#ue4-general
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Fingers crossed
is there any info on when martketplace assetswill be supported in ue5
when UE5 is released?
when ue5 gets released :p
besides a few dedicated sellers that are allowed to test during EA, we cant update packs to ue5 yet.
UE5 is supposed to release this year
I can assure you that it will release sometime after today.
https://www.unrealengine.com/en-US/onlinelearning-courses
Also protip: Forget everything specific to Unity when using Unreal Engine.
Heard they delayed it to spring this year :thinking:
as far as I know it was early 2022 and still early 2022. who knows when that is besides 2022 lol
oh maybe they forgot a word in there, its possible
we can hope its in the near future based on github tho. lots of stuff getting bows put on it and we have that neato new project
Hello. I'm trying to do something I initially thought was simple, but I'm having trouble. I want to have full, automatic first-person rotation without needing to click or hold lmb to capture. At the same time, I also want full interaction with UI (hovering over and clicking buttons). The more I look into this, the more tricky it seems. I think I might have to make an input manager, but I'm not really sure how to do this.
what is first person rotation?
Btw I know it's weird and kind of an edge-case, but it's for a diegetic game idea.
well you say full automatic, does that mean movement happens without user input?
No. So the closest I've been able to get is that you can interact with on-screen UI, but you have to click and hold in the game area to capture in the player and look around. I want to have the mouse input move the cursor on screen (which is interacting with ui) and affect player rotation at the same time, without needing to click.
Does that make sense?
As in point and click games?
I suppose. I don't really play that genre, are there often point-and-click games where mouse input interacts with ui and also controls camera rotation?
I think the fact that the mouse input is needed for two different actors is the issue
I'm not playing much of the genre either, but I can picture how one can have the camera centers to the object and zooms in to it
@drowsy snow this is the error I was having btw #ue4-general message
I didn't get it today I think
it might have been related to how many windows of unreal I had open
how many BPs
@silk lintelso the game needs input for the mouse to be read, the UI needs input in order for the UI to take input. Your issue is going to be how do you handle mouse rotating the character and your mouse cursor moving on the screen at the same time?
btw I'm a fan of your videos @grim ore
same
you can do what you want, but your going to end up rotating the mouse to move the player and the mouse ends up moving around the screen at the same time
that's exactly what I want
I know it's kind of a weird thing to do, but that's what I want to do
I don't think I ever ran into this issue. What are you doing when your camera "locks"? Is the whole editor locking up? Are you using Sequencer? Mouse or Keyboard need to charge?
Often, it's just making a change in the World Outliner or adding assets. The whole viewport disabled my WASD function unless if I hold Right Mouse Button (which sometimes doesn't work either)
My Keyboard/Mouse are wired,
This is all I'm doing right now, and it's locked unless I hold RMB
I'm not exactly sure what you mean by the first part, I'm not sure what to do. As I said, I think I might have to make an input manager but I really don't know how to do that in unreal and I haven't found any tutorials on that.
I think that's normal, at least that is how I have always done it.
yeah, that's how it is for me
Odd, whenever the program starts I can just casually use WASD until a certain point
maybe you were accidentally in play mode and you didn't have a pawn selected in your gamemode so it used the spectator? idk, that's the only thing I can think of
interesting. I don't get that at all.
Ehh, I don't know I'm just gonna live with it I guess ๐ฆ
any way to get the scalability selector back?
i'm stuck on 'epic' mode and my GPU does not like it lol
Click settings,
settings > engine scalability
no, the settings button all the way on the right on that same header
I cant check, but i think they moved it to the top right
ah there we go, thanks guys
np
@drowsy snow @dull hatch https://docs.unrealengine.com/4.27/en-US/Basics/UnrealEngineForUnityDevs/
curse you, hot reload
This is misleading at best for those who don't know jackshit about Hot Reload setbacks
tbh the hot reload is the buggiest shit in this engine
But to be fair, that is relevant when it was the year 2014-2015, back when Unity still reign supreme in indie space
hello :D
Does anyone know why my main map isn't loading in my packaged game through the open level by name bp node? The map is included in the project settings>packaging>list of maps to include in a packaged build. The level opens fine in editor, but doesn't in the packaged game. Also, if I use console commands, I can open the map, so it's not an issue of it not being cooked
Data table question, I have some text, character descriptions etc, is it sensible to store that info in a Data table?
I am using a headless cms and can load the data from there
@grim ore (I hope you don't mind me @ing you) This is what I want, except without the need to hold down the mouse button to rotate. I want the mouse input to be absorbed and used by the player controller, but at the same time I want the mouse to be visible and interacting with UI. https://www.youtube.com/watch?v=rP0T-pjzyvs&t=929s 12:40
What are the Controller: Set Input Mode Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Does anyone know how to import a .r16/.r34 files to UE4? Or does UE4 straight up not support them? IIRC UDK did
.r34 might be too juicy for UE4 to handle, but it can take r.16 for landscape heightmap.
The content tab in my blueprint editor has vanished and I cannot select it from the window dropdown list. The internet tells me a "open blueprint in full editor" button should solve it but I can't see it. I know where it is usually when opening the level blueprint, but it isn't showing itself here. Help please?
I had just reparented a blueprint. I backed up a copy of it first because it warned of data loss, presumably for that blueprint alone. But this has affected other blueprints too. Surely the data loss didn't mean for the project at large?
Any Visual studio code users using cpp to write their code? is it worth using it over visual studio?
Depends on which one you have comfort the most, but I personally stick with VS2022.
yes thank you, same here i use vs2022 too. just got intrigued since lots of people use it on YouTube.
So i've found myself into a problem and basically i need multiple "cameras" that each do a post process and display it on that cameras screen.( IR camera, Thermal Camera) when i use the capture component 2D i get a huge drop in fps. I was thinking of maybe capturing my main camera or some how sending a post process component to a render texture. im not sure how to do it.
where is are the editor's folder colors stored?
I believe it's in the Saved -> Config folder
Maybe PerUserProjectSettings.ini
I figured out a workaround for my input issue. I still can't figure out how to have UI-interactive mouse input while absorbing mouse input in the pawn, but I used GetMousePosition() from player controller and made my camera rotation based on distance from screen center, kind of like a controller. I think it works for the game I'm making, but I still would've liked to solve the issue instead of bypassing it.
I changed my mind, I don't like it lol
I have this really weird issue, I'm trying to use this asset in my level.
https://www.unrealengine.com/marketplace/en-US/product/photoreal-background-mountains
They are just a few static meshes that you drop around your landscape.
