#ue4-general
1 messages Β· Page 1128 of 1
You can add component mask before the SceneTexture and only use the R, G, and B channels.
for depth or input0?
PostProcessInput0, since you use the Color output
So does that mean I can't have alpha on any objects with this effect then?
That question is irrelevant, because translucent meshes don't contribute to scene depth.
Not the UV.
I'm doing something wrong aren't I?
After the Color output, then ComponentMask, before going to the Lerp node
I see
scenedepth is a float4 though, so thats giving me an error when I put into the alpha part of lerp
You used the Color output, which is the same exact issue.
But you can desaturate it.
hehehe
unfortunately not what I was going for but thats kind of cool nonetheless
So if I try by this method, what errors am I actually getting?
Because how I understand it, I'm comparing my scene depth to 0.5
Still the same vector conversion issue, but at least Lerp is more straightforward.
yeah unfortunately lerp didn't get the effect I was going for though
I don't know why, since you said the idea is it lerps the two textures
https://media.discordapp.net/attachments/929799807067893800/930933999684190258/unknown.png?width=1202&height=676 This is without any of the additional stuff.
Just only want the effect appearing further away
Skybox does this
so its definitely detecting the parts further away
Weren't you said you have to divide the Scenedepth?
Fixed that, that second image I just sent is with the division
didn't clamp though... good point
Try clamping the scene depth. I suspect the fake Nanite debug view effect is caused by the alpha going past 1
well, need to wait for this compilation to finish
That works perfectly! Thanks for all your help
Show the screenshot π
sure thing, let me set up a scene
Anyone know how to implement Google Facebook Login using Firebase Plugin in UE?
@drowsy snow Obviously will look better with proper environment details and stuff
Anyone run into this bug where the UE4 editor won't let you take a thumbnail screenshot of a blueprint?
That looks cool π
Though I personally felt conflicted to do the same thing on my own project, as I don't want to use post process material at all cost as to not lose vanilla cinematic post effects
This is personally just me playing about
I'm not an artist at all so I'm not ever going to make this look amazing xD
My project is anime style, and kinda want to have those more realistic but painterly environments without losing close up details and cinematic post effects
Would be great to do it without tampering megascans textures one by one.
I see. I mean, I tried to do this because I've been playing Tales of Arise recently. (Which happens to be made in Unreal Engine)
The player character isn't a post process fyi.
Yeah, I'm sure Bamco used shading model for characters in Scarlet Nexus and Idolmaster Starlit Season, similar to what I did here
(also screw Discord's false positive NSFW detection)
Hi everyone, i searching for a rigged tank sample made with 3dsmax for unreal engine, where can i find samples like that ?
I have created a maze with a Heightmap but when I put the texture on the floor it looks good but on the walls it stretches, how can I solve it?
Vigilante on Marketplace had some free military vehicles.
Try looking up for triplanar projection (I'm afraid it's heavy on performance tho)
That's what i tried but it doesn't work
has any small groups gotten Multiuser editing to work?
Yo guys i want to start a new project/game , I need some people they have some experience with unreal
Let me know if you interested π and I give you more details what kind of game
See #instructions on how to post "job" vacancy in #volunteer-projects
not work i dont have acces to do that
Read #instructions please.
i read and i send message to bot nothing happend
Nothing happened at all, or you have warning from Clyde bot?
in discord's defense characters that beautiful are not safe for work, they might instill benevolence in the mind of young workforce abled unsuspecting viewers
Does anyone know how I would go about making a PostProcess pixelate effect that only affects a mesh that I want to look pixelated.
try checking the meshes personal psot process effect array
where would I find that ?
mesh details probably
There is nothing.
hmmmmmmmm
i make it already in the #volunteer-projects
Is it possible to create a struct and put a boolean in it and when it's checked it opens a submenu to be able to put values in it like for instance :
HealthRegeneration? : Boolean
- Amount to regen : Float -- The submenu starts here and only shows if HealthRegeneration? is true
- Instant regen : Boolean
Please ping me if any answer π
Another question : What's difficult / What do you need to consider when you try to create a game with alot of players like 60 players to 100 players ?
help
exactly 13 houres and few minuts ive trying to instal that stipud source code
if it was me i fired it all up and put it in the trash
how can i even make a stupid online game if i cant do this a second time ?
help please
Gaining player base, cost to run dedicated servers, setting up security, stopping cheats, taking action on griefing, keeping up content, being reasonable with monetisation, etc.
Why not use the one from the launcher?
i want it to be online on a dedicated server using the esrpg from ue4 marketplace
my download is already over 400 gig today for only trying to do github source thingy
had every tutorial there is on yt and every documentation i can imagen
Why am I expecting other reasons lmao
Then don't do dedicated server.
Make it more traditional LAN party/peer to peer instead
Save you the hassle of getting dedicated servers
But in terms of technical aspect, do you have to do stuff to optimize your game alot otherwise it won't run 60 players or the engine can handle that for you (at least 90% of it) ? And also do you need to do C++ or it's possible to make a 64 to 100 players with only blueprints ?
my pc crashed this is a new computer so i need to redo it again i aint gone trow my files away xD
nah i know what i want :p
its like hey i am making a sandwish but i dont have a sandwish so i should use only butter xD
Hey can i get help on implementing Root Motion to my character i keep using tutorials but there all from UE4 and I'm using UE5 so none of them work or there different.
can you help m e?
things worked well after a fresh compile last night. I wake up and open the editor and I'm getting an error saying something about failing to load Outer resources and only 3 of my cpp files are showing up now. Any clues as to what in tarnation is happening?
Yes, don't do dedicated servers.
wdym none of them works? None has changed when it comes to animation basics
I tried doing a bunch of them but most of them don't let me do it I do the processes how there shown but it come up messed up
@drowsy snow And for my second question ?
Is it possible to create a struct and put a boolean in it and when it's checked it opens a submenu to be able to put values in it like for instance :
HealthRegeneration? : Boolean
- Amount to regen : Float -- The submenu starts here and only shows if HealthRegeneration? is true
- Instant regen : Boolean
Please ping me if any answer π
Hi. What are the pros and cons between using hitboxes vs bone hits? Thank you
Ok, more material stuff.
So... how would I get my characters light color to actually change? this uses an emissive texture for the cel-shader effect so normal light doesn't affect it. Going to send material graph
can I assign materials to certain sections of an object in UE like I can in blender?
e.g. I can select section of mesh i want to add a material too and then i can just click assign
How do I destroy a niagara particle system object?
hello I have a part of a mesh and its colliding with foliage I tried shutting foliage collision off but wont work. could anyone advise?
what causes dark patches like this? im using dynamic lighting
I think if you build your lighting it should let your character pick up the emissive light
dynamic objects use the indirect lighting cache to figure out what color it should be lit as but lightmass needs to have built it first
Uhm. by emissive light do you mean the light I placed down or my character? because of the cel shading I have to use emissive
Is there a reason I cannot migrate one blueprint to another project in the same version? One project is built with EpicMarketplace source, another one is Github source... When I try to import it doesn't see anything in the directory where I know the blueprint exists
Tell you what I'll give it a go but I don't think this is going to work
hi, iβm searching for job π
#salary-jobs #freelance-jobs @last dune
https://imgur.com/gallery/52oOvfY
I think whatβs going on here is the boats collision and the structures placed on boat are colliding with each other causing issues but not entirely certain. Any ideas on where I should I should start poking around to resolve this?
