#ue4-general
1 messages · Page 1138 of 1
no, sorry. logic nor state should be contained in widgets. widgets are really only for displaying that state to a player
the widgets hold indexes to abilities and items, which my ai cannot use
i wonder how devs make enemy ai's that shoot player but how would they manage the shooting thing? Like if it was really ai, woundt it 99% of the time track the players head and shoot at it like aimbot?
yeah, thats why they add "innacuracy"
wouldnt the ai have free will?
what do you mean
nvm
I wanted to ask if anybody has resources on how to make modular non humanoid characters. For example awitching out arms and such. Any resource helps(mainly looking for model reqirements)
Basically the same as making modular humanoid characters, really.
doees anyone pay attention to grass these days
does using ue4 default grass seem bad
What default grass? The ones from Starter Content?
yes
Well, nobody use them in serious projects.
true haha
Hello! Looking for a 3D generalist and animator with experience with Maya/Blender, ZBrush, Unreal Engine, and Marvelous Designer for a 2 month project. Budget: $50,000+ USD. Send portfolio to: contact@coati.studio
hey @drowsy snow did i ask about this the other day? it didn't save and I forget the fix you all told me.
something about adding something in the project setting?
Please see the #instructions on how to post to job board channels.
is @oak patio around?
i figured it out on my own 😦 bought me a seeing eye dog. LOL (blind joke)
i am going to ask something that a million people asked in this channel xD
learn me ! 😄
i am pretty advanced and i want to devlup
in bps afcours
can i get a list of all dedicated server arguments ??
isnt that for a space in the variables?. try removing space
I'm very new to UE, but I'm trying to use it to model a desk setup with four monitors and the monitor arms(which I haven't bought yet) because I want to have as little complications in the future as possible. Just getting a feel for the scale of everything and how long the arms have to be, general shapes of the arms, etc. Does anyone have any advice on scaling(like getting the measurements mostly accurate from real-life in UE) because I'm really just winging this and hoping the scale is somewhat accurate. I think it is, but still, I have no clue.
Note: Don't mind those colored spheres there, I just put those around to mark what worked and what didn't. That red one there is just a marker to let me know that the height of the vertical monitor and the stand arm didn't match up after all.
i think all the measurements are done cm in unreal engine.
But how exactly? Did you mean that in the XYZ scale I see in the details panel, the measurement "1.0" is equal to "1 cm" IRL?
Again, I'm very new and all of this is confusing so sorry in advance in the explanation is frustrating.
scale is a percentage. 1.0 is 100%. Location of 1.0 means 1 cm. Did you model these in another software?
Here's an example. The box geometry here is x0.03 y0.03 z0.025. I just had to google it, but there's 2.54 centimeters in an inch(and that's the unit I'm using IRL rn. Overall, if I had that box geometry in my hand in real life, then it should be over an inch long(or somewhere around an inch give or take). So, I think that this box is more than 2.54 centimeters in length. But, I'm also horrible at math. So I was thinking that an x value of "0.03" must be longer than 2.54 centimeters(or a bit less, like I said I doubt I scaled this right in the first place).
Oh, now that is very very helpful information!
it looks like you are using BSP Geometry, and you can adjust the width, height, depth instead of scale - and these values are based on cm
That does make a lot more sense now that I think about it...now I don't why I thought otherwise since scale is obviously going to be a percentage.
This makes so much mores sense now, I think I'll have to spend a lot more time getting used to scaling things correctly, but I'll do that alone so I actually learn it. Thank you so much for the help and information!
Thank you too!
I'm sorry to be posting the same Q twice, I've fixed the issue with actor rotation (thank you @ebon geode - im sorry it was such a basic question). But The actor I am trying to pick up is one generated from a blue print. i.e. in the game details tab - you can select the mesh type, colour, material, etc. What happens when I pick it up is: despawn the OG actor and spawn a child that is "held", it reverts back to whatever the default BP model was. IS there a way to rectify this? images of before and after interact and the BP below
I'm sure this is another basic Q but can't seem to find the right thing on google, maybe just not searching the correct terms
I don't get why you need to respawn an actor in the first place to replace it with an identical copy ^^
Sorry, forgot to answer your question. No, I didn't use another software, I just started learning this huge world of graphic design, art, game design, etc. even exits and I decided to just start with unreal engine because I heard I didn't have to learn how to code and it was free. I also just started doing free YouTube tutorials and recently found Udemy(not endorsing or promoting). Using "simple geometry" is all I've learned so far really in terms of building without pre-made assets that the "Instructor" has provided.
