#ue4-general
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not there
could you go to the blended mat?
I have Post Processing set to Unbound but it seems to still have an actual boundary, is there any way to fix this?
hey got rid of the seams
butttt
no blended material
still only wants to move the object not paint in mesh paint
you want something like this?
yes
what version is this?
Im using 4.26
this is UE5 but there is this option also on 4.26
for some weird reason now OBS video doesnt want to record my screen..fucking technology
soo.. to make that i'm using a normal material with a layer blend node going into the base color using "LB Height Blend" and another one for the normal
like this, remember to put landscapecoords into the uv
and also one for the roughness sorry π
no option like you have
try to go to the landscape paint instead of the mesh paint
yea, Im just going to leave it and wait till Monday and show my professor..
ooh it was an assignment.. sorry!
does anyone know of a tutorial on how to make a paint bucket spill paint?
i mean i can just add a blueprint on moving play emitter but i want it to be more realistic.
you want to paint your landscape?
its coool..but is there when you are moving a object it doesnt like snap you can move it in increments?
exactly with a blended material
disable grid snapping
that is where
have you setup a material as shown from Will0mane?
top right corner one of the buttons
did your professor told you to make it with a blended mat?
no its custom its a 3 material material..
its a free for all
what?
show me
So this might be a question for some dude who really knows ue4 and github...Ive got my c++ project uploaded on github and now my level designer should be able to open the project, but since its a c++ project he would need to rebuild from source manually...is there a way to upload a built source to github so that my designers dont have to install visual studio?
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Im using a material dissolve function. for it to work correctly the material blend mode needs to be masked but when i change it parts of the materials disappear. Could anyone tell me what i could do in order to get around this
How to change the pivot of an already existing Static Mesh so using that static mesh will have its pivot point changed when I use it in an actor BP ? Because for now I can only change it after placing the Static Mesh in the world but I want it to be applied for every instance and also if I use it in an actor BP.
Please ping me if any answer π
Anyone know what the default save location is for a packaged game? Google says Appdata/local/<gamename> but I have no directory there for my game
I'm no expert on this but I think you want to load the mesh up in an editor (blender, for example) and change the "origin"
I don't want to go to blender to do that as the mesh is just a simple cube flattened a bit made using the BSP tool, so it's so frustrating that unreal doesn't have something to change the pivot point on existing Static Meshes
I think the only other option is to have it as an actor component and use a scene component to control the pivot point
Hey guys, whatβs the best way to get a mobile application to interact with gameplay mechanics in unreal engine? For example if I press a βgreenβ button in an app, I want my character to change his color to green in real time. Would the best method entail creating a REST API and changing the color value in the player database for unreal engine to pull and apply? Or is there another way to communicating between devices
Hey, anybody knows if there is a Randomize node similar to the one found in sound cues?
I imagine a Random node that just chooses a random path
switch on int I guess
random int range
yep
how about making sure it plays each only once until they are all played?
the play without replacement thing in cues
or with replacement always get it wrong luls
RandomWithoutReplacement
make a new mesh from BSP and set the pivot to where you want it
or use blender
those are your options
That's what I did thank you π Also When I set the brush Z to 25 (as the default is 100) when I move the pivot point using snapping being at 1, I couldn't make the pivot point align perfectly on the edge. Is it possible to make it scale from 100 to 25 from the top or the bottom and not the center so it aligns perfectly ? π
depends on where you put the pivot point
but scale generally never aligns perfectly
you wouldn't want it for precise metrics
Like I didn't use the Scale thing in the Transform, but the thing that BSP have. I want it to be in the bottom on one of the side as I need it to rotate on that pivote point (It's chest like in Minecraft, it's the top part of the chest opening and closing)
That's what I used and set the Z one to 25 but as it scales from the center, the pivot point is on 0.5
I tried to apply the pivot point first before putting it to 25 but it kept scaling from the center
you really need to adjust the pivot point when you create the mesh
and work it from there
and all of this is so much easier in places like blender
UE doesn't have the CSG tools necessary for this
hey all, whats the correct channel to look for someone to join me?
I have a BP that's seemingly having issues with referencing a BP class.
anytime I add nodes that contain a reference to a BP class (BP_BaseCharacter) it seems to freak out when the BP is reloaded
doesnt Alt left clicking the red input fix it?
here's a completely different node when I first create it
and after the BP is reloaded
yes, temporarily, refreshing the node also fixes it temporarily, until I perform a BP Reload or a BP Validation
OH.. this is interesting
edie: (this may have been due to reloading the class, all other BP Base Character options disapeared on editor reload)
Does anyone know what software this is
See #instructions on how to post to job board channels
Isnt that for hiring or looking for a job? im not doing any of these
Looking for someone to join you = looking for hire
i think is houdini
Even #volunteer-projects
you're looking for a team, so you can post it as an #volunteer-projects or else in #game-jam-lfg
Thank you brother
i think game-jam it is, thank you, i'll delete my post here π
how many scene captures should you have in one level?
I currently have 2 and may have to add third, im getting a bit worried
Screen captures are kinda terrible in performance anyway, combine that with Canvas RT redraws
hello, another reverb user here with issues.
got headset to work, typical no controller function. i'm able to open up the radial menu on a controller, but other than that, i can't do anything.
- i've made the changes to both .ini files as per https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unreal/unreal-reverb-g2-controllers?tabs=steamvr
- i've tried unreal 4.27 and unreal 5.0
- I've tried variations of plugins, only steam, only openxr, no hp plugin, etc.
thanks
Does anyone know how to setup Git LFS with UE4 through source control? I've installed it to my C drive, but it just brings up a command prompt when opened, and the option to include a .gitattributes file for it in UE4 is greyed out/unavailable, I'm unsure how to proceed
tessellation is the method to make sand look more realistic and bring out it's details to the top?