How can I set multiple base color textures on ONE material for ONE mesh wich has its UV coords offseted to multiple maps, i am tring to use R G masks to select the different uv maps, but it always select multiples. ( trying to get something like this : https://forums.unrealengine.com/t/combining-multiple-textures-onto-a-single-object/115303/3 ) but with 12 textures. Unfortunately the screenshots are really blurry and lack explanations.
i put together a material using lerps. Its like an art peice made of string π All those functions on the left enumerate from 1 to 32, and they each creat an alpha whish masks a single segment/square of the UV grid. this is the material function All 32 texture maps, in one material. Dont worry, I wont make you copy it out. The UE4 mat...
thanks π
I have a question regarding Gameplay tags. Could I get some insight on what a "Tag Source" is supposed to be, and why one would utilize it? I couldn't find anything about it in the documentation...
can anyone recommend a decent offline keyword or short phrase Speech recognition plugin. I know Unity has one .
Anyone have a guide for giving your character a body? I wanna be able to see my arms etc holding a gun that I can then shoot from
That's a hella complicated question. What tends to work is basically masking between your 12 textures and using one of your UV maps as an "ID" on a color map. The position of the UV on a channel is used to pick which texture to use. But already looking at this, there seems like a million different ways that would be better to handle this. Maybe CustomPrimitiveData would be useful here to switch between textures. https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/CustomPrimitiveData/
That said. I wouldn't bother. Just make instances with different textures and use them where needed. If you've 12 Texture Samples, chances are there are a better way of doing it. It's better to parameterize the Base Color texture and create instances and use them where you need. Then trying to have a "God" material cover everything and all possible textures. (E.g: changing one texture sample in a Material Instance, than having 12 texture samples in one material).
Only if each part of the mesh is assigned a different material in blender before exporting to UE4. They will appear as Material IDs or "slots" in UE4.
(Image is a random google example, each "element" is a separate slot when you assign different materials to an FBX from Blender.)
In your material turn the color (selected node) into a Scalar Parameter (right click and convert). And in Blueprint you create a Material Instance on your character, and then you can use "Set Scalar Parameter Value" node to set the material color. Use the same color for your light. You want to set both from blueprint.
Here's a video on the general idea: https://www.youtube.com/watch?v=IVKVXjaT6QM
Do you mean you want to see their torso/feet?
Because the FPS template already has hands/gun that you can see and shoot from
I've found the easiest way is to give your two meshes.
One that's just arms, and one that's the entire body
on the body hide the head, and place the camera there
anybody know how to paint foliage on a static mesh?
sorry for the not so clear image , but can someone help me with this problem , ive searched online but havent found a clear solution to this
My landscape's light changed colour to an orange tint after building lighting and all these errors showed up
this error also didnt appear b4 i changed the sky sphere
so you had this foliage in for awhile and had baked light before but the sky sphere has affected your light builds?
yep
well, i think the messages are basically saying that instanced meshes cant use the same lightmap or that it wont work correctly. I think thats where HISMCs come in, so lightmaps/baked lighting uniquely, but im not certain. Is it possible to not bake the foliage?
well , i needed to bake lighting , was following a tutorial
wait , can u bake lighting without affecting the foliage ?
well its that you bake lighting on static objects
i dont really bake much, i tend to work with realtime
but the errors seem to suggest that lightmaps dont comply with instanced meshes
or else maybe the lightmap res is too high
so wt should i change / remove ?
i dont really know, as i said i dont do much baking... im just going off the errors which seem to concern over lightmaps and instances meshes
i guess the tutorial gets around this somehow
okay
one of the errors refers to unique lightmaps per LODs
while another error refers to resolution
and i remember reading about ism and hism differences where hism work with LODs, how exactly, i dont recall
its only been a few days , so the terminology is also confusing lol but tnx
lol yeah i dont really know them that much, i researched them awhile ago so my memory is hazy
I believe ISM does not have LODs, but HISM has, although calculated not by instance but by cluster.
#ue4-general message - but i didn't know it clustered them.
I just experienced that when I used hism for tons of small objects
The clusters are funky sometimes
whoa yeah they are, nifty though
can i dm u the details ?
the default clipping plane is pretty high
is there any disadvantage setting it veeeeery low?
Honestly I am not really experienced with static lights and hism
okay tnx
Won't be accessible forever in the future.
Hey guys, i have no idea what im doing, could someone help? Im a complete beginner
? can be more specific?
I realized that what I wanted to do is much too complicated for my skill level, I'm gonna hit the basics more, but thank you
How do i add a static mesh to the game during gameplay WITHOUT an actor? I know how to add one to a blueprint and add actor. and i know how to use the editor to add a static mesh. i can add a static mesh component to an actor. no problem. easy. i can add 50 static meshes to the level in the editor WITHOUT an actor. but how do i add only a static mesh to the level during gameplay without an actor?
Hi all, is it possible to adjust the first point of a spline without moving the entire spline?
Aha you can, just a bit fiddly
Hey guys I need some help. I made a short sequencer camera animation to film my 3D environment for my portfolio. My problem is when I hit the Play button in UE4 and then start my sequencer camera animation, the camera doesnt move. When I dont hit the Play Button it works perfect but I got some light animation etc that why I need to record the video in Game mode :/
If I get this right, you're trying to live link camera anim?
Highly recommend the unreal learning hub if your completely new , boosted my knowledge and itβs free π
And yet people still recommend Udemy over UOE smh
Itβs crazy because everything is literally there for free lmaoo I was one of those people about to buy a course glad I didnβt
Literally everything is there for you to apply the knowledge to different projects
And itβs FREE
Im not completely new in UE4 im just not used to render videos and make animations in it. I just want that my camera sequencer animations plays in Game Mode so I can render it out with all my light animation. But in Game Mode my camera animation is not working
Have you tried using Sequence Exporter (or Movie Render Queue)?
There's also a chance you haven't properly set up the Camera Cut track
Hello
Is there a way to create a c++ multicast-delegate/event in a character bp **class ** and subscribe to the event **directly ** in the anim bp?
can I update my landscape heightfield in editor, or do I need to start from scratch?
You can sculpt it and/or reimport heightmap texture
gotcha, thanks man π
Good day everyone, I hope im in the right channel.
I have a small question to ask. For a schoolproject we have to make a small prototype of a concept-idea that we thought off, however, I do not know how to start out. I wondered if someone could help me out pointing me in the right direction/point me to some documentation after explaining my issue? Maybe either in DMs or wherever.
How to group objects and collapse/hide them in the world outliner?
Can I Use Assets From The Unreal marketplace When I Publish My Game?
of course. just remember that any content from the marketplace provided by epic (and quixel) themselves can only be used in unreal engine.
i'd suggest to read the marketplace EULA
does any1 know y when i sculpt the terrain i get these really dark shadows
Not the same thing at all, Udemy has some quality end to end courses, which is nice when you don't know much at all. Learning Hub is good if you want to learn something specific, and it happens to be covered there.
The one downside is that most courses are paid of course, but for lots of people it would be a tiny cost for a significant head start in progress and learning.
so no issues i can use it right?
Yes, in Unreal Engine
How does this node work internally? Does it establish a reference at all? I'm looking to avoid references if possible due to performance if anyone knows please DM me
Doubt since the reference one is a soft reference anyways
Would make no sense for that to preload the entire map in memory
Anyone know how to make a decal box draw its wireframe during runtime?
Hard to debug without seeing it
earn badge alreeady? π
Looking for advice on how to make it so a player cannot abuse a wall jump to infinitely scale a wall. Right now I have it set up so player can do a little jump after wall jumping so they can figure out their landing but it's too easy to just jump back against the wall and then continue to scale upwards
I hope I'm posting in the right spot!