The problem is as soon as I drop those SM in the world when I start the game the camera goes crazy, the standard 3rd person camera moves like inside the character, and I can't move it anymore.
This is weird as fuck, why would it cause this behavior?
I would love to hear some ideas
I'm not familiar with the asset, but it's possible the mesh has a collider on it and you're spawning inside said collider
wellllllllllll shit is it not possible to down grade from ue5 to ue4? Tried copying the project and rightclick-> switch unreal engine versionto 4.27 but all my BPs are gone
just get a time machine and impress upon your past self the importance of using source control
But the meshes are surrounding the landscape, the character spawn just in the middle.
dammmmmmm im really bout a create a perforce server for every little test project aren't I
lmao
No.
i understand the maps not transferring over but i was surprised the blueprint .uassets aren't able to downgrade
As I said, I'm not familiar with the asset. You're saying if you delete the mesh you spawn in fine and you have no issues with the camera, but everything goes crazy when you have them in the level? Collision is the only thing I can think of. Try setting collision to no collision and/or removing collision in the mesh editor, if applicable.
Also UE5 Early Access builds (which is most likely what you're using) are not forward compatible with 4.27
UE5 Early Access is based on 4.26, and it's already hugely outdated compared to the 5.0 branch on GitHub.
ah okay good to know. I'm assuming switching to 4.26 wouldn't work either
how do i import my object so its pivot point stays where its supposed to?
What DCC tool are you using?
Maya
I mainly use Blender, but maybe center the object to 0,0,0 before exporting.
Thanks for the tip! I was under the impression I wouldn't use much of Unity knowledge. However, I have come to learn from several articles that learning different Engines is a good way at developing the skill of adapting to different engines since some if not most dev studios use proprietary engines.
I could be wrong, but I think when you import a mesh the pivot is based on world origin rather than mesh pivot. I've noticed that importing from blender, at least.
thats fair, but that defeats the purpose of the object animating the way it should
I will say I know nothing about animation, so take that with a grain of salt. Could be different for animations.
I read online that you can just: You just have to either use "Import Into Level" from the file menu or UNCHECK the "Transform Vertex to Absolute" checkbox in the import window.
but i dont see that in the import options anywhere
i tried importing to level and its still wonky
Well, many propietary in-house AAA engines were closer to Unreal's more than Unity's, as most of them were developed with C++, and many Unreal developers I've seen landed jobs on studios using in-house engines
Oh interesting! I listened to a podcast of a guy stating that the particular proprietary engine they use was based off Unreal. However, I didn't consider that would be the most likely scenario. I originally started with Unity because of an idea I had for a 2d game and after research suggested Unity to the better option.
Nevertheless, if I'm looking to join a studio It would be of my benefit to be more diverse.
Hmm, would you suggest to learn C++ as best I can vs Blueprints?
It is in your best interest to learn both.
In Unreal, BP and C++ go hand in hand (but BP is on top of C++)
I seem to take that unity users who compare it to unreal are the type who never worked on any structure except base games their entire life.
Most of them even say themselves that unity is meant for lower things than unreal.
Going as far as to state that "nobody cares about ultra realism"
I don't exactly see unity being used by traditional japanese companies who have been developing games for years
Or ever seen a unity game become the spotlight for more than a few months
Except I know Bandai Namco used Unity to develop mobile games.
But I guess the notion "mobile games don't count at all" applies here
As horrible as gachas are, mobile games are still video games, as much as people hate to admit it.
I'm bored
my project is packaging
what shoudl we do
I don't even know why I packagd
I have a habit to package so often for no reason
ooofz
been getting some trouble with a model I am attempting to use. I have it as a static addon for a weapon. The textures and mesh look alright so why is it that the item it is connected to not loading in game? Also it is from sketchfab if that might be a indicator as this is the second one from there that is doing this.
I happens when the weapon is equipped so spawned in, sorry abit confused myself.
did u check if the actor even spawned?
just debug it bro
we can't debug it for u
u can press f8 and look for the actor in the world outliner
if it's there then click the component mesh and see why it's not showing
etc
My "if" node requires my multiply output be a float, how can I convert it to a float?
Have tried numerous times to debug, the mesh seems to be the thing breaking it. I am more wondering if this has happen to anyone else? Also this is the error it comes with. But when checked it should be fine, it is only with sketchfab meshes.
it's literally a vector bro
oh wait

I'm confused too
but I don't think they have this float/int thing in material
ue4 has no bugs bro
you are getting a runtime blueprint error, not a mesh error, so it's not related to the actual model
can u show the error u r getting
hmm odd since if the mesh is removed from the main item it spawns and functions perfectly fine. Eh may go wing it and hope for the best then.
did u try round node?
Hello all! Me and some friends are looking for game jams, preferably large-ish ones and preferably judged ones to participate in! Does anyone know of any cool jams like that? I already know the Github Game Off and the Global Game Jam!
u can try selecting any different mesh liek an editor cube or something
I used a mask node and it worked
I'm trying to get the screenspace of the object
okay nice
Didn't know it was a vector
I don't think it's a vector
lol
maybe mask rounds it too
๐คทโโ๏ธ
maybe it was Idk
oh this seems to be a vector yea
The input is the first value to be compared, then the nodes params are the second value, what are the other slots for?
it's for what to output depending on if A or B are equal or more than the other etc
the last 3 are what to output depending on the first 2
what's the b slot for?
Gotcha, that makes sense
What is the Material: If Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
So the "a > b" slot and the "a < b" slot are questions?
supplying a one is yes, and a zero no?
sorry I'm done with material math check the video
help i have no idea what this is
math kills my brain ๐ญ
this is literally a 27 seconds video showing you using the editor
so you'd have to be a bit more specific than that lol
Its hot
the editer has a glith
okay tell us about the glitch then
but tbh
ue4 has no glitches
unless you ever tried editing a blueprint struct...
but we don't talk about bruno.. or that..
what? wtf it does not show up in a video
lmfao
maybe ur monitor is broken
thbrow a rock at it try to see if it fixes the issue
I don't know but the menu was flickering when I tried to open it and I couldn't see it
which menu?