Does anyone know where I can find a freelancer who is an expert in unreal engine? I want to have 3D videos for a new a fast growing childrens toys brand
there's always the job board section. if you want to put up something you can check #instructions
Thank you! I will
hello
UE4 likes to get buggy once i fly out a bit, shadows start spazzing and things start to shake
there any way to fix this? My maps are really large in scale due to the type of game
5000713.0 centimeters usually being when the shaking becomes noticable
this has been asked numerous times in vr-ar and met with a complete lack of response or solution.
thanks for the help anyways
origin rebasing, thats precisely what you need
you can't reasonably expect everyone to be familiar with everything. I'd try and perhaps use the unreal forums where some people in a more official capacity could help you
this discord is entirely unofficial
i'm sorry that you inferred that as my intent. I wasn't expecting everyone to be familiar with everything. I was simply letting them know that there was no solution, and that it's been asked multiple times, in the very likely chance that someone else with a g2 reverb comes in asking for help, since they seem to be a helper of sorts.
The maps are large due to the game involving flight
So they arent big in terms of the players perspective
but in editor they are massive
ima try this
Iβm trying to make a futuristic game but the weapons seem super hard to make in blender is there an easier way to make them?
Does anyone know how to setup Git LFS with UE4 through source control? I've installed it to my C drive, but it just brings up a command prompt when opened, and the option to include a .gitattributes file for it in UE4 is greyed out/unavailable, I'm unsure how to proceed
The same question has been sitting there for 2 hours. I asked it there already
Then I can't answer that for you. I avoid Git LFS.
you can't use tessellation on landscape and paint with that material? on plane it looks nice, but on whole landscape it looks flat
Why are you using tessellation on landscapes?
to make a realistic landscape fast
wrong? π
Don't, lmao
Help it with static meshes instead. Landscapes already have collapsing quads
I switched t oworld comp but now I cant stream load levels
i try to put some erosion on, sculpt, smooth a bit
Are your levels structured similar to Ace Combat 7?
also I'm using 2k textures
The way im going about it is having the normal level with the assets needed to fly around, and then having the actual levels lighting and geometry stored in another streamable level
this way its less intensive and I can just use that same level for a standalone cutscene if needed without needing 3 versions of the same level
Help it with macro detailing as well
guys any tips, im building light with GPU, in my scene there is many static meshs and BP Actors like doors, when i backed the BP Actor(Door) doesnt affect by building light, how can i fix it
what's that?
The Base_Level is the one with all of the level data, the normal level contains the world bounds spawn and actors needed for the flight, other stream levels can be used for loading in missions and such
Blending textures for macro/large scale with textures for micro/small scale
So, in a way, similar to Forza Horizon's open world?
how blend out time works? in my mind it was set manual time for animation to blend out, but doing my own time animation just cut in some moment?
In Forza, you have the free roam open world, and race events scattered across it
guess they use several stream levels for those missions
In contrast (AFAIK) Ace Combat 7 is more traditional levels, not open world level streaming
gonna change it to not a tick event but would this work?
ok changing the world origin does wierd stuff
it moves the entire level to the players location lol
even the stream levels
How to actually setup a training to become better everyday, and understanding how things work.
Dont stop and dont give up
Don't afraid to experiment and break things up in the process
really plain answer
You're not going to sell the learning project, so if your project files goes haywire, you can always make a new project
just start with something you find interesting, do something you enjoy, you learn better when your having fun
nop
think i just rebuilt the lighting
and now lightmass wont work
i feel like my build of UE4 is just high in general
the thing crashes if you use PIE with an actor camera preview open
Alright.... take the next project seriously. Dont take any part for granted and work like its a job. Take breaks to avoid burn out. Make each feature even if its hard to know what to do. Dont justify changing something because you dont know how, problem solve and figure it out.
analyze, research, problem solve.
Its mentality more than anything
uh so i have a landscape here and i built a navmesh volume which covers it. The navmesh built successfully but no green grids are showing when pressing p. On other surfaces the green grids show.
i built lighting'
nothing changed
Image
just normal landscape
took the advice on going onto the unreal learning hub, and they really have some great stuff on there FOR FREE happy i did not buy that course
question when I switch material blend mode to mask half of the material disappears, why so?
i doing that too, they even have the quiz O___o, have fun!
Message manny with !stream
Not sure best place for this so someone can direct me if needed π I'm trying to spawn a pawn inside a mesh that I'm using as an interior, but they seem to either get spawned outside of it, or just fall through it. How can I make the inside of a mesh support collision..? Is it not normal the just model the entire frame of an interior and import it? Should I do walls / roof / floor separate?
You should do the latter instead.
Already discussed the same thing with someone else on #graphics
Alright, thanks π
interaction source is custom
i can press and released
but i can't clicked
if i change interaction soure to mouse then i can clicked
how can i solve?
<@&213101288538374145> I sent manny the DM, got the response saying I should be able to stream but it seems to not have worked.
It's 4.27.2 already released? Will 4.28 be released, or straight to 5?
4.27.2 is already few weeks old.
master branch is in 4.28, and still actively worked on
5.0 is already looming on horizon, and ue5-master is already in 5.1.
Nice
super new to UE so sorry for the ignorance, but I've downloaded a content pack from UE4 (the free winter one) to try and learn and re-create it myself. I'm confused on where I can find the "Landscape" piece of the content pack. I can see it in the world outliner under the already finished Winter level when I load it up but I can't seem to find it anywhere in the content folder to put it in my own level
basically the main ground piece or heightmap, if that's the same thing
That's because landscapes sculpted and their data exist only inside a level on a Proxy Actor. If they are being imported from heightmap, heightmaps are not required to exist in content folder, they are selected on import and never added to files ever
so I am unable to use the same landscape piece in my own level?