Stamina system.
Stamina seems like a good idea! I'm wondering if there is a way to make it so I can tag the actor/object that I just wall jumped off of and set a cool down timer ?
Hello there guys, need a bit of help with playing video in a widget. I set up a widget and the bp in the graph:
@marble leaf try with boolean a: HasJumpedFromWall?
and this part that spawns the video. Everything works, but I get no sound when it plays. Any ideas?
Is there a way to make it object specific though? I'd like for the player to still be able to jump off of other walls though like in Mario
Such as if there are two walls right next to each other I'd like for the player to still be able to jump back and forth between them
so maybe just a way to tag the last wall jumped on?
could try with collision detection OR set the variable within your walls. If your character has jumped on one wall, let it switch a boolean. There might be inbuilt functionality for it already but I don't know them
Anyone?
Is there a way to create a custom event that activates whenever a variable changes? Without ticks
Yes, that's exactly what I'm trying to do. When the variable changes, I want it to trigger an event but idk how
I think this might help
If it's all within the same blueprint you can just "Bind Event"
thx will look at it
i am having this error and cannot open my game, i tried to add a 3rd person controller into my game and it happened
it says it cannot be compiled and has to be done manually
is it a C++ project?
blueprints and because i wanted to try figure out how to have a visible body i added the 3rd person controller from epic and then went to open my project and have that error
just click yes it wud be good
when i click yes
If your project is BP only and have no C++ code whatsoever (excluding plugins), then you're SOL
Otherwise open the solution (.sln) file with Visual Studio and build the project from there.
did u try deleting the binaries folder and do it?
where would that be? i manually deleted the 3rd person folder that got added
Is there a way to force GarbageCollection in the editor? A button or something?
it shud be in ur project folder
doesnt look like i have it, is there a way i can copy the blueprints and worlds that i saved into another project? that would get everything back i think would just have to set up the key binds
Does anyone knows if its possible to prevent landscape grass to clear and rebuild when changing a lighting scenario dynamically in game?
Hi guys, not sure where to place this but what is the standard practice to handle context based input? For example: Let mouse click normally selects the unit under the mouse cursor, but when an ability is active it casts that ability instead. I can't seem to find much info on that use case online
Edit: nevermind, I see enhanced input is the way to go
hey, so my UE4 is crashing when I changed from Steam to EOS (epic online services) when I changed my DefaultEngine.ini I attached my error and my .ini
[OnlineSubsystem]
DefaultPlatformService=EOSPlus
NativePlatformService=Steam
bHasVoiceEnabled=true
[OnlineSubsystemEOS]
bEnabled=true
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemEOS.NetDriverEOS",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[/Script/OnlineSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true
[/Script/OnlineSubsystemUtils.OnlineEngineInterfaceImpl]
+CompatibleUniqueNetIdTypes=EOS
+CompatibleUniqueNetIdTypes=EOSPlus
Assertion failed: Module [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 359] OnlineSubsystemSteam
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_OnlineSubsystemEOSPlus
UE4Editor_OnlineSubsystemEOSPlus
UE4Editor_Core
UE4Editor_Core
UE4Editor_OnlineSubsystem
UE4Editor_OnlineSubsystem
UE4Editor_OnlineSubsystem
UE4Editor_OnlineSubsystem
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```
Hi, My landscape grass culls out in chunks, I want it to fade out smoother. does anyone know what could cause this issue? (I have dithered LOD transitions checked in the material).
Does anyone know if Visual Studio 2022 is compatible with UE 4.26? (pls ping me)
Hi there. Can anyone tell me why my green screen characters are lit like that, and how to fix this ? i'm trying to learn how to integrate video into UE. thanks
i also want to add shadows.... beginner here
Most likely no.
Reduce the FG plate material's specular value.
Oof - I saw it was supported for UE5 and hoped it was also good for UE4
anyone?
You may able to get somewhere with 4.27 & VS2022 tho
Idk if we're ready to upgrade to 4.27, but its good to know that it might be compatible!
thanks will do
FG = final gather ?
Foreground
I'm talking about the media plate
ok thank you
how long have you been using them together?
It compiles fine, though I should warn about .NET Framework versions interfering Installed Build compile process with VS2022
i set specular value to 0 and i get this. While the blacks are restored, the overall colors don't match the scene... any way to fix this ?
yikes, sounds like it isn't production stable
i just want a bit of light from the scene on them to "grade" them "naturally"
I had to change the versions from 4.5 to 4.5.2 on all engine C# projects that have it.
Well, that's on your real life lighting to match.
I've got a team of 7 devs, probably shouldn't switch one dev station to VS 2022 without switching all of them
I remember lighting was a huge issue because the company I used to work with don't prepare the scene lighting in advance when shooting the film plate.
thank you. isn't there a middle ground ? between ambient light killing colors or having zero ambient light ?
for sure lights need to match but i want a little bit of lumen on the characters
Normal maps to control the lighting is one way to go, but it's impossible to do with live video plate.
allright thanks
Hey can someone help me out with this problem its with root motion
Its with root motion so I have all the animations working in the blend space and i got the animation BP working and i activated root motion for all the animations and i didn't check (in place) in Mixamo but its still not working
the animation plays when i press the button but i dont actually move
and i cant find the reason for it
i made a bullet that can shoot, when it hits a wall it bouces away and does not destroy, when it hits an object same thing, when i place one down and run into it it destroys me. anyone know a fix?
Hey guys, just a quick question regarding UE4 that doesn't seem like it'd fit anywhere else. When renaming a large folder of assets, is there any way to automatically move to the next file instead of having to scroll back to your position and hit F2 again? TAB does not work.
is there any way to define structs globally in a custom material node so that I can access the types and methods in other custom nodes?
Hello US. I am trying to figure if I can get a recommendation on an asset or template that have pre-built quest systems / inventory. Is there such a thing in the market?
can someone help please
last months free content had RPG inventory for free
not my image but with this gun how would i implement it into my game and have character hold it, in what way would it effect my code (i have code to shoot line tracers would i keep this on my character or switch it to my gun?) ty
is there a way to get a reference to the level blueprint?
if I want to call a function from it for exmaple
nevermind Ig not
there's no reason to set things up like this
does someone have retargeted animations godd
its just because i only want to use als 8 way direction but i cant figure out how i will do that
This engine is bugged
still won't run π¦
Lol
rebuilded engine and project and still error
Where can i find the backup folder?
Weird you should have a save folder somewhere
In your project folder
I would just copy paste the files and replace
ok
why do all my saves/backups date from 6 hours ago
even tho i saved my project in between?
nm
backups are not from when you saved, they are from when the engine saved while you were not saving
idk how but it switched my project to its copy this afternoon
When my object is behind smoke, it will not affected by Depth of field. the mesh (in this case the robot) has sharp edges. is there a option that this does not happen and the robot will affected by dof?
Ty for that tutorial from 2016 on tracking player score xD
In like 5-6 years, people are just going to be like, "Yeah, I learned gamedev thanks to @grim ore". And then he'll become a household name.
I'm trying to render a level sequence as a video, and the video starts out with some particle effects playing that aren't supposed to play until towards the end of the animation, I've triple checked the keyframes...
what can I do to fix this issue?