The menu that comes up when you try to right click on something it just flickers and then sometimes it doesn't even show up at all
omg I once had the worst flickering issue with the ue4 menus
I don't think it was these menustho
Idk
It happens like every 15 minutes after opening the editor
r u using a nvidia card?
yes wait let me guess graphics card update
I will send u a fix
let me find it
@kind hazel https://nvidia.custhelp.com/app/answers/detail/a_id/5157
download this
I think u might have to restart ur pc to make it work
it once fixed a flickering issue I had with the editor
don't think it was quite like urs but maybe itll solve it
OK I'll try it thank you so much man it's nice to have people ask questions
but if it doesn't work you are on your own 
ok
i narrowed down that the largest impact of the 'Scalability' option is 'Effects'
can someone tell me where i can actually configure the 'effects' that are applied?
maybe post process
but there is like a thing
to check the rendering optimization
I forget how to bring that up
watch htis
This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization strategies and pipelines early and as a team. Learn the tools and how to employ them to identify key performance problems as well as engine features that can help you improve performance in your...
maybe that will shed some light
Scalibility setting for Effects largely control particles and their associated biases, for that you should look into what optimizations you can do on each of your particles effects, check ensure minimize overdraw, check shader complexity, gpu load from spawned gpu particles, ensure LOD all that kind of stuff.
my level is very empty, a hand full of cubes with a basic white material,
a floor which is just a stretched cube with a simple material
and a relatively low quality character XD
in that case I wouldn't worry about optimizations, lol
๐คฃ
lol got it
switching Lumen off and now its very fast ๐ฎ
Project Settings -> Engine -> Rendering
hello guys can i ask something?
so me n my friends are making a racing game and we decided to go over to ue5 thus we setup one of the tracks in ue5 wp i painted some trees in background i marked em as a single foliage instance and it kept giving warnings so i decided to remove the instances but i cant find where they are so as u see in above pic the instance is still being told but i cant find it
how to put the 6 tga file cubemap in the good sens
i tried 2 solution but its never the good sens
for the skybox
it's in the post process too
not sure what the issue is but I can tell you that you should probably not be using ue5 to make a game yet
does anyone know how much 1 kilometer is in UE4 units? (answer: 1000)
ue4 vehicle system isnt working anymore so had to switch and this game wont be out anytime soon
ue4 vehicle system works great tbh
it was glitching out for us continuously
even if it was, I doubt UE5 fixed any of that
ue5 choas is slightly unstable
chaos is unrelated to vehicle tho
guys you don't have any experience?
I really doubt this is for vehicles
your issue isn't clear. make a vid or reexplain or both
That's kind of insulting way to put it...
u need more research then
lol
if it's the same issue, how come you can't use that same solution? lol
I was about to type the same thing ๐
๐
i have both versions of our project but ue4 version is bugged in vehicles that is and it also lacks key features that ue5 system comes with out of the box
if i recall correctly my team mates wre complaining that wheeled vehicle bp wasnt working at all properly with cars thus we decided to upgrade
So I have a physics handle, but whenever I grab objects with it, it clips through walls, and spins freely no matter how much dampening I put on it. Any solutions? Please ping me if so.
dug up the errors that we had in ue4 version of the project
has anyone had a bug where, when you open a contextual menu (right click menu, file/edit/help...), it instantly closes ?
thanks !
why i cant make spawn node in blueprint editor with keyboard please
I'm wondering if there's an existing way to convert an integer into the literal word form of it in a string
? Like you're not able to use your keyboard to put the node in your BP, or a keyboard event isn't triggering the node that's already there?
Hey people. I have an 3d inventory system and I'm using instance mesh component for hover effects. Each time the cursor hovers a new inventory actor, I spawn Instance Static Mesh Component in that actor. When it's unhovered, I destroy the component. But I noticed that each spawned component has a bigger value in here, even though I destroy it. Should I worry about it? I'm mostly worrying that destroying/spawning might cause more harm then benefits.
idk in the setting i bind the keys
for the blueprint editor
for spawn specific node
and its dont work
ooohhh ok its work its because of my keyboard
software racist against french keyboard i forget that
anyone even looked at this?
Shared DDC question.. I know different engine versions cannot read each other's derived data, but does that mean I should create totally separate folders for each engine version? The engine could easily keep different engine versions of DDC data apart within the shared DDC itself.
I'll check the source code if there are no ready answers, but I prefer being laay-zaay
can i make online multiplayers game and port to website and let them play on website?
Not in native HTML5, no.
You'd have to setup Pixel Streaming, which is basically setting up your "cloud gaming" solution.
Can anyone point me to a resource describing how to use SSBO's in unreal, can't find anything in the documentation..
Low level graphics API stuff is already taken care of Unreal's RHI abstraction layer, and now there's also Rendering Dependency Graph.
So if you want to write compute shaders, you'd really have to go through RDG
Thanks, I'll look into that. I'm really new to Unreal so I'm not that familiar with what level of control I have access to. E.g. can I force a rendering shader to use data stored in a gpu buffer (switching read/write buffers for rendering/compute) ?
If you don't know and that I should figure it out myself is an acceptable answer..
hi all. anyone knows if it is possible to give height to a snow material for example ? like to have thickness without extra geometry (like solidify in blender mesh) ?
simple tut on this, not best practice tho
In this video I describe how to use runtimer virtual textures in UE4 to creaty a dynamic snow effect.
The Basic idea is by RP Monkey:
https://www.youtube.com/watch?v=jdi_37r1zcE
I wanted to make this Video 5 minutes long, but I decited to explain what I am doing so thats why it turned out a little longer :\
For Questions or suggerstions Just...
Best would be buying infinity weather ๐ (but its 120 usd)
eh i think it is difficult to make ti work for stylized too
ill check the tut anyways ty
and?
and i have an issue i do not know how to solve maybe cause of my resolution but i tried different ways and still doenst work
100% a resolution issue.
i did
i am playing on a different level
with settings
so i have my initial level untouched
my problem is that on resample, i loose all the layers
while in specifications it doesnt say that
so ill have to do them again it seems ๐ฆ did you expeerienced same or didnt play with it ?
ill try a resample again
and see if at least this triangle problem dissapear
what is trange is that they say u can use brushes on different landscapes or so i read ...
and it seems u cannot just port a brush on another landscape
Scalar parameter
thank you
No problem
even with x2 resolution i see the square has same size
it is just making the new landscape bigger
this would be the new one
and this si the old one
i can do whatever here and the square is not smalller
hence me thinking is not resolution but is something with the material or settings
I dont use landscapes ๐ i make meshes and paint them. and build on top to them (nanite landscaping lol)
please bare with me a moment more
i am just looking to be like stylized and low poliish
can i do same technique ?
as mine? naw this requires 3rd party tools.
but i knwo how to work with blender
but whats the issue with your landscape tho?
is the height of your landscape the problem? if the resolution higher than the og heightmap?
it is landscape + BP brushes landmass
with layers
and the one i use is material one
that gives iregularities
I have no idea my friend what the issue could be. How to fix your issue tho, start google searching issues like what you are having. export and reimport your heightmap.