I actually never had a reason to deal with it, so i may be wrong. But i think you can select Landscape actor and copy&paste it
Because all data is stored in ALandscapeActor, and it's autonomous actor, so i bet you can copy paste it
should navmesh go in persistent or streamed levels
Just wanted to celebrate that I'm getting better at working with blueprints. Yesterday I learned about timers calling themselves which works much better for some behaviour I wanted
If you have sublevels, and if you ask you do, streamed levels
alr
what about foliage
they are all right now in persistent level
do i need to put them all into the streamed levels
Using landscape?
thanks π
gonna finish this, and then do the detective office game environment
yes
foliage is procedural
i could procedurally generate it into every streamed level
should i
Foliage gets culled not depending on levels, so i think it's okay like that
alr ty
hi, general question, is there a way to see what is actually being used in my content directory and what is not, so I can reduce the size of my repo some?
found it
ah.. thats nice
i right clicked on content and used reference viewer and size map
hahah well i have someone try to do some HUD work and he doesn't have hdd space π¦
so i just got a new pc and i am having the issue of i cant play any games or launch any 4.21 packages so if a game was made in 4.21 i cant launch it at all like if i look at the logs it starts to launch but crashes before anything visually shows up so if u got any ideas please let me know
is there a way for async asset loading to ease off loading when game fps drops too low?
Guys was asked to do this so any of you interested in a truely large open world Composition I put one of my blank Projects up for download. There is nothing in the project but a 20km x 20km map you will have to add starter content first person 3rd person whatever it is a 4.26 project.
I also did a tutorial on how to create this as there is a bug that can affect a majority of people with smaller computer systems so I show the entire process not really skipping anything its a hair over 1 hr long and you can scrub through some areas but I tell a lot of details in the boring repetition parts so at least once would watch it through. Im not the greatest at this video stuff but you will be an expert by time you done watching it and looking at project
https://www.youtube.com/watch?v=cdQC08-wSsw&t=8s
No, because async asset loading is not strictly tied to framerate.
which chat is the help chat?
Almost all of them. This is the most general. Rest divided by specific topics.
ah, well is this one not a bad start for nav mesh generation issues un UE4 21?
yes lol
Might have more luck seeing if the game has a discord for mods. 4.21 is ancient and mods tend to need special treatment.
it does but its not active at all : (
plus i thought ue4 came with nav mesh? or did it not
Hi all
It does, but with so many people moving to newer engine versions, who knows if 4.21 specifically has regression issue / problematic navmesh and got fixed in newer versions
A functions local variables will be unique to each instance of the function called correct?
Yes.
cool!
Hello, In UE4 How can i stop the slow compiling shaders?
hi i need a quick answer related to this - how can i merge the duplicate png textures named numerically "001" "002" and so on
do i need a separate plugin or something for this
or can i do it in the property matrix
i googled and i can't find anything useful
yes
like bulk replace references
for eg this
delete the files ending in numbers and keeping the _PNG one only
is it possible?
need to do this for 14000 textures
Is there a localisation channel?
so is there anything i can do? the only plugin i found that is capable of doing this is 20 dollars
and no unreal documents mention cleanup
i'm pretty sure it wouldn't work if i tried doing it in the project files in explorer
how do i setup a shared cache?
hello everyone someone has already used metahuman if yes how to import a photo on the software thank you
yo, how can I switch to a billboard on my lods, I don't see anywhere to switch the mesh in the lod settings, I have the material in and everything, just trying to switch to a square
im curios, does anyone know if ue4 has some way of preserving the mesh volume?
for rigged skeletal meshes
There is plugin called project cleaner which was given for free 2 months ago by epic. If you have that try it, it will show which asset is covering most memory and delete it directly.
i had downloaded it but i can't find the window
and anyway, it doesn't really solve my issue
i have duplicates of files that are referenced
Did you enabled it from plugins manager?
It will show in windows tab in top left corner
I can't type everything in detail, you can go to plugins marketplace page there is documentation and videos related how to use this.
these are all referenced to different material instances
this cleaner doesn't help me solve that
it only solves unused stuff
thanks for your efforts though appreciate it
i'll do it manually ig
π
@neon bough sorry for the ping but is there anything left that i could possibly do
a script or something?
well my suggestion would be to delete them and replace their references, depending on how many there are
i wasn't asking about packaging though and i don't see anything there that relates to bulk reference replace
doing that already
tedious
thanks ben
this probably going to take about a week to do
still on letter a textures
and then i have to do material instances and then objects
how many are there?
oh boy
i don't really know of a scriptable solution, but most likely you can make something with c++
ow c++
or python if you are lucky
but from my glimpse at python stuff it's not really good documented
https://github.com/ue4plugins/PythonSamples there are some python examples
not sure how far that will bring you
found this plugin but it's 6 dollars idk why i said 20 dollars earlier https://www.unrealengine.com/marketplace/en-US/product/clean-me-up-scotty-automatic-project-organizing-tool
thanks i'll take a look
and my best advice is to make a backup before you let a script or whatever let loose on your data
oh, that looks handy!
not sure handy enough to prevent me from re-basing my whole project... but handy
which one
that clean me up script --- not sure it'll cover your needs, but i like it for daily housekeeping
it would cover my needs everyday lol
need 6 dollars maybe i'd find some in my piggy bank
for now though that python stuff intimidates me
Is there a way to edit structure without having reconnect everything
SetMembers
wait till you come to the point where you can't edit a struct because it would crash the whole editor π
Editing a BP struct is ezpz if you follow these simple rules
- Save All
- Modify Struct
3. Save ONLY the struct (IMPORTANT, UNCHECK ANY OTHER BOXES) - Close Editor
- Make sure you DO NOT save any new changes with popup
- Restart editor
i found this on their discord server, their owner posted it there in 2019 but i have no idea how this works lol
did you successful use that with structs that crash the editor?
tats why i run from coding
because i have one of them, and i want to add some fields -.-
Did you try a resaveall on the folder it lives in?
if you've already crashed the editor because you modified structs without following those rules then... you have to do it the hard way. SOMETIMES you can recover.. other times you end up corrupting some BPs
the golden rules are to prevent issues when modifying structs, not to fix what's already broken
it only crashs when editing fields, otherwise the struct works tho
What are you all doing with structs? Ive added/removed stuff from them without problems. Ill sometimes get a mismatch between the struct data asset and the var in bp, but resaveall fixes that
and i can't edit it, it seems to be either how i use the struct or what's in it
if you use the struct in BPs, save, and then edit the struct it will cause corruption
I've never seen a case where it didn't
We are talking about the struct asset right? Not working with them in bp?
well.. both
make a struct asset, and then use it somewhere in a BP, save that BP
now modify the struct asset file, and save the struct asset file
insta crash
give it a shot on an empty project
give it a shot if your project is backed up. it's an extremely common situation
I remmeber it going back as far as 4.15
ok, thanks
I dont have to. I work with them normally. No issues.
or something like that
what is a struct
conrad you just didn't run into the issue yet, that's all
man I'm impressed you haven't ran into the issue.