I think that is roughly what I attempted to do with the class thing. Honestly, I am very little into my basic development - like <1 week so I'm literally following and trying to make sense of tutorials, then reworking it for my own stuff. I wasn't aware that you shouldn't generally use child components etc.
I should have been more specific, I meant I didn't need to learn C++ or C#(which I think is what Unity uses?) right off that bat and that made it sound more beginner friendly.
I'll keep that in mind, and maybe start looking into C++ tutorials...
These ones?
I'll save them right now
this may be another dumb Q then so bare with, but what is the best way to spawn an identical actor and attach it. Like What I am wanting is sort of a basic cooking game style system. There's a bottle of red fluid with a level of 0.5 (0-1).
you pick it up, You rotate it, the fluid level decreases at a certain rate etc. to say 0.2.
you place it back down and it keeps that new fluid level.
How is it I would specify what each actor looks like. Can I make a property matrix type thing manually for each of the different fluids etc, that I want and can call from that - saving each one as a different actor?
ah sorry, bad explanation - in terms of spawning then, I was thinking longer term to have an inventory type "cupboard" that you could pull the actors from. In the previous example of just picking it up, yes what you suggested would be ideal. I'm just unsure where to start with specifying that actor to pick up.
Also I really appreciate the labour - I understand I'm rattling off a lot of questions
Fair enough - idk why the tutorial i followed suggested the way it did then 🙂 I'll give it a try. Thank you for taking the time buddy
You can make your variables "Expose on Spawn" which means when you Spawn Actor of Class, those variables are exposed and you just spawn whatever mesh and color you need
It would be great to create an AItem main class that has all the main functions like a pickup system and make all other items inherit from that one.
I feel the structure is missing. Normally you think more general. What is an item and create a main class with all properties an item has. Then you think about interaction with the item and maybe create one or multiple BP Interfaces just with all the functions like pickup,consume,put in inventory,etc
Then you implement those functions into the item one by one.
It seems like you first start implementing functionality without considering the whole picture which will make the code messy and complicated in the end and you might end up with respawning actors because otherwise your systems breaks for strange reasons and messy code 🙂 but that's okay, because it's stuff that everybody needs to learn :)
Im a very noob, and i really need some advice... How to go about developing a system for the player to put his files in the game. For example the player must put files in a folder of the game, how the game can read these files
I would be very grateful for an answer
I think you would want a C++Plugin for that.
Yeah but maybe the idea is, that there already is a plugin for file-io in existence 😅
Does this process have a name?
The process of reading files that players put
I have no landmark to direct me...
ty I needed exactly this kind of keyword
NO capito
With Chaos, can you set a destructible to be a custom mesh during runtime (Before spawning it)?
Or you have to generate the pieces for each mesh individually in the editor first?
variables
and a button has an 'enabled' var that u can set to not let ppl click
like?
Are you trying to make a cheat code system?
anyone knows how to spawn a chaos destructible in real time? lol
can't find a node for it, and the componet doesnt let u set the geomtry collection
it the sprint thing
set it to the vaiable u want... not what it currently is at
u dont need the get var nodes
no just remove those nodes and u will have the option to set a custom number
seems good
Is there a plugin for UDP from Epic? Or are ther only third party ones
search on the marketplace
What's UDP?
Yeah I've checked, some paid ones, just wondering if there's one from Epic that I've overlooked. Epic's got a plugin for OSC so I'm surprised there's none for UDP
Data transfer protocol https://en.wikipedia.org/wiki/User_Datagram_Protocol
In computer networking, the User Datagram Protocol (UDP) is one of the core members of the Internet protocol suite. With UDP, computer applications can send messages, in this case referred to as datagrams, to other hosts on an Internet Protocol (IP) network. Prior communications are not required in order to set up communication channels or data ...
I googled it then realized if I don't know what it is then I probably can't help him 
Thanks for the effort regardless haha
What do you mean by "playmodel bone static"?
for imported model like with vrm4u
im noob idk how to make static
the hair
@drowsy snow
true
Any advice, pointers or guides for automating packaging (I am searching it. Just want to make sure I don't overlook anything or fall into rabbit holes)?
i found it sorry
What do you mean by "static"?
Because that depends on the animBP if it has anim dynamics or not
because when I play the hair went in all directions
hey, where are the content folders COLOR stored in 4.27?
When I exit "play in editor", can I force the camera to go back to where it was before I started "play in editor"?