Hey everyone! I was looking for some ideas for a starting point within UE4 on how to remake the gravity rush mechanic of flying and floating around! Any Ideas on a decent approach? π
I was thinking of using a mixture of lowering gravity on a character and force pushes based on direction of character
Hey if anyone nows how to set up root motion for crouching could you help me out I already set up the movement with root motion but i got no clue how to set up crouching and jumping with root motion.
Pin me
how do you do it with different animations like walking left and right and backwards????? I am trying to and i cant
??
with root motion?????
So I have a question, with shaders. How would I make it so only objects with "custom depth pass" have the shader effect applied?
I have a question
i used this tutorial
This video will show you how to create a multiplayer game using Unreal Engine.
- Links -
Website: https://elias-wick.com
Patreon: https://www.patreon.com/EliasWick
Twitter: https://twitter.com/EliasWick
Instagram: https://www.instagram.com/EliasWick
to create a basic online multiplayer game with the third person template
however i then tried to make it so that players could play a punch animation and spawn in a hitbox that ragdolls other players
and pretty much none of it is replicated no matter what i do
does anyone have any tutorials or resources that could help with this?
how are you playing the animation? is it a montage? or in the anim bp?
montage
i assume that that some issue replicating?
also its not tied to the hitbox spawning
Anim BP needs a default slot for replicating the montage, and the montage needs to be replicated as well when it's called
I believe you can just play the montage, and fire off a RPC that plays it to everyone else
though it may need to be multicast
i think i know how to do RPCs
you run an event with "run on server"
that then runs an event with multicast
right?
sure, that should work just fine
np
lol while i was going to try the animation stuff i realized that i set the death event to not replicate
which explains a lot
it still doesnt work perfectly but you now die on both screens
so thats a step forward
im gonna do the animation fix now
worked great
thanks
also
im starting to notice that seems like every event i thought i had set to run on server or multicast is set to not replicated now
and when i fix it everything works as intended
so either im extremely forgetful or some bug was preventing me from setting them last time
Has anyone had any success with placing structures onto objects that can later move? Example a campfire onto a raft that you can sail around. Iβm having a couple issues with it atm
Is there a setting somewhere to make child components respect the physicsassets of their parents? Trying to make modular danglies not fall into the body they're attached to.
i am doing my characters skeleton and i cant find the parameters tab/section how do i fix this?
everytime I use particles i run into the problem that everything behind the particles (in this case smoke) will get sharp edges. How can I avoid that?
On the bottom you can see it produces that sharp edges along the terrain
in the image i am looking at for reference there is a parameter box in the bottom right above the timeline buttons but mine does not have one
what's the proper channel for questions about materials and shaders?
is this going to cause any sort of problem or performance impact? These meshes are left blank on purpose and are removed when the game starts if they aren't being used
is there anywhere anyone can suggest where people share pics of various different blueprint functions theyve created
Hello, is there a function that all (Editor, client, server etc.) crashes go through?
how do I destroy a staticMesh with a line trace ? the Hello Print node fires. the line trace hits the static mesh in the level.
why doesnt this work ?
why doesnt the destroy component work ? Ive tried it with and without the cast
try running it on the server
prerender it
k will try
π
Guys, how fix this light leak?
Hey guys, I have a question. Does it matter what license I have if I would like to send a test level to a friend for them to test? How can I tell what license I have?
the ceiling is one sided yeah?
license for unreal?
Yes
sounds fine to send a test level to your buddy, you're not really putting it out to sell or anything
one side but i enable double side in mesh setting
Okay, am I able to just download the game to my hard drive, then upload it somewhere?
i guess its not working π you cant model it with some thickness?
Because I think I accidentally chose the publishing license, and I'm not a game developer, and I don't think I will be for a very long time.
where did you choose this?
On the website
okay
sounds like its for learning π
Yeah, everything I'm doing currently is just learning
yeah dont worry, the main deal is when you start selling it
pretty sure the download buttons are the same thing
Okay, and is it just going to make a DOT exe file on my hard drive that I can send to someone, or how does that work, never done it before
it will, but you need to build that
Yes, I will do all the steps I have too
Also, I was reading on the website that excluding editor content but it could have a negative impact on glitches in the game, how much do I need to be worried about that?
How do I destroy a static mesh with a line trace ? Its not working. Ive tried casting to static mesh, static mesh component, and withOUT casting. none work.
i dont think you're doing that
check the tool tip for DestroyComponent - can only be called by the owner bp
Oh, I read on the website whenever you build the game, that's one of the options to lower the file size
ah i think i understand. yes, default builds are rather large because there is a lot of stuff that gets packaged even if you dont use it
editor content sounds rather vague though, are you sure those words were used?
ah, i see, so you're looking at build optimization. Well its a question to you then π are you using engine content?
and a way to find out is to try it π but maybe first try building
I have no clue honestly, I downloaded unreal like 4 days ago
an example, if you placed lights, they have a light icon - that's an image so it has to live somewhere to be shown; that's an asset that belongs to the editor, you see?
they wont be visible in the game though, so there's not need to keep the light icon, just for development
so there's a bunch of things like that - materials, meshes, images, etc
like i said, there's only one way to find out
I see, so if I use any content that comes default with the editor, such as the default mannequin, that would be editer content?
not quite, pretty sure these are all assets that live in a folder called Engine Content
So is it only the content that you can see in the editor, for whenever you play test the game you can't see them?
its stuff made for the editor π to help you develop your game - tool visuals, debug stuff, that kind of thing
like move scale and rotate, there are editor assets for them
i doubt you used any engine content unless you can recall specifically diving into the engine content folder
I'm pretty sure I don't have anything like that, all I have used are blueprints and cubes that have already been scaled
but just trying making a build first, sometimes you get errors so its best to test without all the other stuff
Alright, I will be testing it, thank you for your help
once you build successfully, each time after is super quick, so test building first, then explore those settings later
if it fails then you'll know you need it π
Thank you very much! Your help is very much appreciated
I placed these static meshes in the level editor. they are not actors. they are only static meshes. How can I remove that grey sphere during gameplay ?
is it not part of the tent model? do you know how it got there?
I know how to make blueprint actors and do all of that but
or do you want it there, but hidden during gameplay?
This is just a mesh in the level.
i want to hit it with a trace, then remove it from the level.
i know how to do it using blueprint actors. but the tent isnt an actor
probably better to make it an actor
its just a map level
correct. except that mygame is a building game, and i will be using 10,000 meshes
10k meshes is no problem. but 10k actors is a framerate thing
I jus twant to spawn 10 static meshes and destroy them . surely thats possible.
im searching through Level blueprint options now.
yeah its possible, maybe there's a way to tag it or seomthing
its gotta be possible to destroy a level mesh. surely that happens. hehe.
yes you can, i just mean i think that it would be rather generic
you could destroy the tent just the same as the sphere or anything other static mesh
the line trace you have would check for WorldStatic objects and then from there you can check if the hit result is a static mesh object
static mesh are considered actors, so you could tag them to help filter
the meshes have collision right? π
hehe, collisions are ok : ) I didnt know StaticMeshACTOR was an option.
i tried casting to stat mesh, stat mesh comp, but i think stat mesh Actor is working now. thanks !