No i kniw what you are talking about
i have it with 1 out of 20 or something
it crashs the moment where you add/modify a field
Maybe happened 6 times last year
theres no chance to click resaveall
insta crash, and you can't open up the project, so you don't get a chance to resaveall
i think it's because unreal starts to change every referencing BP in the background
Are both doing structs in structs?
@bright sigil I wonder if you're resaving all before you save the struct
and that's why it doesn't crash 
i'll give it another shoot in an hour, making full backup now π
I make struct. Save. Make var and set type. Save/compile. Start using it with regular saving....
you could try the ol' deleting the binaries, intermediate, build, and save folders
but what do you do when you modify the struct asset file
i could just sit down for a day and convert all my involved BP's to c++ and live a happy life
are bps not good enough? code is intimidating
BPs are great (for most things)
like changing a type, or a variable name in the struct
I drag it out as a get, break it, get whatever, check off show unused pins because its clean :) and if i change a value, i use set members
no that's not what we're talking about
we're talking about modifying the actual struct file
like changing a type, or a variable name
opening the struct asset file, and making modifications there
then saving will cause the crash
In that case, i mean i cut maybe 20 vars the other week that i didnt need
Reordered some as well
Renamed
well amaze, i can't even change the struct or something
Pretty heavy revision
as soon as i click "add new field" it will crash
Lol no that doesnt happen to me
yeah... that's impressive lmao.
I clicked it like 10 times
did you try deleting the binaries, intermediate, build, and save folders?
Are you both using cpp?
give it a shot, delete only those folders, and then rebuild. you'll lose your editor preferences, but its where most start after struct corruption
I think resaveall is still the best fix
well i know this is unrelated to your stuff but i once deleted the base world material
cpp and BP, have structs defined in both
No i mean my project is bp only
i'm doing 95% bp, and 5% c++
since rider for linux was just "released" 1 week ago and there wasn't a proper IDE for linux
oh yes, I just meant I'm using both cpp and bp defined structs
I think resaveall also fixed the problem i had when i renamed a struct...
is it ok not to use billboard lods for ground foliage? I have them very low poly, and my grass lod 3 has 15 tris. They also all have culling, and I am not loosing any performance, but idk if this is a good practice or not.
just having cards for my ground foliage looks bad
Up close model look good, far away model is silhoutte
but far away the grass is terrible and I mean disgusting, it looks horrible when its carded
and by far away, I mean my screen size is .1
did, for my trees I have cards and it looks great, because they lod far away, but my grass and shrubs the lods reduce so fast that you have a card like 20ft away from the player and it is obvious, then about 25ft away it culls
but without cards it looks normal, just a few more verts and tris
and by a few more like 12
Its based on model size and dist from camera so the numbers might be more unique
0.0065 is not unheard of
I'm really suprised Unreal Engine doesnt have color ramps, without one, which node would allow me to control roughness in two directions or do i really need to make a math subtract and add node for each one lol
Color ramps.... roughness in two directions. These sound unrelated
a color ramp when added to a constant in most 3d applications allow you to dial between two directions for spec rough and other values
in the case of 3dsmax and blender its exactly how it works
remap value?
unity can do it too
Use your roughness as the alpha of a lerp
Otherwise you have a lot of adjustment features in unreals texture editor
https://streamable.com/q5n05b thanks Conrad this was exactly what I wanted
π
i have a question about the GameMode. conceptually, should the GameMode be the one to implement logic for actions which modify the GameState? for example, let's assume that in an RTS game, a unit wants the GameState to put it in the "workers" list. should the unit ask the GameMode to tell the GameState how to do it? Or should it just go straight to the GameState? What if there is some game logic involved in processing this request - who implements it?
dont think it matters, the differences between them are network related
so unless there's a multiplayer concern, the approach is pretty much "just do what's more convenient"?
yeah i think so, they both exist for the level, gameinstance is the only one i know which is persistent between levels
you could ask #cpp they may have better info
why i can't clicked from custom mode?
never used custom, id guess its based on how its defined, but as i said
lol, yeah saw
how do i remove a widget component?
is there a way to specify by name where textures get assigned on import, whenever i export a fbx using pbr mats my roughness gets placed in specular, can i define where these nodes are placed on import at all or is it only up to unreal engine to guess
is it possible to get PIE or client number somehow for editor testing with more than one players?
Pop up multiplayer PIE windows should already mentioning the client number in the title bar.
Though #multiplayer might know more about fetching player controller ID
i just found out you can use Lumen with Raytracing at the same time
Well I was meaning in a programmatic way but feel like I found it
Hello, I am learning C++ and I am doing Unreal Engine game making. Are there any tutorials? It would be nice to have a lecture that explains each step step by step.
@plush yew Start here: https://learn.unrealengine.com/ However I would advise to start programming with Blueprints before diving into C++
http://mbook.interpark.com/shop/product/detail?prdNo=269612662 Is it okay to start with this book?
Unreal Engine 4 Scripting with C++ Cookbook
I don't know that book so I can't tell. If the reviews are good I guess it's ok.
but i have a question You learn several classes such as actor class, phone class, character class, etc. Can you make the game you want by learning these classes? So far, there are so many things such as where to start and what to do, resource sound planning, etc.
You will be able to make simple games if you understand those basics. For complex games you will need to learn more systems, etc. Yes there is a lot, that's why I sent you the link above. There are lots of tutorials there, you can pick the one that interests you the most
The ugly truth is, game development is complex and complicated. It will take years until you can make the games you can dream of. And even then you will be limited by what can be achieved by yourself, so you will need to find or join a team if you want to build something bigger.