In this guide you will learn everything you need to know about landscape heightmaps in UE4.
look up guides on the material issue.
there is no height map
i only use landscape unreal + brushes blueprint
but i have this issue
If you are using a landscape, it is a heightmap. that's how its made.
When generating a landscape you are creating a heightmap. lol
yes u are right
i know ๐
just didnt think to export to see it
i can ssee it with advanced mes though and see the triangles
i am thinking more and more to go your way
and do height map in external programs
and import it
and just paint on it
and sculpt when needed
a very simple heightmap maker let me find it
Yes, but again, you have to talk with RDG to store and get hold of texture buffer reference.
just i thought and hope i can use unreal power
882858115236761620
WorldPainter is an interactive graphical map generator for the game Minecraft. It offers tools similar to those of a normal paint program to shape and mould the terrain, paint materials, trees, snow and ice, etc. on top of it and much more.
use the minecraft one
works well.
only works for heightmap tho
i forgot where i seen the tutorial but it gives you real world edits too and not blocky.
!stream
ty man
!no stream for you
if i am not able to solve this is unreal ill go to other tools
IMO start fresh, watch some youtube videos on how to accomplish a good terrain. Joe garth had a bunch
i did a bunch a bit
does anyone have this issue with advanced coping as well? I have been siting here for 30 minutes.....It's been just hanging there at 100%
oh wow
How much are you trying to copy?
3.5 gb but it never takes this long.
and its still responding
My pc should be able to do this in like 1 minute. lol
maybe it's just have a bad day
Nope.
I cant stand when stuff is everywhere or all in the base Content folder. lol
I generally have a project that I put all my assets into, then move them in that project before attempting to migrate to the project I need them in.
That way I have an existing folder hierarchy to use.
Content\ _Assets\Maps\Assets\Meshes
how i do mine
stuff like that
so we are the same ๐
can't have too many assets ๐
Oh hell... This reminds me of downloading the infiltrator demo multiple times because I just need 1 mesh or 1 texture or something ๐ ๐
I had to do it this way. The map folder has all the maping stuff like a post process folder, sounds, materials, decals, vfx. and inside the the _assets folder is Characters, Maps, Mainmenu, Core logic
this is truth
I just want to be able to find something than searching in 900 areas of my content folder lol
filters are a thing ya know ๐
I know they are ๐ hah
I am assuming this advanced copy is dead.
I'm assuming you fixed all your redirects first? That's the only thing I can think of that might be confusing it
Well, i do the advanced migrate in a separate project, do the fix ups, let the shaders compile create the folders and drag and drop. but i have no idea. I guess ill give it another 30.
LOL
The only reason i do it; to remove it from content folder
I'll wait then. i forgot most of these mats are 4k
lhlkqhflsdkh
I have automatic swap size and it was up to 40gb before the crash (but I still have 4GB empty)
and as always it happens while I'm doing nothing special, I only had a couple bps open, I had just made an enum and was looking at some animations
I also had a map loaded with like 3 textured skeletal mesh assets and literally no textured static mesh
4 gigs of video memory is not going to get you far in game dev.
I think he thinks it stacks. Ram and gpu lol
VRAM and RAM are not one of the same.
ah yes, rude comments, you're so helpful
I know it doesn't stack
as I said my RAM has 40GB of swap and 4 more that was unused
I know 16GB is shit but I can't get more atm
What I am saying that crash is from your Vram. which is 4 gigs. not 40.
and as you can see in my screen VRAM usage is at 50%
Yes this happens
It maxed out when loading what ever you loaded and overloaded it.
that crash isn't always from VRAM usage
I didn't load anything
again if you read the messages instead of trying to play smart while being rude
you'd have known
unreal falls back to RAM when it's out of VRAM which it wasn't
so it's a bug from having a hard time handling high ram usage? @plush yew
well I guess probably not really a bug
can we all just calm down and respond in a more professional manner. thanks.
I already maxed out this laptop, god I hate laptops so much
but then there's also no way to get desktop parts
ah life
it also seems to only be happening when I have rider open
I assume it's probably because rider uses a ton of ram
yeah it's sitting at 3.5gb according to the task manager
The only solution i can think of is increasing page file or using virtual ram ( IF you can not upgrade)
back to what I initially said, I had 40GB of pagefile used and still 4GB free
it also resizes automatically
and the crash happened when I switched back to a window that was already open (the anim one)
I'm really confused why it'd need more than 4GB of VRAM or RAM to show something already loaded
Question tho, is your cpu a gpu+cpu combo? and you have a gpu as well in your laptop?
You are running 2 gpus, according to task mgr
it's a gtx 1650 (mobile) (that's also on task manager :p)
You should try to force it to the GPU and not having the cpu using both combos
that's how it is now, I think igpu is only handling the window rendering
Ahh alright
I can't disable the igpu as my laptop's screen is only connected to it
(same for any port of the laptop)
How can i learn unreal Engine
Can anyone explain why my sprites look like this??
welp I guess I'll cry
yeah that's what I've been doing but I'm working on AI right now which means I need both open
I think I should also consider closing my 1412312312 browser tabs
that's the thing I wasn't on the map, there were at the very max 2 textured static mesh materials
maybe I should just run unreal in potato mode with my igpu
2 fps 480p
Noob here. can you use a auto material and procedural foliage spawner at the same time? Since the auto material is one layer i cannot seem to assign certain foliage to my layers. Not sure if there is a way around this. Thanks
Does anyone here know why RTXGI stops working above a certain amount of Lux for the DirectionalLight/Sun? Really struggeling here..
Hello guys
i've been using Blueprint Nativization for ue4 but i was looking at ue5 recently and just discovered that its under the things that will be depreciated so i was wondering is it for UE5EA or UE5 in general?
cuz when i did my research some said its UE5EA and others said it will be in UE5
if anyone knows hmu and thanks
Nativization is going the way of the dodo.
yeah guessed so but i still wonder why tho?
https://www.youtube.com/watch?v=lDkjb4X6IUA how about this video? sir.
I tried running Unreal Engine 4 on web browser just for fun. And the result is amazing! Check this video on how I package the project in HTML5 and how it performs on Firefox.
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I have a bunch of grass in my scene, and for the lowest lod i have is two planes with an alpha map on them.. is this the best way to go about that?