X_x took me like 10 hours to learn
can you draw map layout in unreal from top down view? like place boxes and meshes etc
or I should use blender for that
could use a render target if you dont mind it being low res
what's a render target
sorry, scene capture
lol
uh.... hrm, might need to set it up differently i think
its been awhile since i did this, but in the past, i made a top down map using a dedicated capture camera placed way above the player set to ortho, and used a scene capture that updated from umg
sounds complicated, ill just use top down view to place basic boxes and then edit them
lol if that works for you
i read "draw" "map" and "view" maybe you're doing something else
i mean I just wanna use top down to place elements
map itself is 3d
like in architecture
when you paint a design plan
i wanna make a cod map lol
how can I change the material of morph target?
that's what I'm doing π
you want the player to place things?
or you just want to place things as a fun way to build your map?
bah, im going to bed so i wont be able to answer anyways
Do you guys ever face this problem of not able to right click inside unreal engine, or more like any popup's or dropdown menus just doesn't work after using unreal engine for some time. When I right click the menu shows up and immediately disappears.
Then make a Doom map
i means its a 3d level....
if you dont care about that, then yeah, use top view
it works so yeah
nope, not sure what your're talking about
In my spare spare time, I'm making Doom maps, and partially I'd use it for reference to build dungeons in UE
I'm mostly making mirror type maps
i finished Doom Eternal, thank to that game it help me to cure insomnia XD
but want to make something original
Nah, I go boomer with classic Doom 2
i remember valve hammer editor lol
never got into it
opened it up and it was a nightmare lol
Ultimate Doom Builder is much easier
Partly because how simple Doom is by today's standard
can you transfer maps to unreal?
oh i think i get it... i suppose you could draw out the map to design it, seems rather faster, but you may not get scale right, so maybe draw over a screen shot of initial work
From Doom? No, but I do have a working reference from Doom maps
yeah, just using it in a way to make map look proportional
i only remember play on window 95, that all
Can't tell you how I used to dabble with Doom source ports for a decade now lol
hand drawing misses the geometry at times
im more painter than a drawer lol
Buy grid paper
Or else just keep building it in ue and accept that the best way is to just get faater
did anyone get ninja blueprint or journeyman badge from the challenge?
even if didn't take part?
good morning
Hey guys I have a spine mesh and I want the whole mesh to have a single material, as I add more spline points the material also adds on. Is their a way to get a single material along the whole spline mesh.
man, I still don't know how to create a socket in Unreal... I see the term used all the time, I just haven't come across it in the UI yet, which I find strange...
Is it possible to have one scene capture render to 2 render targets?
Hi guys, got a really tight deadline coming up and I'm fresh out of ideas. Tried solving this problem for about two weeks now but I really need help. I have a VR game with 6 levels and I need a simple loading screen between them to display in my VR headset. I'm using a valve index and oculus quest 2. I've tried many solutions but even the official documentation on XR splash screens is causing the loading screen to just lock up and it doesn't even display the texture I gave it.
Can anyone help please?
I'm not using level streaming right now, I did try this but I still got the same problems
I'm using blueprint only
In Substance Painter there is the option to switch padding to UV Space Neighbor. Is it possible to do the same in UE4?
Hi all, I'm trying to find out if there's a way to create custom local "vault packs" for internal assets, to make them easier to add to different projects
The most recent mentions I've found are from 2015-2016, does anyone know if there has been work done in this area to make this easier? https://forums.unrealengine.com/t/custom-made-vault-packs/21286
Hello, Iβm looking to find ways to organize my assets in the absence of a "master vaultβ or asset library, and was wondering if itβs possible to create my own vault packages? Iβd like to have a few basic sets of general assets available in my launchers vault, like a collection of commonly used textures or meshes. It would be great to also have...
Is there no way of being notified immediately when an actor has been removed from a level in the editor?
Couldn't you try Editor Utility Subsystems?
When trying to package for quest2 I get this messege "LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'D:\Unreal\VidenDjurs\VidenDjurs\Binaries\Android\VidenDjurs.target'. Check that this target has been built."
Does anyone know if theres a way when searching in a folder in the content browser to make it ignore sub folders and only show files in the folder you have selected?
you can use the path as part of the search query
Was 4.26 river water not working with heightmaps fixed in 4.27? It said so on the release notes but I'm still having no luck with it
Turns out, is this specific instance, the delay note suddenly turns into 2.0 = 2 minutes when used for delaying loading screens. Odd... I thought my game was locking up on a black screen
node*
Is there a way to collab with someone in UE without using LAN?
Excuse me
Can someone help me with materials?
The yellow stuff should be emmisive
This is how the material setup looks like
Sorry,new to unreal
Nvm
why does adding a simple 4.26 water river do this
This is completely unusable
mental
Welcome to UE Water
Hi, I can't use high res screenshoot. Thee tool don't recognize the project renaming. How can I fix it?
It says can't found the file path
how can i move a project from version 2.7 to 2.6
@dawn flint you cant.
How do we prevent bumping far off or even flying when an AI is attacking? Initially I thought it was just due to my physical animations, reducing capsule radius but the moment made it default and just let several AIs attack me on melee I still have the problem. This usually happens when I am jumping around while AIs are attacking me. Thank you
**I saw some articles saying "Can Character Step Up On" and set it to yes. I guess it working as if ever i keep jumping instead of flying out, i can just step on the AIs and I am above them, much better than bouncing out.
Hey guys, what's the difference between On Clicked & On Pressed?
@fierce tulipso do i have to redo the whole project and blueprints and everything ?
some stuff might work, but there is no backwards compatibility, so anything that breaks need to be redone.
im doing this because i need to import characters from vroid software and its plugin have only 4.26 in it and im at 4.27
cant you just import them to a .26 project, then migrate to .27?
idk how to migrate
I have a question about building up a virtual studio. What program should i use before importing it to unreal engine? Should i be building it in cinema4d or is there something else?
does anyone know how you can export fibermesh hair from zbrush with the textures and import into unreal engine?
i tried importing q character from blender but when i try to change it in unreal it looks invisible what did i do wrong
maybe its inside out
Why its doing like that
how can i make it go from where i marked to the other place i marked without breaking the connection?
thank you
Ok, but still it doesn't set whole world
Can anyone help me set up Jumping and Crouching with root motion I already have al direction movement the way I want it but I cant find a video on how to do it with only root motion and I got no idea how to do it by myself
i want my character to face his arms in the direction i look in however this does not happen, when i run it works, when i jump it works but when i move my camera left and right etc his body still faces forwards, pls help
is anyone familiar with aces workflow in unreal? If yes could you explain it to me? I dunno if im doing it right, I've baiscally converted all of my textures into acescg color space and now when I'm trying to export with mrq colors are not matching the viewport (i've setup the color output that converts the profiles as the same way as the viewport)
how to add vehcile in ue4
does anyone know how to make an interactive curtain? I mean to have a collision with the character
I've been trying to make one for a long time but I cant
Im trying to compile my project to HTML5. The only catch is that im on linux...The HTML5 option just won't show up. I searched up on google but didn't find something useful. Im currently using UE 4.27.2 build of linux. Anyone who can help?
above
I saw that
Epic's Github repository all of the needed Emscripten and Python files for HTML5 development will be included. This means that you can start creating HTML5 projects without having to perform any additional setup
but the option is still not there
should i install or build something seperately?
@torpid valve https://youtu.be/OzONCchHSSU
is it oossible to destroy an instanced static mesh with an OnOverlap collision? or only with line traces? i cant seem to get the element, index array number with an overlap. only a trace.
i dont know bro, i dont make html5 games sorry
Thank you bro!
What are the purple arrows in reference viewer?
Soft references, usually. You can turn them on and off with the dialogue in the top left
how can i integrate als in my project?
Amyotrophic lateral sclerosis?
advanced locomotion system
Is that a plugin? If so, you need to put the plugin in the Plugins folder in your project.
no
its a project that has a crazy movement
when i say crazy i mean
very good
but i just wanna import the simple movement like crouch walk and sprint
and i dont know how π¦
This is where you need to understand how to write the code / blueprint and merge the functionality yourself
GL. ALS is more than a little messy
How do i carry a parameter to a level?