I want to change my player state class but it looks like I can't change it..
@patent plinth Create your own GameMode that derives from GameModeBase and select it in "Default GameMode", then you should be able to change those values
Ah okay got it thanks !
That's right, single-person development has its limits. I want to join the team too.
Is there any way to get into the team?
There is a jobs category in the forums, you can post there for an unpaid job: https://forums.unrealengine.com/ But honestly work through that book first (or online tutorials) before you offer your talent π
Yes
Recommend the first game after studying Zombie survival game? is this ok
I don't know that game. Honestly just start somewhere, the rest will come
is there a bug channel or do I ask for help here?
its just a bug i'm having with the blueprints so i guess i'll go there
hello guys - I have an nvidia shield arriving soon for streaming/gaming on TV/couch. Do any of you guys use one?
I was hoping to find out how to run a test level from UE or a build on it too
click left up on window and then click viewport
the viewport is no longer in the windows
oow, try to open the viewport number 2 and do the 1 away ?
dont know
then i dont know it sorry
the viewport option dissappear
when I close the blueprint
and when I open it I again I dont know how to go back to the viewport
how to can i add proximity voice chat to my game
<@&213101288538374145>
:no_entry_sign: I am your lost DAD#6108 was banned.
Is that quaternion gizmo plugin?
thats just the default UE5 gizmo
didnt know there is a gizmo plugin does it allow you to have it where your objects origin point is on export
For adjusting the sun - ctrl+l
because opening a static mesh to find it a mile away is getting old
im having dumb shit problems
@plush yew
Hi
i couldnt find the gif where he says dumbshit
Lol
but whenever i hear someone say it i instantly think of kuze
thats his favorite word
I dont know how to open the blueprint editor
and then open the view port
rip
the viewport dissappear
try moving the bluprint editor to the right
like move the window
basically my widget is not displaying in the viewport whenever my health reaches 0.. I don't know what I did wrong here
ok what now
Did you do it in the BP?
where
found it
Are there any freelancers for hire who actually work with Unreal Engine blueprints or is everyone just a music composer and artist? Jesus Christ these people are bloating the Freelancer-For-Hire channelβ¦
hey a question to anyone.
is multiplying something by DeltaTime enough to make it frame rate independant? I would think so as it makes sense but I've heard that there is some work behind the scenes which makes it impossible to be completely accurate in this method, however this might just be false.
If not, would anyone recommend using substepping to achieve this? The thing I'm trying to integrate this is into an interpolation regarding camera recoil.
I mean you could possibly just a feature in the final build and not in another branch or have some kind of temporary admin system (not sure what you would want to use the check for) which you could "log into" if it's something about debugging you want to achieve.
but otherwise I don't know of that
pie: GetWorld()->WorldType == PIE
unpackaged: #if WITH_EDITOR
does anyone have an answer for this btw?
just replying since to it since it might have gotten drowned out by the recent flurry of posts
I'll clean my stuff out the way π
nonono don't it might help others
welp too late
whoops
ok thought so thanks
how comes ue5 runs like crap
tried to optimize it from guides but fk me cant do anything
Hi, can you help me please, is it possible to change the navigation principle in the unreal viewport to a blender-like? So that you can rotate around the object by pressing the mouse wheel, approach the object with the control and the mouse wheel, and move along the view with shift and the wheel with the cursor?
for me it defaulted to 'epic' preset
even on medium apparently my pc is crap
yea it's wild, hopefully it gets better
how can i had proximity chat
can someone help me i am having this error
its no scam the link dont worry
i cant download the video to send here
It's worth describing what it is you're trying to do and what you've done so far. @dry wharf
i am trying to put sprint on my game
and the character
seems
lagging when walking
or sprinting
But your player controller looks to be jittering and not moving in the other view. Looks like a replication issue.
I'm not a gameplay programmer, or familiar enough with Multiplayer though. Sorry I can't help you more.
thank you
(Oh and I'd suggest using something a little more trustworthy to capture. Maybe use OBS and just drop the video as unlisted on YouTube instead. Phishy links are very phishy.)
No problem, just a suggestion for the future ^^
are there ue4 game challenges, like make a game about space in a week etc?
jeesh, something as seemingly simple as loading and displaying a seemingly simple PNG with an alpha channel, into the 3d world,
is giving me a hard time
@drowsy snowidk why youre linking that when this is also for ue5, ill go to there but ill get no real answer
hi
i am having issues with rebuilding plugins for unreal engine 5
can someone help?
Hi, after I close the editor, unreal still showing on Task manager for a while and uses all my second Drive. But the engine and the project are in my first drive C. What the engine hell doing after closing?
Hello, idk if anyone reads the intros or not but I was wanting to know if anyone has any good beginner projects i can start on. I am only interested in creating scenery rather than games. I watched Unreal Sensei's 4hr beginner guide but I still feel like i was sort of left out in open water. Just want something simple to work on that can help me improve and learn more without watching hundreds of hours worth of tutorials. Thanks!
Ben Cloward has a couple of great tutorial series on materials, landscape materials etc. Otherwise I'd say use reference pictures to recreate or inspire you.
guys does any1 know why the selection around the button is so big?
because if i make it smaller it disappears
how can i compile in un5 ?
Please do not crosspost across channel without prior redirect
do u know about this man>?
how do you change water color in unreal?
My bad, I posted in the UE5 channel
how long is a while?
I looked at some closed forum posts and a few people had this issue, couldn't find a solution, but they said it would last for various times, ranging from like 20 seconds to like a minute. That's all I could really find, but if it doesn't last that long probably not that big of deal I wouldn't guess. You could also try to task manager close it which would work, but could also interrupt whatever process it is doing and cause a problem with your project if it is a significant process.
also, if it is a huge issue, you could also try backing up all your projects just in case, and redownloading unreal
guys i just animated a camera actor , i am realising i require a cine camera instead now , can i correct this somehow without reanimating
myb
is it normal for a water material to be in the bad area on shader complexity?