Is anyone familiar with plastic scm? I have a few question :P
that was removed in 4.25 or something
like the whole OpenGL support was removed in 4.26(?) so i guess thats a dead end with recent engine versions
not to mention that there's no real benefit of running a browser app instead of a "dedicated" one (at least for games)
if i would like to make online multiplayer game and play on web. Do you know about method?
no
unless you want to settle with an years old engine
the real question is why you would want to do that in the first place
the whole HTML5 thing is nice if you are a company which wants to sell cars online and provide an online 3D configurator
but not for games
@neon bough That's exactly what I've been looking for, but then we settled to not do the configurator in UE
really depends on the requirements, i did something similar just with Three.JS ๐
i want to have my game. i have idea to make fun game and i would like people play my game on website. don't want them to download to their computer. but i don't know hot to do it.
Meaning you think not using UE for the online configurator was the right idea? ๐
@knotty fern for your purpose you should probably stick to Unity or PlayCanvas to be honest
my project wasn't serious and more hobby but you can do a lot with Three.js already, and UE adds it's own "overhead"
which could potentially frustrate customers (when the loading times are too long)
yea absolutely
needs to run on shit hardware too haha
would you be able to make a web configurator?
well hardware requirements are another thing, i think unreal isn't thaaat bad in those terms, but haven't really compared to other solutions
i mean UE is pretty scalable yeah.. i got a whole store and warehouse environment running natively on Quest 2 and the performance is so good lol
that really depends on the requirements and what is involved (e.g. what 3D data is available, general feature requirements, etc.)
and i'm not aware of all the solutions out there, uni cough ty also has some web packaging stuff for example
Baaasically every part is available as .fbx ๐
If you're looking for work you can DM me - that Three.js stuff looks pretty sweet bh
*tbh
it also runs pretty decent on mobile devices, i tested that ~2014 with a nexus android tablet and it was usable, and my car model wasn't even really optimized for that purpose
Yeah, i mean the Quest 2 is essentially just a shitty phone isn't it? ๐
yea, but on recent devices it would probably run waaay better
@neon bough just slid into your DMs
Any news about the swag bag, from the Blueprint Ninja Challenge?
anyone know of a good way to mirror animations besides the unreal marketplace?
How do I combine these instead of override?
And i only have blender
Did they kill the answerhub?
everything seems to redirect to the new forum. So years of documentation are gone now or what?
because the Solution It's not Solution. it's just discussed about Engine Limitations .
I Uploading Video and I Showing My Problem .
as you see trash bin Collision presets is Block All.
But When I Attaching the trash bin to My Character Collision ( trash bin Collision ) is Not Working.
Hi
how Can I Fix attached actor collision not working ?
When My Character Wants to Push Objects I Attaching Object to my Character but attached actor Collision Is Not Working ...
can the river direction be reversed in the water system ?
what is the pc specs recommended for unreal 4 to run with its full functionality
if only the server can add items to the inventory why does the inventory itself have to be replicated
So the player knows what they have in their inventory.
server adds item and widget get created showing the new item. i move the widget around to various windows . The server does not have to be aware what window the widget is in it just needs to add item to widget
Happy to be pointed in the right direction, but is there a "complete" guide on how to setup the best collab environment for unreal dev?
is it just me or do particles kill gameplay in ue4???
I wend from 200fps to 5fps adding fire to a scene.
yesterday I asked a question about me screwing up my project, clicking play literally doesn't play first person but gives me free camera roaming, what did I do to mess that up and how can I fix it? ๐ญ
Check your project settings - maps and modes. It should be set to first person if that's the template you are using
doing that right now
@sudden timber Look into source control
@thick herald
it's FirstPersonGameMode but it still gives me camera free roaming ๐ฆ
fixed it by clicking this little icon somehow
it literally let me play as a 1st person character again, thanks again for the effort โค๏ธ
how can I check what's causing FPS/performance drop
like which resource is killing the whole game performance
is it from the Lit menu?
how do i install ue5 not the early acess but the ue5 from source code?
Invoke Cthulhu
ok thx
is that a general setting I'm supposed to find somewhere?
@plush yew you're amazing, thank you, now if I only had the knowledge to figure out what all these commands say as the given information haha, it'll take a while I guess
definitely the CPU, I recently got the RTX 3090 but what bothers me which I commented yesterday, if I get constant FPS drops from 60 to 40 with cinematic graphics, that means a low-end PC will be never able to enjoy the amazing graphics I've added/made :/
I just want to optimize the game so it doesn't lag even on a low-end budget PC
I guess it's time to get rid of 4K assets and replace them with 512 one or one below 2K
That's why games offer graphical options.
that's correct but sadly I'm not that good with UE5 and those graphical options you have in the developer mode is for the dev only, not users
Hi does anyone know why my waterfall falls slowly from the top of my cliff when i capture the sequence ๐ฅธ
Using a particle I made ๐
I'm not an expert, still pretty new myself but I believe you can control animations from the details panel, no?
Thanx george . I did control it but still when i capture the scene it falls slowyyyyy from the top
no idea mate, you're better off waiting for someone experienced to help you, sorry :c
That meme ๐
@plush yew could you add me as a friend please? I tried DMing you and adding you as a friend but it's your privacy settings that prevent me to :c
Hi, How to package my game for HTML5?
Sincerely, I await replies.
can you even do that? package a game to HTML5?
look what I found
There's a lot of stuff online about that topic https://www.youtube.com/results?search_query=unreal+html+5
a...
In other words, do I have to go to the Stone Age version to pack a game?
Yes, I asked here why I can't spend my life reading 30% of the internet ๐
got you, I dm'd you firstly with apology for the disturbance in DM and secondly since you helped me, I wanted to ask you if it's possible to change the draw distance in a project so the game can render not everything at once (which causes massive FPS performance issue) but only very few meters for example and the more you walk, the more it renders, thank you
Hey does anyone know from where can I download free animated things, like: birds flying, functional water from fountain and suchโฆ any website that offers free animated things that i can import to my UE proj without the marketplace? Thanks everyone for help
what does that do?
get rotation x vector perhaps
the power of google ๐
Mathews videos are the first results I see, so figured it might be the right one
Can you recomend any program for story/plot decisions? Something to make a tree of connections.
Is that works with ue5?
any thoughts on where I could ask questions about working with FBX files?
How do i keep the texture from squeezzing and keep its scale?
I built a blueprint with a rectangular cube in it. Then i made a material of stars.
Then in the events, when i make it scale down, the stars squeeze instead of keeping its size.