Used to be a project settings per user but i cant find it anymore
Hey guys do any of you have a controllable vehicle in your projects?
I have a plugin im going to put up for consideration on the ue4 market - but i want at least one person to try it before i do
nope
Not sure how VRM4U really set it up
I do use VRoid Studio models, but I rerig it myself to match UE4's mannequin standard and fix twist bone issues, and went with Kawaii Physics for the anim dynamics on hair bones.
tysm
Does anyone want to try drag and drop PhysX vehicle skids - available for 1 lucky user
No-one? Jeesus..
Ooops. Thank you!
Nope.
I use my own custom vehicle physics 😛
Good on you setting your own physics - standard vehicl is a bit dodgey
Sorry il refine my question
I dont want to use the file perprojectusereditorsettings cause it interrupts everyones workflow, but i want to have the same colors on the content folder spread across source controll to everyone
Is there a way i can achieve this
I'm afraid you can't. Folder colours aren't stored in default config files.
If you want to torture people with your 255;0;255 folder colors :P
Good luck, your request should be rejected on arrival if there's no super rare astronomical event happening
@wild kestrel still has a plugin laying around that does folder colors. (on my request) but he never finished it <_< (and stores them)
I would consider myself lucky my bug report on the built in water system actually went through
cmon shadow, take our money!
:>
sry i forgot
:p
i though i finished it
lol
no, but people would like to have it for their projects. could be a neat marketplace pack or so :)
or on github
The issue in question:
https://issues.unrealengine.com/issue/UE-136830
hmmm i will think about it, currently busy with other stuff
hugs
i'll remind you in another two years :p
Does anyone have any idea whats going on to my character clothing (Static mesh) on multiplayer?
on server's view it works fine but on client's view, the clothes mesh's not following the master pose properly
Why is your character clothing a static mesh?
Also I'm inclined to think the clothing mesh copying the master pose isn't necessary to be replicated and can be done locally.
Hi, I'm not sure where to post this but I have a gigantic map and I'm struggling to move objects for example the player start across it, I'm aware of the End key to snap the object to the terrain but I need an easier way to move the player start into a desired location.
@safe shoal Oh and nice set of games! 🙂
Not sure if pressing End is not an easier way than manually aligning the Z position, unless your keyboard has the End key busted.
@drowsy snow It's X and Y I want to move and I'm finding it tedious.
I don't know if two drags and one key press that took at least 5 seconds is tedious as it is.
But hey, I wasn't aware it is a thing before.
I don't know what that means but moving move objects across a huge map really is difficult when I can just travel around it, find a suitable location and grab some coordinate and set my object down there.
If you want to travel around while moving the object, you can hold Shift while moving the object to make the editor camera follow around, but I assume you don't want that kind of hacky shortcut.
I don't think there's any other way, as right clicking on an object also means selecting it right away.
How would I go about making a player 'slip' when running over a surface I classify as vomit?
Sorry, what? Vomit?
I have characters that vomit decals on the ground. I'm trying to make it so walking over them causes the player to slip/affects their movement in some way.
@drowsy snow That's not at all hacky, that's perfect thank you! What would've taken me 2 hours has taken me 2 minutes! 😄
So what you want to do is to have a trigger box on where the vomit decal spawned, and if the character overlaps on it, do your slip thing.
Any UPROPERTY-grandmasters here?
I have a TArray<USomeObject*> that I'd like to alter in the editor.
I'm using Instanced, EditInstanceOnly, and it works fine, but whenever I click the + icon to add a new instance to the array in the editor, it defaults to None and I get a drop-down where I can choose between None and USomeObject.
Is there a way to make it auto-initialize to USomeObject, or does it have to be null?
u just mean that u want to the default the new array item to some object instead of null
Yea, I already clicked the + icon, so I don't see why I should have to manually specify that the added item shouldn't be null.
I mean, I understand it if the array could consist of several different types of classes, but in my case there's only one option..
Ok. I actually decided not to post there, because the UPROPERTIES are very much UE-specific and not general C++ stuff. But I guess only cpp-developers would ever need to deal with them, so you're right. I'll head over there:)
this place is humming along
Why is my Glass Material always blurry when using DOF?
(already tried "Render after DOF" on & off)
Well if you try to store a reference inside this array the reference should exist. It's not like by clicking + to add an array index a new USomeObject is created.
It does if I select it in the class picker that appears.