I have 2 levels. Main Menu level, and ThirdPersonMapExample level.
When im in the Main Menu i can select single player or play vs cpu.
If i choose play vs cpu, i need the ThirdPersonMapExample to know that i chose that option so that it can load more enemies.
How do i make this happen?
How do i make the ThirdPersonMapExample know that i chose that specific option in the Main Menu?
GameInstance is persistant through level transitions.
yea, via something that persists, like game instance or GI subsystem
thank you. will study it right now πΊ π
sorry for asking so many questions im new to unreal and wanna get rhings right and i know its good to but still. i was wondering if i delete my gun model from my fps controller (i am doing this because it is on the floor and wont move into my hands) and place it back in will it mess up the code at all? ty
been trying to figure out this walk stutter issue after respawn for a while now. walking is fine up until death, I respawn my char via server but when playing as client it stutters like this. If I play on listen server it works fine, no stutter at all even after respawn. It's not fps related - that's just my old laptop combined w/ recording. The movement is just simple move to which is replicated
I run this on client and server, but perhaps after teleporting to respawn they become out of sync. I printed strings on char location on server and client post-respawn and they both are the same, so I dont think its an issue of the server thinking the char is elsewhere. I figured it was an animbp issue perhaps not re-initializing after the initial char is destroyed but I'm unsure of how to tackle that, I tried setting speed manually in construction script w/ no luck
Hello!
I've been working on my game for a while and right now I have 3 major things I can't figure out.
I made an inventory system using Ryan Laley's tutorials and got it working, and I also did a shop using one of Ryan Laley's tutorials, now the issue here is that when I enter the Shop and exit it, I can no longer enter my Inventory, it just freezes my character and the mouse cursor is visible, as if it ignores the Widgets from being created, but this ONLY happens after I entered the shop and exited it.
Any help would be greatly appreciated!
This is stopping me from moving forward as it is a very game breaking bug.
Thanks!
is there a way to know if a character has left navmesh area?
AI character or ur own character? If its AI it will stop moving, u can hit P and ur map will show nav mesh in editor mode. If ur in game to show nav mesh use console command (tilda key) Show Navigation
own character
yeah just do this while ur in-game `Show Navigation
Hey im trying to create a excel like spreadsheet in ue4, I need the widget hitboxes so im spawning a widget for every cell. However the performance is terrible compared to google spreadsheets for example. Is there a marketplace product that can have a data table editor in game etc
@solid quest why would u need to know that? Ur character doesn't work based on nav mesh unless ur utilizing an AI controller for move to commands
my AI character is supposed to follow the main character till it is in Navmesh Area
@grave pollen
I see. Well yeah that will happen automatically. Impossible for AI to move on non-nav mesh areas afaik so you will be able to tell just by moving around
at that point I have to send the AI back to its original position
so there needs to be a trigger
Not sure how ur AI is following the char but if you're using something like the AI Move To node there's an 'on success' and 'on fail' - if it fails you can then run your code for returning to origin
how would i retrieve if it failed?
i am a bit new with Unreal ugh
I am using MoveToActor
its built into the node. Look up AI Move To its a pretty nice node w/ an acceptance radius and lots built into it
yeah that is fine but I'd exchange that w/ ai move to OR move to location or actor node, they can do the same thing but offers easier solutions for what you're trying to do. Otherwise you'd have to do something ab it more complicated to figure out if it is still following the char.
you're also going to want an acceptance radius in general, which the movetoactor node doesn't offer. The problem being if you have obstacles or walls and theres no acceptance radius I'd imagine there will be unintended errors like the AI not being able to catch up and getting lost
How long should compiling shaders on first launch of Unreal Editor take? On macOS and itβs been going for ~15 minutes now. Does it normally take a while? Or has the process crashed?
Cool. Just checking βΊοΈ
I have Perceptive model for that to see if something's is in sight?
if it crashes you will know, just give it time.
Insert xkcd meme
you are suggesting me to use MoveTo instead of MoveToActor()
looks like even MoveToActor calls MoveTo(FAIMoveRequest)
ohhh idk then sry.
π¦
ur using entirely cpp? I'm not really a cpp expert but in my experience I'd say using both cpp and blueprints can be beneficial. Might make sense to start using both? Up to u obviously.
What I do know is a LOT of blueprints can be converted to CPP, so I'm sure there's a method to do the same thing in cpp, I just don't know off the top of my head
my problem with cpp is there's a lot less information/tutorials on it than blueprints. Normally you can just google BP related stuff but even basic cpp guides are hard to come by. I want to say Sneaky Kitty has some good guides out there
Is there a blueprint function for creating a cube in the scene?
@tame zephyryou need to make an indexed material with all the numbers, look how debug material is made (debug scalar)
then you need to make a particle system that will read the value of the input and feed it to material...then just spawn a particle and set the parameter
well, it depends, if you want to bind it to view, then UMG is simpler
I make cpp files and then turn them into Bps. That's what I have seen in tutorials
cause that's the only way ue4 works
all cpp except core logic should be turned in to BPs anyway...but you can migrate part of the code back to c++
why?
cause to access any logic in ue4 you have to link it to actor, and all actors are BPs
make it only in c++ will be hard
@tame zephyrin material, type debug
I made a short sequence in Unreal of the mannequin walking around, everything looks fine, but in the exported the video the mannequin jitters, any help on fixing it?
it's a material function node
oh you just mean you're exposing your CPP code to blueprints right?
you're not just disregarding ur cpp and converting ur code solely into blueprints right? lol
i hope that's what @solid quest was talking about...
cpp is generally faster, so you should be converting as much BP to CPP as you can (assuming there's a purpose behind it) not vice versa. If you're just exposing your cpp so you can manipulate it using BP's thats a dif story
yeah exposing them as BP
oh ok lol I gotchya. In that case you can just use the BP node AI Move To
"generally"
it definitely faster for ABP logic, as it runs on tick
I'd like to stick to Cpp for finding the answer. Converting a BP to Cpp seems like something new to find, either I can find a way to know if MoveTo has faiiled
you will see the lightning bolt near c++ nodes
i think, one of the recent streams was about c++ for Blueprint coders
That's fine just realize the speed differential is usually so minor to the point where its negligible. Sometimes saving hours of research time to use a solution that simply works even if its not optimal is worth it. But yeah up to you good luck.
my experience is more towards Cpp and gamedev. Haven't used Unreal much. So using BP is another task
thats why I am finding a way to do it through cpp
yep, ue4 c++ is not traditional c++...since those reflection macroses, garbage collection and bp exposure
yeah, I have seen how they save people from leaking memory even when something is getting casted down
xD
oh, you also cant inherit from multiple classes
but I can inherit from multiple interfaces?
you can implement multiple interfaces (or you want to merge interfaces in one?)
yeah multiple interfaces are meant for that. You can inherit multiple in single class
yep
the class has to inherit pure virtual functions
Character = Cast<AAICharacter>(OtherActor); this is just so lame
I have used Lumberyard as well. They have also blocked dynamic_cast for some reason
So either I don't know how this works, or just don't know what node I need to complete this material.