Is it possible to scale down the cube and its texture remains intact? Like cutting the texture.
In the image you see 6 stars in the side, and 2 stars at the top. When scaling down i want to the cube to remain only with 3 stars on the side and 1 star on the top. How can i do this? So basically i want the texture to be cropped as i reduce the size of the cube.
look in to World Aligned Textures.
something called Canvas Draw Tile is too high when I did a profile test on my game, what does this come from? I tried hiding the meshes in my game but it didnt do anything
cant find much on it in google, its averaging 20 ms lol big problem
does anyone know if there's any community anywhere that could talk about how ue imports fbx files?
like a mailing list or something
I'm trying to discard three of four meshes in an FBX file
I can't get it to work through blender
I can't get the autodesk python sdk to work
i don't even really want to use blender!
but is that the route to go?
Lorash is the biggest fan of Blender. Absolutely loves it. ๐คฃ
following the "export from blender to ue4" guides i find on the web, i always lose my skeleton..
so i'd be reeally up for an alternative
I haven't really had any issues with the fbx export process from Blender -> UE luckily
ok .. just to confirm i guess, ue4 can not handle discarding meshes?!
like i definitely have to get rid of these in something before I import
Oh, I mean at all. Has seemed to work fine for my team thus far.
We use it for skeletal stuff as well.
I wish
is there a better format to import from?
If the industry could just leave fbx behind, that'd be great.
@thick herald Thank you. I looked into it, it solved the issue but created another.
Now when i scale down the rectangle the stars are cropped which is what i wanted.
But when my rectangle moves around, the texture is also moving. How can i solve this one?
Hey how would I go about hiding a texture on a model, but only if the camera is looking at it?
The idea I'm working on is multiplayer, so it needs to not change the look for the other players
Wait I think I figured it out
Do it like a flashlight
a good first step is figuring out what object you're looking at, then getting the material
so what's the ideal way to package a model with several LOD meshes? a different .fbx for each mesh?
If I am just beginning making games should I start with unity or unreal?
I know the blueprint, are there any resources you recommend to start learning c++? have a nice day.
Ok thanks
How did you start learning how to use unreal?
Ok I will look into it
should I start with blueprints?
Ok thanks
Just the one.
Perfection
Hello. Quick question about view options.
Is there a way to view static mesh collision in a blueprint editor's viewport?
Any advice would be appreciated. Cheers.
there is a collision debugger, but you can simply visualize it with shape components or smth else
is there a way to view old threads from the answerhub? I found a thread I want to read cached on google but it just loads to the new forums
anyone know why decals would render for one developer on one machine and not for another developer? friend put decals in a level but for me they are just the bright green
better re-ask the question. more efficient ๐
check if you have all the files
Do the assets come from a marketplace's pack ? What is your impression ? It's so beautiful... ๐
https://answers.unrealengine.com/questions/873272/player-camera-ignore-base-rotation.html how to view
there is (Cached) button to browse cached page. can read answers or just ask in #blueprint
I need help for my game, LOTS OF HELP, please contact md/dm
@plush yew there is an issue with the AH, Epic are aware and trying to fix
there was no cached option on the google page for it but i think i know what youer talkinga bout. it doesnt always give that option on google to view cached though ]:
Just getting started with UE4, why does it take soo long to compile? Takes like ten times longer than Unity. Is there a solution to this?
@fervent lichen download the Epic Games Launcher, and use that to install Unreal.
I'm working in UE4 right now lol. When I click compile from the UE4 editor on a fairly empty project it takes like 10-20 seconds.
I'll look into this, I have no idea what epic builds are
Yes I've done that, I'm working from UE4, a version I installed from the launcher
Hot Reload??
I can assume it's hugely outdated.
Ah thanks, I'll enable Live Coding then. If the article is correct and can cause data corruption, strange that there's no warning about it in the editor.
Also defenestrate anything you know specific on Unity.
Welcome to C++.
haha cant wait to uncover what other quirks there are ๐คช
Yeah i realise there's a lot to relearn. I know the basics of C++, just not in the UE4 environment
Kind of wished game objects had constructors and destructors, would be a bit cleaner code imo
AH nice thanks for the link. ive been using this tutorial to get started: https://www.youtube.com/watch?v=LsNW4FPHuZE
That link seems to have to do with blueprints though, im trying to learn everything via C++
Protip:
You have to do BP in any shape or form
Yeah I realised that you use BP to interact with the scene environment
Thanks for the link!
I know, I know, it's not as Hackerman-y as typing typed code 24/7, but in Unreal Engine, BP and C++ go hand in hand, and AAA studios who use UE use BP in their projects
UE4 gets a bad rep for not having a lot video tutorials or expansive documentation, but I feel like that is not the case at all
Hm yeah but thats the case with unity tutorials as well.
Ill keep that in mind though
Thanks for the help
Personal experience is that the official documentation is still very underwhelming.
Community documentation helps fill in the gaps, but I also very quickly figured out what to search for.
If "knowing what to search for" doesn't click for you quickly, I could see how someone would just get lost with Unreal.
Im assuming UOL is the learn.unrealengine.com link i received earlier?
Yep exactly
Does anyone know why my text wont align to center here? It's in a horizontal box mind you
Correct.
And using fill does this weird thing
Unreal Online Learning, it's free, actually curated, and also have tutors who are expert in their fields
Guys, I am trying to create a character that can swing from building to building like in the spiderman games, but instead of using a rope or a web I want to make the character stretch his arm towards the building
Too bad the course browser is super bad
Sort of like this
Reminds me of prototype
How should I go about it?
Kinda what I want to achieve lol
Like a spiderman x mr fantastic character
It can be as simple as transforming bone to a world position in animBP.
I am kinda new to UE, could you please explain how it would work?
left clicking with mouse causes left shift to release prematurely any fix
Currently I am thinking that I can stretch a bone from a character but it will loom janky
Animation Kickstart course
https://learn.unrealengine.com/course/3537714
Oh, thx
What are the benefits of ue compared to unity
From what I've seen there are more UE jobs
Cool graphics out of the box
Optimisation tools out of the box, no marketplace dependant
Blueprints and C++
Free Quixel Megascans assets
Niagara effects
Battle tested with Fortnite
Depending on where you live, getting proficient at Unreal can land you on more jobs
Just to name a few.
Why does UE hang and even sometimes crash when you try and delete from your content browser folders? I tried to delete something I had literally just made and I know it wasn't referenced anywhere but the editor crashed...
Unity kids: "B-b-but, Ziva Dynamics"
What's the crash reporter says about it?