I assume so
I have the plane loding to just a clear material at a very close distance, but far enough back that the player can't tell
I tried to just set the plane polys to 0%, but it was still visible, so I couldn't just lod it away.
scratch that, cull distance volume, a plane is static
Hello, where can I ask a question about Quixel Mixer and Megascans?
yea I also have it switching like 5 feet from the player anyways, so you have to be like right on top of it to see the detail, and even with it on, and a lot of planes in the area with the water material on them there is no performance hit, even with the editor going.
I also completely cull it away now instead of switching the material on it to a less demanding translucency material using lods
umm.. how do I hide this?
How can I scale a texture when using a Material Instance?
I can't access the materials blueprints it seems like π¦
add a multiply and a param (plugged in as the second number) right after the coords
or a divide, but multiply is probably better
I know this is a dumb question... but where do I even access where those coords are? I can't seem to get any BP editor open for the SM or Material Instance π¦
is it a downloaded asset?
Or are you saying to do it in the Parent?
Yeah, imported from Quixel
which seemed to mess up some of the channels and stuff π
I'm assuming so, but just scroll down and go double click parent
careful though, pretty sure quixel uses a few parent materials in several assets
I miss blender π¦
is it not possible to expose the B input as some sort of parameter / variable?
Hello! I was hoping I could get someone's opinion on a RTS level generator I'm currently developing. I'm approaching it via voxel terrain generation, similar to Minecraft, as to avoid a tile based approach. Does this sound alright? The outcome I'm looking for is similar to Red Alert 2, AoE2 or even Starcrafts 2 terrain. Thanks!
is there any downfall to runtime virtual textures?
currently watching a ben cloward video, and so far this sounds like a match made in heaven for my landscape material
Mostly limited texture sizes (1024 max)
But overall more upsides than downsides
Especially if you have a complex landscape shader
My FPS improved by around 50 just by using it and with it came the very nice ability do blend meshes with the Landscape Mat
And you can use Virtual Heightfield Mesh for Displacement which is very nice too
yea my landscape mat was already creeping into brownish area, not quite red, but close, and I still want to add rain puddles to it, and I figured that would probably go ahead and push it on into the red
so does this optimize displacement and tessellation any at all?
I assume not, since this just revolves around shaders and tessellation actually changes the geometry
nice, I'm gonna be here for about 10 minutes, gotta compile every... single... shader...
edit: which makes sense
Probs cause since it's a Mesh it will work with Nanite in UE5
can you elaborate that or give me some source to learn about that?
Just the max texture size for a landscape layer will be 1024
help please
Hello, i am having some trouble with the multiplayer, eveytime I open a server the other players vibrate when walking to the sides or back, i have a video that shows that can someone help me please
Can't say anything without code
dunno why but orient rotation to movement don't work on clients - only on server
unreal engine makes me weep
dumb question but is there a UE4 version for raspberry PI computers?
not sure if pi can handle ue
oh
Game build target? Probably. UE4Game can build to ARM, but I doubt RasPi is strong enough to do fully fledged UE4 games.
Editor? Ppffft. Forget about it.
Hello, I would like to ask you about making an Unreal Engine game. Do you only use C++ for the frame and blueprints for elements such as design?
Is it inefficient to do everything in C++?
Both.
C++ and BP is more of a balancing act.
100% C++ is nigh impossible.
Then finally for the blueprint You are writing c++
I want to code 80% of the game. So should I go for another engine?
Oh, so is it possible with C++ 80% Blueprint 20%?
I don't like blueprints I will make an api that writes like coding like blueprints later
thanks
Blueprint Nativization will not exist in UE5EA. Projects that leveraged this feature should not see any changes or need to receive any modifications in order to function properly, though performance may be impacted. If this happens, developers will need to take other optimization approaches.
how do i get real time updates with visible variable changes without event begin play?
what are visible variables changes/
i think i figured it out. construction script. at least that's what I'm about to try
variables that you set to visible
life a boolean or enum that you can change on details panel
yeah i guess thats similar to what im trying to do
basically trying to change a parent to a child with a visible enum in the details panel, i think
you just change them as any other variable
i want the materials on the die to switch pending on which enum i select, before i hit play
you change it on map
just get that value and do switch on enum
connect that to on die event
right, but i want it to update before i hit play
and it will real time update in the editor?
you would probably make it as parameter for character spawn
so you spawn character with team parameter
in details panel use this
and you will get something like this
yeah but what about to the left of that node
how do i get it to change without hitting play
Does Unity have a concept of a blueprint?
bro, go ask to unity
create blueprint interface to change it
construction script? thats what im building now to see if thats what i need
construct script fires before begin play
ty β€οΈ
thats dumb idea
how come
construct script will allways override your changes lol
Why?
its unreal discord lol
you need to cast from widget to blueprint, or create blueprint interface and change it
The changes I want to remain constant though pending on which i choose
Guys I have a problem. I have 2 arrays, one is a text array and one is a slate color array. I want to generate a random entry in this 2 arrays and have them connected. For example I generate the third entry in the text array and I want to get the third entry also into the slate color array. But when I do so, it actually gets another slate color instead of the correct one. Can anyone help me?
in this case you should use map
I donβt know how to use them, could you please help me?
its like array but instead like only text you have it like text AND color in one record
Oh ok thanks
Ah, the settings are the same anyway. In Unreal, the name Blueprint was just added.
Thanks everyone for help. Good night orβ¦ i donβt know your time zone π
Unreal Blueprint Naming added. But Unity doesn't have such a name, so you have to set it up the same, right?
Looking in future: struct probably would be better
Isn,t there a node to get just a random entry in the map?
Without having to generate it from an integer?
expect you eliminate way to have mistake as you have all config in one place
Do you have the same concept name as Unity's settings and Unity's blueprint?
Consider that MAP can have only 2 variable types, if in future you will be needing more stuff array of struct would be better
Ok
anyone know a workaround for the problem where you use mouse x, y for pitch, yaw
and you go over a certain point, it sorta flips on you and the object starts spinning out of control?
