ik yaw means that but wdym "is yaw the same with tourque"?
i mean what if you use yaw instead of tourque
oof
is "Task Force Alpha" a good name
Its cool ig
ah ok
Hey thanks for the help earlier..But another question..can you edit the default ground and make it larger??
without it stretching textures
I tried ctrl-c/v and when applied the textures there was a seam that was visible
If you have the starter content in your project you can go to the ground_grass material and there you'll find a way to make it not stretch
sorry for my bad english
Im new to unreal..so you are talking greek
wait
I need to make the object larger, without duplicating it and having the textures not align
I dont want to edit the material...I want to edit the object ground
but are you making it a landscape or what?
yes, its ground...so its a landscape..I need to have the default ground object larger, if I just scale it, then the textures are stretched, if I duplicate it then there is a seam
is your object a mesh?
Sounds like you need a terrain
its the default ground
I created a terrain..right added it to the scene, then tried to mesh paint and it wouldnt work
ooh
Full Tutorial, Video and Notes: https://www.worldofleveldesign.com/categories/ue4/first-beginner-landscape-material.php
Landscape Materials are very different than any other material you have to create because you have to be able to paint textures on the terrain such as grass, dirt, rock or sand. This is done by a single material expression - L...
watched that
but the mesh paint wouldnt work..no brush would show up
so you have something like this but with a cube scaled up right?
hold on..
and the texture stretches
this is what was going on
Hey guys, I'm a Unity user and considering trying out Unreal, however I'm wanting to know how seamless the transition would be (or wouldn't be) from user experience.
thats the custom terrain
go to the normal view and click on the object
you should find a parameter called materials
and....how do u go to the normal view
sorry like I said Im new
yo someone help this is all i see no tool nothing
click on modes and click select view or something like that
I have weird thing going on in my Unreal. When I download and add something from bridge it comes without material and I'm not really how to fix that
Probably some driver bug
yeah that looks like a cube, not a landscape terrain. π
the material is applied....in general material..I cannot get the mesh paint to paint on the material
this is a known issue. You should be able to find some things on google about how to fix it. I know we did
its a blend material..
nah i accedentaly closed all tabs and now i have nothing
actually you can't paint like that I think, you need to create multiple landscape layers
Open a map manually
when Im in mesh paint ..no brushes appear
but in the default ground..brushes appear
soooo
could you go please to the normal view and send a picture of what you see on the cube details please?
how
yes let me start it up..I got flustered and shut it down..it should be this difficult
shouldnt
I know πΆ i'm also a little bit sad because Unreal is getting harder and harder to learn
In your project files, double click your map
see thats the custom ground made in landscape..see how the material has seams
still dont know how
have you got the starter content enabled?
then when I try to do mesh paint ..no brushes show..
again..Im new...so....where would I see that?
Go to your Content Browser and click on add > feature or content pack > Starter Content
then you should be able to select the material called "M_Ground_Grass"
here
I have a custom_blended material that I made that Im using
do I need to do the default first then paint in the custome blended?
What do you mean by a blended material.. sorry?
its a blended materal of 3 different materials so I can paint in different channels..1 is mud, 1 is pavement, 1 is cracked pavement
ooh you mean that.. ok sorry
yea, so the mesh paint is not working on that terrain I created
if you go to the Landscape view you can go to the Paint panel and you should see that working
ok let me see
something like this
landscape mode just wanted to change the terrain
so you don't have this option there?