So if there is no USomeObject in the Scene or whatever what reference would you choose? The reference to the USomeObject that is a component of the game mode or a thingy inside the characters damage system....
No, that's what Instanced mean, I guess. It makes an instance for me. The list shows exactly two things. None and USomeObject(class, not instance). If I select the USomeObject it creates an instance for me. If I click + again, this second array element also defaults to "None", but I can select USomeObject in the dropdown, and it creates another different instance of USomeObject.
This is behaving as expected, I just want it to automatically make that instance, instead of being None by default, as that doesn't make any sense in this scenario with one valid class to make an instance of.
I disabled Engine.ini from the Config directory, can players still find a way to edit Engine.ini?
Ah I see... It's with floats and ints so the moment you click the + there should be some instance already created. Maybe you can take a look at how they do it with those basic data types.
There might be some other UProbs like NoClear that might mess with this somehow (I'm not a C++ expert so my advice is probably bad 😞)
"Prevents this Object reference from being set to none from the editor. Hides clear (and browse) button in the editor."
Yeah I already tried it, but it just removes the clear-button 😦 It still sets it to None by default.
So how do strings, floats and ints handle it? ;)
What is a control rig used for? real time gameplay or pre made cutscenes?
Whats the difference between a rigged model and a skeletal mesh?
39% initialazing problem, any advice? How to move on?
in the editor startup loading? just wait ye
why does timer makes a tick after unpause?
i want to pause it while level loads, pausing just after tick and unpausing after level loads , makes them load one after another at the speed of light
clearly says its resumed
wtf
im just showing those im not dumb 😄
There could be many wrong ways something like that could be implemented ^^
goes like that
Hi there! QQ, is it possible to keyframe/animate the focal length in sequencer? I tried to keyframe it but doesn't do anything in the preview. Thanks!
button press event is where it loads the level
if timer is set for 5 sec, it waits for 5 sec and then starts fricking loading 69mph
like it ticks when unpaused
one guy had the exact same question the other day
we tried but it seems focal length is broken or smth
make sure you're using default focus settings
theres not much else to it
Do you know any interesting plugins that allow me to read and write data online?
If I wanted to have a weapon leave a continuous mark everywhere it hits, what's the best way to do it?
ok
Hey, I need some help with UE 4.27.2. I cannot understand how to run a C++ file I made that just simply writes to the output log. Thank you for any help.
English is not my first language, so if there's any questions just ask
The easiest way would be making it an actor and calling the function.
#cpp can guide you more on it.
Thank you
Please can someone tell me how i can get these assets that are originally for UE4 into UE5
why is the water system in 4.26.2 don't work?
i can't see anything
same as any asset pack that doesn't support an engine version. In the launcher click Add to project, there is a check box that lets you pick any project [not just supported version] pick your UE5 project. it will ask you to chose the closest compatible version, do that and then magic happens.
The water system is buggy as hell.
is there any alternative?
Loads of water systems in the marketplace, depends on your needs though.
Hi! Do you know any interesting plugins that allow me to read and write data online?
do you know what kind of data you're trying to read and write?
I'm trying to map W,A, S and D keys to something like Add Controller Yaw Input but not sure how to do it, I have my InputAxis components already in place just not sure what to pin them to.
Currently Mouse X is mapped to Yaw.
thank you
all? String, number... Variables
well.. that's very vague, you might want to try to narrow it down a little
are you trying to work with an API? or JSON ? some kind of database?
I'm fine with anything that can help me that doesn't require too much work ... XD
(A database is fine)
This should be your input settings, you can simply swap the input axis events around in your event graph.
maybe just scope out some tutorials on persistent servers and use the built-in multiplayer stuff. talking from client -> server is maybe "easiest" to get working in ue4
theres like 50 free http-post/get/json plugins
PHP...
the literal industry standard for this use case, yes, what about it?
The superglobals
Are... SCARY
is there a way to automatically populate a struct from a datatable? ...maybe stupid question, but it seems like this should be a thing, since datatables are based on structs.
Question, can I use a PC version of Unreal to Package for iOS and create AR content for an iPhone?
There's no Unreal Editor for mobile anyway.
I don't understand. Are you saying ARCore and ARKit doesn't exist?
Theoretically you want to for each on every row and add it to an array.
That wasn't what I asked. I never mentioned the mapping of keys to InputEvents, I don't know how to connect those input events to the camera to control the Yaw.
Are you having Third Person template? Because it has basic third person controls set up from the get go, and you can analyse it.
The camera is Input Axis amount multiplied by turn rate to set the control rotation.