It didn't. The editor just hard crashed and went away
Seems like UE is very slow in general when you try to delete anything. Make's me think twice about trying to clean up messy folders because it takes forever.
lol
UE people and Unity people would fight for days
people in unity discord says the opposite
I've never tried unity properly
but UE feels really intuitive
I didn't get that when I tried unity
Hey fellas, is there a way to use sequencer with local camera coordinates? Im trying to make finisher camera, but sequencer only gives me world coordinates.
If I could code. I'd be using unity as of now
Hello!
I'm new on Unreal Engine, I just got a great idea but I don't know how to do that
I'm pretty sure that could work in the world of videogames
@ashen sky how ome?
Hmmm?
Impossible, if you use vanilla launcher build, the Crash Reporter should kick in
Wut
If I explain my idea, that might be stolen
Here's the thing:
It depends on your project specifications
Unity is mostly made for Phone games
unity is way more simplistic and easy to understand then ue
Unreal is better for network, for PC/Console
I don't know. I'm just saying that so unity has a chance in my eyes
Lol
Plan the idea first. How the idea is translated into gameplay.
This is a list of notable games using a version of the Unity engine. The main article on the Unity engine gives further details on the engine itself and its versions.
All games listed here have an article linked to them.
Right off my tongue
The 3 unreal games I know are
Because no Blueprints, duh
(Even though Unity tries to fight Kismet with Bolt)
You can select anything you want, make survival/creative
A hat in time
FNAF security breach
Pubg
as a programmer I still like blueprints
It's like MC in Top-Down mode where you can do anything you want, host
This is a list of notable games using a version of the Unreal Engine.
If anyone knows Habbo game
You can use blueprints and rapidly prototype things, and you can extend blueprint functionality with C++
they work nicely together
Wanna do that in Minecraft mode, a bit different since of the property rights
How long have you been using UE?
Honnestly, let me explain you
to me blueprints is still programming,
I made multiple attempts at the time I wanted to do some Battle Royale (made with a GT and a shitty processor), but I never had a GTX to run Unreal Engine
So concerning the experience, I don't have anything rn
I just got a GTX 970
Processor i5-6400 so I can start to work
In low details I suppose
it takes 3h to load something, it still works but it is really laggy
Start with taking beginner courses on Unreal Online Learning
https://www.unrealengine.com/en-US/onlinelearning-courses
Your First Hour in Unreal Engine 4 https://learn.unrealengine.com/course/3756115
Animation Kickstart https://learn.unrealengine.com/course/3537714
Blueprint Kickstart https://learn.unrealengine.com/course/3537777
Character Kickstart https://learn.unrealengine.com/course/3537798
Engine Structure Kickstart https://learn.unrealengine.com/course/3537730
Materials Kickstart https://learn.unrealengine.com/course/3537805
Programming Kickstart https://learn.unrealengine.com/course/3537752
Rendering Kickstart https://learn.unrealengine.com/course/3537481
World Building Kickstart https://learn.unrealengine.com/course/3537476
Ah goddamn
Luk
The funny thing is
T-T
I'm starting unreal without a single tutorial
Besides blueprints
And soon to come. Physics
I don't start with survival MMORPG, yes.
And interacting with stuff
There was a subsystem that was ideal for making rpg games
trying to remember it's name
Ahhh. Makes me think of certain devs
Game maker? Lul
Gameplay Ability System
The learning curve is quite steep tho
It does require Unreal C++ knowledge, and I have yet to wrap my head around GAS
Does packaging a game involve building th elighting or do you have to do this separately before you package?
once you have the basic C++ code setup though you can do a lot through the editor
AFAIK, no, you have to build the lighting on all levels you need first before packaging
damn thanks for that, so pretty much you have to build production lighting if u want before u package each level, nice to know thanks
No!! Not the goddamn generalised courses!!
Even though it's free and the knowledge can be applied to any genre
Well, I'm French ๐ซ๐ท
And generally those type of videos doesn't help me to understand
I learn but weirdly...
I learn by practicing, you can give me any video I won't remember anything
I swear to God, I've seen so many people have some distastes on more generalised knowledge courses on gamedevs, and liking charlatan YouTubers trying to teach on making specific game genre instead, with questionable practices.
No.
Even myself also learn from lots of self experimenting
my current unreal project is a bit different to most, since it's not a game
I'm visualising a fluid simulation I've written
The worst point on making a Video game
is the assets
if you're not good at this, you'll either have to learn or pay a lot
If you don't have them, you don't have any view of the render or any inspiration
shaders
yes but no
I didn't unreal, just C++ and OpenGL
That's why marketplace exist, and there are many good free stuff in there
The main problems from mobile games:
- Control
- Performances
Well yes but it is difficult to do something with them
You get what I mean?
For example Paragon Assets, you'd like to use them in your game? That could look like a copy paste or a weird game, and later how you can add new characters if you don't have the knowledge?
quixel meegascan assets are good for games
some basic blender skills can make a good game
you can make some great games with some really simple assets and creative shaders
My knowledge on making something is limited to Voxel type
and even...
I also planned to remaking some closed games, an example: Facebook games
But first you need knowledge, and some data from the game itself. And probably the right to use them
facebook basketball would be a pretty easy game to make
Ah, not talking about this type x)
Something a bit harder
Do you know those games: Car Town, Ravenwood Fair etc...
ahh never heard of those
Game like this
it was fire ๐ฅ
There are tons of beautiful games closed from Facebook, used on Flash Player
So yeah, sometimes I get the motivation to remake/open it on a new version
Plants VS Zombies adventures ๐
that was fire too
Looks like an actual game
The IDE that I was using [RIDER] Was (Apparently, not an expert) being denied the access to compile a project that I set up in ProjectFiles.... So the solution was to either Run the IDE as admin or Move the project into a diferent directory
does anyone know what the best way to render a bunch of particles from position data in unreal would be? I was thinking of either creating a custom shader like I have in OpenGL and using pointsprites, or using niagara
wait wait you say remake it!?
yes @ashen sky
There are so much users waiting for Facebook games remake
It can work pretty much, I know lot of games from there that closed and slapped my childhood
Firstly I need most of the assets that are hard to find
or swfs
Monsterworld was also one of my favorite games
that closed around 2012
Looks like a kid game
Can someone explain the "Key" output pin on timeline nodes and how you add them to a timeline node?
ooooh. will it be a exact copy orrr
It should
But first I need SWF/Assets
I can find solutions to work on it after I get those datas
Plants vs. Zombies Adventures Part -1
PvZ Road Trip 2020 - Fangame Teaser Trailer -Plants vs Zombies Adventures
https://youtu.be/IOF52w8gFxs
The Flintstones vs Plants vs Zombies Fusion - Animation
https://youtu.be/Uky0Nk3kvfU
ahh thank god. for a second there if you were gonna replace stuff i would be uninterested
That wasn't a bad game at all... It just didn't gave enough money to the guys
Do you know Empire & Allies?