Does anyone know how?
i think you doing it wrong
nah I got the proper output now
an if you need to plug the attributes to output, ther's a checkbox that will convert it to one
i am trying to import a pack and when i view it on the store it says install, i do and get this error
I have a scene in blender, with 200 assets, is it possible to import that scene into unreal, where every asset keeps it's position?
it would be quite difficult reposition everything again in unreal :/
is there a way with the "AnimStarterPack" for me to be able to have my character turn into the direction i am looking? i have managed to make my arms do that however my entire body stays looking forwards
sounds like you need aim offset
oh thanks lol
sorry, not sure which channel to ask, but would anyone know how to set up a pixel stream with a Reactjs overlay?
hello how can i disable the third person camera in advanced locomotion system
why is hovering / on hovered events not working while holding left click
when i go to select my socket for my camera, the socket is not there despite me adding a socket to the head
Hi. is it possible to save a material node config as a template, to use it for other materials ?
something like a node configuration preset save / load ?
not sure if i'm clear
ok checking this out since i'm a noob
Is the "Importance Volume" still necessary for UE5 or is it a legacy option now?
figured it out, thank you
can i use a PNG with transparency as a texture ? Doesn't seem so
insert doesnt work in ue4 textbox, anyway to get the current index the cursor is atr
have you set blend mode to opacity mask?
thank you
Any shot anyone knows how to fix a d3d error thats causing crashes instantly on repeat?
when i try to do this i get the error:
how do i fix this?
Is there any good reason why I can't copy / paste event dispatchers?
how would i do that? i have the mesh in the same folder and it has a similar pose but when i highlight the 2 animation sequences i am wanting to use it only puts in the other mesh instead of both
can someone help me i just set up a blendspace with root motion and its not working i cant walk
youtube is the way
anybody ever had transparent tooltips in the editor? win11?
dropdown menues are black/transparent.. wow
using Darker Nodes?
no, but I'll update graphicscard drivers
agreed :p
is my graphicscard dying? now I have white flashes when minimizing windows after the graphicscard update! π
could be corrupted driver
maybe this? #ue4-general message
don't know if that's supposed to be for just the editor or all of windows, but it's in the pinned messages
I think the latest nvidia driver regressed to the flicker issue
It went away when I updated a few weeks ago, but came back when I updated yesterday
so if i wanted to have animations based on items physcially equipped to the mesh
like a kunai pouch lol
would i tie the animation to the skeletal mesh or the pouches placement
or use IK's or so to make sure its the proper animation o-o
For anyone doubting the power of nativization, or finds it scary; I just found the highest costing blueprints in my game, I put 4 BP classes on my nativazation list, and this is the improvement in performance. Took about 5 minutes. SO GET ON IT!
anyone have any good examples of creating streaming levels "on the fly" in c?
Good thing Im using UE4
Yeah just sharing in case it changes future plans
One of the comments is suggesting they might make a BP -> Unreals upcoming scripting language
would be interesting
So, kind of trying to think how to best approach this. Say I wanted a health bar for more than 1 playable character (and those characters can change). How would I implement that? Is it possible to add a widget to a widget ect.?
You would be well served to move this part to a C++ pooling system
Or at the least a pooling system in general
Dont have time to learn C++ at the moment unfortunately
There are probably some guides on BP pooling systems
Pooling systems were invented for the exact situation that is bullet hells hallmark
I am also moving the projectiles with manual calculations but I think thats not neccesary with the right components
is there a node in blueprints for adding a component at all?
Say I wanted to add this to my main UI.
during runtime
Sometimes I feel like I overengineer things lol
I don't see any over engineering there. Just good sense.
It is more about the spawning itself
Spawning and destroying lots of actors can cause hitching
Its not an actual trace hit btw I did that manually too for some reason lol
But like you said
if it works it works
Ill look into pooling though
I would cache the bullet direction. Assuming it is linear.
But the movement is less of a concern
Spawning takes up memory that isn't made available until a heavy process that follows the destroy
Pooling just means to create a bunch of bullets and reuse them
Instead of creating and destroying on demand
Don't feel bad if it takes a few days
Ive already been working on this combat system for like 2 weeks lol I dont mind a few extra days
Code is getting big but I try to keep chunks of code small
but then I forget where I put stuff hehe
(not actual code but BP)
Looks like you are organizing your BP better than I do
By dividing it up
I usually get ball of spaghetti and say F this, going to C++
But that is more for the heavy math stuff that it turns to spaghetti
I keep telling myself I should buy the bp organizing plugin
idk if I spelled that correctly
I hate spending time lining up nodes
But I get so uncomfortable if they don't line up
But anyways today I was just messing around with optimization and the nativization just blew my mind
did more in 5 mins than I did in a whole day
Yeah it is great when it works
do you use the shortcuts
So uhm.
I only know about "Q"
I feel limited on organization compared to what is available in vector art tools
Shift A alligns the left sides of one or more node (Shift w up, shift d right, shift s down)
Oh nice! Thanks for the tip
I didn't know that one
You can also horizontally or vertically allign the nodes
Its a 3 button combo but I just remapped them
I use it to align the input and output nodes on the same level before and after BPs, you get used to it
just automatic now
we dont really allow mention of ripping (including content rippers) here.
Roger roger. I'll delete my posts
yea, looking at your history I guessed as much, but still.
I'm doing procedural stuff rn. I'll put it in my backlog to look at that later.
I'll DM if /when I find anything interesting
Also, is there a way I can check if my character is currently possessed? I know an event exists but doesn't that only fire once?
maybe get controller and check if valid
I'm not using C++.
As much as I'd love to learn it.
I'm going to bug one of the lecturers soon enough about it. Because I'd love to learn it.
you can do the same in blueprints
right?
oh I thought this was the wrong room but its not I guess, anyone know what this warning means?
Not 100%, Blueprints can do most things an amateur game developer would need, but if you wanna dive deeper into more custom classes and functionality, or maybe have an idea for an interesting game mechanic or feature thats never been thought of or used before, learning C++ will make complex functionality more accessible. with C++, your only limitation is your lacking knowledge of the language.
I have a giant sphere on my blueprint tab... i can't figure out how to get rid of it
and time. Time is always a limiting factor.
Well I think that applies to life itself, yeah? lol
Yeah it just takes a lot of time to do the custom features no one has done
yes, it does... Plus you don't even know if it's really a good feature or not until after you've taken all the time to write it, and test it....
could all be a waste lol
That's what makes it so stressful
I'm on about 4 months working on my game
oh.. its gone after it crashed and restarted it. nvm lol
Throwing away 2ish b/c the 1st draft of my mechanic didn't work
yea I'm barely getting started, I'm pretty new to it all. I have some exp with C++ console apps, but never unreal or game dev in general, so I'm honestly proudly anticipating the stressful challenge.
Game dev is a lot different than console apps. It is good to challenge yourself and learn it though.
That sphere is weird
Is your character super tiny?
Usually the default sphere is smaller
its also more about learning the engine... you can be a c++ master, but still clueless
oh yes, I can already tell. Game dev however, is my ultimate goal and dream career, so I'll take whatever comes with it. lol
absolutely, almost a different language with all the preset classes and inheritances included in using the engine.
i'm pretty good with c.... but there's a ton left for me to learn in the engine
digging its inheritance patterns tho
100%, I get this impression that once I've atleast gotten a basic understanding of the inheritances, they will bail me out of a lot of wasted time.
inheritances relevant to my game ofcourse, you would have to be on the good stuff to learn all of it. lol
is it usual for this time hang around here
Remember to always have other people test as well
Spending months on one project you sometimes don't see clearly anymore lol
also every thing else is unresponsive
Good advise, definitely doing this. In my case it was a performance breakdown. The cheap PoC has proven to be very popular among friends.