I just needed that to get random roles with assigned colors
Store your roles in an array, you only realistically need a map if you'd like to specifically maintain order. Use a struct with two arrays instead, would be better.
Oh sure, slightly sleepy. :p
Ok that seems better
Looks like I'm not the only one who's sleepy, "Radnom" ;p
Good. Thanks all π good night
Tysm
i didn't know that one, whats the node name?
Love that UE4 documentation though https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/BP_HowTo/WorkingWithArrays/
In this diagram is BEGIN PLAY the same thing as clicking the play button? I can get event begin play to work, but i cant get it to change in the viewport
how do i get it to update in the editor, before i click the button
Begin play is triggered whenever the actor is spawned in a level, in both shipping and PIE (Play In Editor).
Lol
BEGIN PLAY occur after bp has spawned
So it seems like you're trying to do something in Editor, without hitting play. You want to do this in Construction Script.
I tried that but it didnt work
show full code
However, Construction script has it's own issues. It will not update unless something changes on the actor, it's transform, moving it around or doing anything with it.
You can wrap it in a function, and in the details of the function there is an "execute in editor" function, which exposes a button you can click to the details panel.
let me see if that was the issue
...Actually that might not be the correct term. Someone correct me.
Call in Editor?
it's just a plane with tessellation?
He's got a construction script. Looking to set a material depending on a choice. It appears he wants to have it update in the editor.
but when, before player spawns, or after, does character is in world already or no?
But the condition for that is either the actor is updated, moved transform etc. Or, he has a button exposed to the details panel to click and have it update.
...Also why is it called "Construction Script 1"?
Yeah, drag off material on the set material node and use Select instead.
Allows you to specify a different material depending on the Enum you provide.
π©
that nodes takes only ram and does nothing more
...only ram?
if team select is set to team 3, setting variable to team 3 does nothing
when you want this to fire
when character spawns or die ?
there is going to be 9 dice per team
i want to edit what dice i place by just clicking or selecting boxes
so i can switch it quickly in editor
General, I think it's better you answer Lover's question.
When do you want it to fire? In game? In Editor? When customizing?
in editor: place actor on map, and then set it on panel
and on variable set eye icon ON
then you can have 5 actors with diffrent values
I mean.. He has already done that, no?
It's made in construction script, and both enums are already exposed to details.
you need to change variable then and move character a little bit so scrip will fire again
dunno why its script1 tho
Yeah it's weird that it's script1.
But @frozen pond is right, you need to change the parameter, or move the character to see the value update.
(The reasoning is because you can't run loops and Construction Scripts only fire once as a protective measure)
I think whatever issue General is having, is because of that "Construction Script 1" I've never seen that before.
On the left side General, do this in Construction Script. Not ConstructionScript1.
got it
My gut feeling is that you've duplicated the Construction script, and you are never calling ConstructionScript1. So it's never called.
Yay! β€οΈ
thanks so much @flint dagger
ty everybody that helped XD
Team problem solving at its finest. :3
Also, today I learned you can duplicate Construction Scripts. Odd.
Edit: (and never call them)
Sure, but how? Did General just create a function called ConstructionScript and it auto-renamed to ConstructionScript1?
Or can you literally right-click duplicate. :p
both but i think i just messed it up
Interesting!
I wouldn't think it would. A blueprint can only ever have one ConstructionScript. I think that Lorash is correct, it's just a function with the same name.
but it will say userconstruction scruipt
Oh I see, cool, good to know :3
But yeah, if you hypothetically wanted a second Construction script, e.g: UserConstructionScript_0. You would have to add that into your original Construction Script for it to be called.
Damn, now I have to open the editor. This is super interesting. xD
im not really sure what utility a second construction script would have though, they basically fire at the same time
It wouldn't have any other extra utility other than what the engine already provides.
You might want to do it to separate and organize code. But at that point, you can just put your code in functions, and separate them that way, then call in Construction Script.
its not updating now, weird, ill leave it on the main con script
right click duplicate
hmmm
Yeah, that's my thought. You need to manually call it. But that doesn't explain why UserConstructionScript is a BlueprintImplementableEvent.
What the hell is a UserConstructionScript, and what differentiates it from OnConstruction()?
Gotta love that API documentation.
Not even sure "and do other setup" is correct grammar.
Okay so, AActor also has OnConstruction, which is the event used when actually doing Construction Script work in C++.
In Blueprint, I would guess this is also the same implementation... Wait.. hmm..
Now I'm confused, or having a crisis. :p
OnConstruction says "Called when an instance of this class is placed (in editor) or spawned."
How is that different from UserConstructionScript?
Or are both functions the same. Why are there two?
lmao of course it is.
Unreal, Abstraction for the sake of abstraction..
Jesus christ.
WHY.
At this point I'm willing to bet that 30GB worth of symbols in Unreal is dedicated purely to duplicated or irrelevant functions..
So okay, I'll stop being sarcastic.
Realistically, this is just another step in the construction process, right?
Oh, okay. This is not the rabbithole I expected to fall into tonight.
Riiiiiight.
Sure, it makes sense. Because BP basically being a VM, at some point it has to pass it to C++ for it to be established.
..I think?
I might be making shit up, the magic behind the separation of BP and C++ is basicaly still magic to me.
Okay cool!
Yeah that makes a ton of sense.
Weird to learn all of this from "ConstructionScript1" :p
sorry XD
No friend, it's actually really cool :3
As a tools dev/tech artist. This is the type of stuff that gets me super interested.
I love figuring out how the engine works more than I do making games.
Yes!
The Unreal Engine cat empire will continue β€οΈ
i need to find a girl pfp
Not all, totally understandable. @plush yew
lmao, darling. Don't take it personally. There's a million questions asked here per-day. It isn't a feminine pfp that will help you lmao. :p
must've gotten washed away
so you're suggesting solving rotation manually
Yep. quaternions. Alternative you can just clamp rotation. But if you're looking for 6-dof, quaternions.
alright
Same. 30% is easily just cute pfps. Which, to be fair Stealthy. You have one. :p
I just have me, because I self-identify with my brand. I own it. :p
Yep, my YT, Medium, Twitter.. All of it be Codekitten. And Codekitten be me, so.