Not the new one, the old that closed
nope
The game that closed on Facebook reopened
It was also one of the best ever seen on Facebook
Popular as CityVille
The makers of FarmVille are upping the ante in the new strategy game Empires & Allies. See the new Zynga combat focused Facebook game.
IGN's YouTube is just a taste of our content. Get more:
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Want this week's top videos? Sign up:
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ahh. i never played facebook games
You missed something then x)
Is there a way to โembedโ a post processing volume and particle into a mesh?
So that whenever the mesh is spawned, the post processing volume and the particles are spawned alongside in the correct position
nahhhh. i would maybe use my real name at that time
hmmm...
i dont know
but i have been thinking if there even was a way to add a full on web browser to a vr unreal engine game
does anyone know a good ocean material for massive scales without visible tiling? ive tried about 5 now, all horrible, just need it for prototyping
Maybe if I convert the static mesh into a blueprint? I think that I can add multiple components there and spawn them altogether
that should work! blueprint from what i know can do anything
does any one know how to make a grappling hook that would pull an enemy or a diff actor
ive been trying for the last like week
and i can get it
i would always think you could find a random line and- yeah nevermind.
so it ended up being niagara emitters just absolutely destroying my performance. Are there any tuts on making Niagara more performant? At the point where Im just deleting them just 8 ongoing emitters accounted for about 10 FPS lol
#niagara experts sure will know something about it
errr anyone have experience in vr game making with unreal engine?
just install unity
go into library
may be hard for you to even use any engine
Go to the Library tab, and install from there
thx
No need to be hostile
i had to press the unreal engine to do that
awwwww
please dont curse, or go too offtopic in #ue4-general, use #lounge for the latter, and be kind to one and another in general.
ill be back in 10 years
SWF is a Shockwave Flash file format, you can only play it.
u can play some swf games
thats okay lol only gonna take like 20-30m
with just the swf
but sometimes the swf file has just the sprites
or some other stuff
Yeah ik
It doesn't contain any asset/data?
the swf u got appears to only be an image
ah shit
I'd like to find datas of closed game
Tried Wayback Machine, and archives.org but nothing showed
what game?
I also checked on github
Lot of them
Frontier Ville, Plants vs Zombies Adventure
Car Town, Zombie Lane
If you're going to make money with it, that's a legal rabbit hole.
Monster World and others
Wdym
My priority is not about getting money
Closed online game doesn't mean nobody holding its intellectual properties.
chill
That's why I already talked about rights
no u
people like recreating stuff in new engines
Lot of games reopen without any problem
for free
Yeah
Exactly
Do you know Need for speed World ?
It reopened on something called: SoapBoxRace World
I'm just being considerate, some companies are against fangames so hard.
only nintendo.
Do you know Empire & Allies?
It was remade called: Raise The Empires
Especially if you use their copyrighted content
But who am I to say, just a stranger on the internet
arent we all
unreal is cool and all
but is it good for starters?
like someone who dosent know how 2 code
it is good for starters
bro what
i said its good for starters
thats great
No sorry
I'd say yes, especially with Blueprint giving more visual approach.
hmm cool
As in what?
a mircrowave handle
Also see pinned messages of this channel for links to learning resources.
How do you implement the microwave door?
idk. its just a premade model off sketchfab that has a opening animation
Opening animation, so it has to be a skeletal mesh then
i believe it is. so yes
i can open unreal as of now and check
orrr. get you to give me directions
and finally be done with the hardest part of my game
Can relate with how doors in general is the hardest part in gamedev.
well i have yet to see since the game is not based on what you may consider
And yeah, it's basically door problem, but you don't enter it to go to another room
ahh
arent there premade doors though?
nahh. but i love how it looks
better not be zenith
Yes, and I can think your microwave being one of them, with the hinge ready to be animated.
Since collisions don't seem to matter, you can use state machine and anim sequences to open/close the door, or use poseable mesh component (though super finicky to setup)
could you hop in a vc with me and guide me just in case..
No, it's just stylised graphics
No, I can't enter VC at this time
god damn it. what about friday. well 2 hours later on friday
Depends on time zone, because I'm still off for work on fridays.
ahh. i am in eastern standard time
Not actually on the eastern (positive GMT offset), right?
I'm not familiar with American time zones.
ahh. well so i dont have to say further more. i live in north Carolina
That's way far from where I live then
yep lol
what game is the bottom photo.
Zenith. Isn't the game you've just said ? (I don't know this game ^^)
ahh. why yes
i know about it cause it was everything i dont want in a game
Do you have problems on implementing it in your project?
or. the game i dont want
Hahaha
it's funny because I never liked this fortnitish graphics... But then I've just run into the video I showed you first (the gif) and I was like... OMG ๐
Usually that style boils down to the textures and the mesh shape (modelling) more than technical side of things
so I don't know... It seems that we all are confusing these 3 graphics styles and yet, find the first gif I posted way more beautiful... Weird ๐ค
I don't.
This artwork of Zenith is beautiful, though ๐ : https://www.goha.ru/s/f/Be/l2/4kDFJJTYyv.jpg
not the game though
Yep, ingame, I can barely make the difference with Fortnite
i was talking about the gameplay
ah ok (I can't tell since I didn't play this game ๐ )
This is an ingame video : https://www.youtube.com/watch?v=VMRnns1Qzjs Do you guys think it looks more than Fortnite or Zenith ? Or something other maybe ? ๐ค
Advanced Climbing System made in Unreal Engine for my indie game JIRO.
It's still a work in progress but I hope you like it.
If you want more info and updates about the game join the JIRO's official discord:
https://discord.gg/raq8R38Kgr
neither fortnite or zenith.
No, simply I liked theses videos and it inspired me
Actually, I really prefer this style than the Fortnite or Zenith style... Yet I can't make the difference... So weird... ๐
which one
Hi, I am using the third person template and I am creating a pause menu system but when I move by pressing more than one button the button that opens that pause menu does not work until only one button is held down. any solutions?
(include a video while we're here)
If I wanted to have a weapon leave a continuous mark everywhere it hits, what's the best way to do it?