As in PoC I did USING BLUEPRINTS before the 2 months
I'm changing the technical design and will be trying again
Does anyone have any suggestions for creating colliders in the editor? I want to create a Field of View collider for my enemies that I can set different parameters on regarding vision angle and distance. Based off of Sensor Toolkit Unity.
UE4 has a perception system for AI vision and hearing
Does anyone have any tips on creating a tree cutting system similar to that of The Forest using Chaos Destruction in UE5?
Yeah, but its no where near close to the level of detail I need so I'm making my own system. I've already done it in Unity last year but have been converted to UE.
Hey, if we had a question about vector math and such, where would be the best place to ask?
I think Chaos Destruction is in a state it would be too chaotic for tree cutting. At least I didn't have a lot of luck using it for my purposes (not tree cutting).
hey this is a really basic question that im stuck on for no reason
how do i set that
its not a character bp
im referencing a diff bp
thats not in the scene
so how would i set its value
cuz rn im just accessing none
Sorry I don't have any advice on that. There isn't really a field of view collider. You may have to do a series of sphere or ray traces.
When I was using Unity, it was possible to generate a collider in editor. Thats all I'm looking to do
I'm trying to get a full level from an Unreal Engine 4.21 game.
Are there any methods or programs to get whole levels from a game?
Basically just creating a static mesh and using that as a collider
There's also some options to use UCX (or some other name conventions) for meshes you make in blender
Anyone who is interested I am making a zombie game with human and zombie AI
ive added both of them but now I might think of scenarios such as both AI fighting each other along with the player if anyone has any concepts or hints I would really appreciate it π
its hard to think on how to implement this final feature but if I can it would make my game so much better!
any ai experts out there i would appreciate any ideas
Not sure if it is exposed to blueprint, but UE4 has some native support for team IDs to do this
I haven't done it myself and don't recall the details I read
I'll see if I can find it in my notes
if anyone else can help would appreciate it <Β£
It's been several weeks since I looked at it
oh yes please
thank you, any ideas whatsoever is a bonus
their isnt much material on this type of AI behaviour
that i have seen atleast
Yeah the documentation on it is pretty limited
I recall you had to look at the source code and do c++ for most of it
Not sure if that is a non-starter for you
AI? you mean behaviour tree?
yea i hardly use blueprint code mainly in UE4
no no just more zombie, human, player teams basically
you specify the team as a number between 0 and 255
logically zombies should attack both human ai and player and human ai should attack zombie and player
Then there is a place to setup how the different teams react to each other
IE team 0 is hostile to team 1 but neutral to team 1
Then the entities can poll those relationships
okay... should i look at the documentation you sent π
awesome thanks for your help! ile try use this as a starting point
It looked to be adequate for my needs (when I'm ready for it)
if you are able to eventually implement it or have any knowledge on it let me know would appreciate it π
for now ile try work on it
It'll likely be at least a month until I get there
I'm building a custom destruction system loosely similar to Chaos Destruction
hopefully i wouldnt need your help by then haha
IKR?
that seems cool but complicated (never even heard of it lol)
I don't think it is anymore complicated than it needs to be
The team relationship part will take a bit of work to understand
yea, im super interested in learning AI - i feel like this concept is really interesting. Ive seen in various games such The Last of Us and it really creates awesome player scenarios
like you can throw a rock as a player and get both enemies to be drawn to it and kill each other
I think you'll want to get into behavior trees if you haven't already
oh yea ive been using them π
π
been learning the EQS system too, that stuff still confuses me but hopefully ile get there π
anyways thanks for your help! ile add you as a friend and you can let me know if your done in a month on your progress π
Hey everyone, anything I should know about copying/pasting landscapes between maps? I did it and now if I try to sculpt it at all in the new map it crashes Unreal 100% of the time.
so any idea how I could create this effect in UE5 since Apex destruction is being removed?
I haven't played the forest specifically
But it's just basic tree chopping right?
I mean you cut it with an axe and make it fall
The problem with both Apex and Chaos destruction is that the whole structure ends up getting obliterated
it creates changes for each strike and then the tree falls
Right. You cut out from where you hit, then the tree falls
What % of the time will players spend doing this?
If it's the whole game loop it might be worth doing procedural work to make it happen
a decent amount since it will be a harvestable resource
Otherwise you might just want to do canned states for now and come back to it when the rest of the game is done
I'm building a custom destruction system, but it is quite advanced. I'm really not sure how you would make it work for something like tree chopping.
Actually.... I did work on a game that had tree chopping.
I'm trying to remember how it worked
I think it was kind of like a pseudo voxel system
Where only certain portions of the tree were choppable
And those sections were separate mesh than the rest of the tree
So kind of like a 3x3x3 grid, and each hit would remove one element from the grid
If you got a whole "row" or "diagonol" the tree would fall
Maybe not a great system
Alternatively you could look into vert animation and make the tree bounce around when you hit it. Like they do with walls in Fortnite.
Throw up a bunch of particle junk and generic damage states
Maybe not satisfying answers, but a lot of video game dev is smoke and mirrors.
They recently added tree chopping to fortnite. You analyze how they did it.
My guess is a combination of vertex shaders (WPO in material) and tracking impact locations.
so looks like I have a bit of work to do lol. I will definitely get on it and do some more research. I really hope I am able to do this
Yeah dynamic modification of 3d models is pretty complicated
As I said, you'll probably want to fake it
For a long time, fortnite had trees that didn't fall over when destroyed
They only added that recently
BTW, the reason I mention Fortnite specifically is because the makers of Fortnite also made UE and they have a lot of videos about how they made things work in Fortnite.
I'm looking to generate the static mesh used for collisions in the editor so that the designers can tweak the geometry in-engine, not just import something. I want to use an equation to generate a mesh.
You ok with using C++?
yes and I've already written it in C# and GLSL
just need to know what class to use. cannot find mention of it f-ing anywhere
Tell me about it
Been tearing my hair out with custom static mesh work for a few weeks
But I happen to have done some collision stuff recently
You are looking for UStaticMesh. It is the interior data to the static mesh component
Here is an example of box collision: ``` // Adding simple box collision
staticMesh->CreateBodySetup();
UBodySetup* body = staticMesh->GetBodySetup();
body->InvalidatePhysicsData();
FKBoxElem boxCollision;
boxCollision.Center = FVector::ZeroVector;
boxCollision.X = (float)boxSide * 2.f;
boxCollision.Y = (float)boxSide * 2.f;
boxCollision.Z = (float)boxSide * 2.f;
body->AggGeom.BoxElems.Add(boxCollision);```
this is what the code looks like in Unity
That last part AggGeom accepts a couple different collider shapes
Boxes, spheres, and convex hulls
You'll want convex hulls
Most likely
FKAggregateGeom.ConvexElem
Type is FKConvexElem
The above code shows how to invalidate and rebuild the collidors
okay thats awesome, thanks very much. I will report back on how it goes
Should be able to convert your code
π
This stuff needs to be better documented
Static meshes are a major part of the game engine, but there isn't a lot of info on how to really work with them on the low level
Mostly about the high level tooling
tell me about it. I wish Unreal copied more than the pricing model of Unity...... I can say a lot of stuff about Unity, but the docs are such a pleasure to thumb through
Idk if I agree about the pricing model
Unreal docs are an absolute joke imo
A big part of their pricing model is requiring the usage of the Asset store
But I do miss the Unity docs
well, I mean just in terms of making it accessible to indies
Also MSDN for C#