To be fair, she is adorable. β€οΈ
Who wouldn't want to see that beautiful kitten.
hehehe, I'll take that ;3
I will never be as fuffy as actual kittens. Including my new little one, just adopted a 2 year old a month ago β€οΈ
Let me get them ready for you β€οΈ
I fully accept this law.
Posted! :3
Is unreal forums a good place to get help?
Hi all
hullo
I just watched a tutorial to open a door by pressing "e" the idea is that I wanted to know that when he opens or closes the door he does not touch it I would like him to have a type touch with that hand it goes in the direction of the handle do you think that it is possible to achieve it with the BP ?? Thank you
@drowsy snow So
How does one make their mesh have physics
i noticed everything just merges through my mesh hair clothng etc
Physics Assets for skelmeshes.
And in most cases, the collisions don't even have to be accurate, just approximately fit the body
i used hex thingie so the skin is 100% covered
yet my groom and hair and clothing just ignore thebody
is there an option i forgot to click?
this is what im getting
I just watched a tutorial to open a door by pressing "e" the idea is that I wanted to know that when he opens or closes the door he does not touch it I would like him to have a type touch with that hand it goes in the direction of the handle do you think that it is possible to achieve it with the BP ?? Thank you
Nobody ??
@plush yew are you talking about playing an animation where the static mesh touches the door with its hand?
does anyone know how to fix the glitch that wont let you delete a folder or when you rename a folder it creates a copy of itself with the new name?
uh
how do u do delete this
everytime i delete it
it comes back
i want to keep navmesh
but not recast navmesh default
try "Fix redirectors" or "Validate Assets", hope that help
@bleak zodiac just tried both, no luck
any1 know what this means
@plush yew that worked, didnt think to check again thanks
so
my physics are affecting where my groom can be
however capsule seems to make the groom move away
whilst multi convex
lets it sink right through the mesh
is there a way to make multi convex be solid?
so nothing moves through it
does anyone have an idea what could be causing this? I have a red glow that's making me mad af... Should i remove my lighting and redo everything?
looks like pp bloom
Hello, we are a company/team of mobile game developers we have our games on android and soon we will branch to iOS when our android games go big, if you would like to join our team of developers, artists and many more and wanna be something in the future message me
post process bloom hmm
almost like your exposure is too low so its having to blow every other light out which is amplifying that effect
#instructions keep it professional
Anyone here can help me about little animation problem about blend space ? I am in the Unreal Hangout voice channel
ill look into this, ill redo my lighting. thanks
Out of curiosity, is there any particular reason as to why Unreal doesn't actually let me delete anything without going into the project folder in Explorer and deleting it there?
I feel like I should be able to delete things from within the editor
Tried deleting an asset in a directory from within the editor; it disappeared and I ran fix redirections but it still exists if I look at the directory in windows explorer
Tried deleting the directory itself from within the editor, received a prompt asking if I really wanted to, and I confirmed. Nothing happened. Directory still showed up in windows explorer
The only reliable way I've been able to get assets/directories to actually go away is having to go through windows explorer and delete it from there.
This feels absolutely asinine
nice picture super fitting~
Couldn't really find a channel that fits this:
Hi, me and my brother are trying to use "Multi-User Editing" we've followed the documents instructions on how to set it up, and yet we are still unable to find each others servers.
What we've done
Copied same project to each others drives
Turned on multi-user editing on both machines and restarted
We both enabled the multi-user toolbar and changed names and colours
Connected to the same network
Within "Project settings/UDP Messaging" we changed the unicast endpoint to our IPv4's
Adjusted our windows firewall for UE Editor and UnrealMultiUserService to both be enabled on public & private networks
Yet, no servers are found
https://cdn.discordapp.com/attachments/566314892236292098/929913604998852648/unknown.png
I have compiled a list based on the question I asked today. After all, C++ is responsible for the functionality, but are you making it for Blueprints?
In the end, animation and vfx visuals are done in blue print, so I think c++ is all about functional production.
Thx
I need an accurate answer because I will risk my future.
new issue does anyone know why there is these like trails happening behind my bug ai?
i heard you can do both
but a mix of two is best
any idea guys why multi convex doesnt work for collisions
i cant even find anything about how to make it interact like collsions normally do
thanks
Hello,can someone help me with rigs...physics auff
same lol
ill try to help, dont use blender though.. did you select all bones and the mesh then export?
so the skeleton is what? your own?
So adding movement input with the axis values seem to replicate without needing to send to server, however the move to location or actor node does not replicate is this intended or am I doing some thing wrong
How do I overlap textures in material editor (one texture with invisible background)
i dont think its the input that replicates, but the location of the actor
overlap how? what are the two textures? you want one in front of the other or blended?
Yeah but it doesnβt need to be set by server unlike the the move to location bp
one in front of the other
i figured out different versions of blending, but i need one infront of the other, like some way to put them both on then edit z index
Yeah
Its a bull model
Also ping me,not message normaly-
uh, sounds like umg related, order of elements matters for what appears in front of what, z order is the other aspect
Is there no way to do it in material editor? @bright sigil
no there is, guess i was a little confused. You can use Lerp, and the alpha would need to be the mask for one vs the other
honestly not too sure, try #multiplayer
does anyone know why little pop ups dont show, like i can see them open but i cant see them
nvm i think it didnt save with transparent background, ill edit and get back
@bright sigil so..uh ..how do i deal with a custom blender rig
alright, ill be asking some more questions. So its your own skeleton, you brought that into unreal and thats where youre stuck right?
what generates as the physics assets is a dice roll
you'd be editing what generates
well you said missing physics colliders
bones are missing too?
it may not generate a collider for every bone
how are you importing the skeleton? with or without mesh? the import options should allow you to specific just skeleton
you should be importing it first as a skeleton, but that sounds like you are doing it because a physics assets is being made
With
usually you get a mesh, skeleton, and physics asset when importing for the first time