It's a blank template.
You can Add Content/Feature Pack and bring in the Third Person Template right there and then.
Does anyone know if I need a Mac to create AR for an iPhone or will it work with the PC version of Unreal?
Hello guys, I am new into unreal engine, I watch tutorials everyday, and getting more familiar with the interface and some functions.. etc, I was wondering if anyone would be available or interested to have a 1 on 1 zoom to explain me some stuff I get stuck at ( like adding displacement to the material i get from megascans ) .. etc ( paid ofc ) hit me in dm
I have a collision sphere around my pawn camera but still seems to go through terrain.
I would like it to not do that with any object unless I make an exception.
If this is a third person camera, the template uses a springarm which handles collision.
It's not a third person template but I have the spring arm but I can't get the camera to go along it. :/
Sorted, I didn't know it had to be right up its arse. haha lol
i'm curious too!
is it normal to go over 70 Celcius when cooking stuff?
Is there a hotkey or something that allows me to activate a transform in editor without having to grab the widget? Like, I need to look at a corner of a static mesh up close in wire frame mode, and then rotate the object to get registration correct. Equivalent of hitting R, G, or S in Blender.
you can hold the ctrl key down then either LMB, RMB, or both to affect a specific axis
no idea where to ask this question, but i thought i might bite bullet and upgrade to win11, seeing as the main thing i do with my pc is my ue4 hobby project, am i likely to find problems running ue4 on win11?
What's the gain that you get with Win11?
Just depression
Any critical thing you need from an OS that is less than a year old?
Win10 is still supported until 2025
There was someone talking about issues with 11 a few days ago if I recall correctly.
my take on it is, I rather have my pc as stable as possible, instead of using basically untested software/OS's. having to deal with ue4/max/win10 crashing from time to time is frustration enough.
I'm cooking a character mesh with a few small blueprints
Thank you. So glad to know this.
https://streamable.com/xep8qi
I have this cube with a World Aligned Texture.
I use Scale 3D to reduce its size, and because its World Aligned it crops the texture as it reduces size. Thats what i want.
However you can see that right after, when it moves, the texture moves also.
How do i prevent that from happening?
Thats in the material?
i cant find it
How do I set an initial material to my landscape so I can see it when sculping?
I want a checkerboard texture.
Before clicking create landscape I apply an initial material yet I don't see it in the created landscape.
It's completely transparent and I see the sky cube.
@plush yew Under the details pane of the landscape I apply a landscape material and I don't see it. :/
yeah you can throw on whatever material, but youll need a proper landscape material to blend multiple textures
make the landscape and confirm it all, then drag and drop the material
That worked, it fixed the sliding. But now the texture rotates. I thought maybe the World Normal can fix this?
at this point, why not just unwrap the model and slap the texture on it? 😄
Unwrap model? And that will crop the texture when i reduce the scale of the cube? Because thats my issue. I need the texture to not scale, only the object. I need it to crop as it reduces... and only world aligned texture achieved that in part...
did you restart the editor?
i honestly have no clue what effect you are trying to achieve. But from what ive read, you want the texture projected onto each face of the cube, to maintain it's size, and to maintain its projection when rotated
unwrapping is usually done in another software however
its been awhile since ive had this problem, for the very reason i delete my assets from level before deleting from project folder 🙂 but maybe there is a redirector of the asset hanging around - it's a uasset, but it doesnt always show up where the original asset was, it might be there if you look via file explorer
:triangular_flag_on_post: Sheprekt#1130 received strike 1. As a result, they were muted for 10 minutes.
Does anyone know why on a blank landscape the light model takes forever to build? There is things I have done, camera stuff, keybindings, and sunset and sunrise along with day and night cycle.
Yup, thats it. Though i never heard of unwrapping. Im looking to it right now.
By now im thinking about just trying to reduce the texture also when reducing the scale of the cube, at run time.
Come on lighting... :/
Haha here goes! 😄
Is there normal for it to stay at 0% for a while before it starts showing build progress?
you can try making a BSP Geomtry cube and then apply the material. in that cube's details, you can play with uv placement. you can convert it to a static mesh when you are happy with it
the aspect of scaling though, might not be handled the way you'd want. I would imagine you want the texture to remain it's size while the model changes in size
@fossil nexus there is a ScreenAlignedUV node, the result is a bit different, but it is screen space instead - it would maintain size on whatever object, but again, its a different look
im not sure how big your landscape is, but usually for building lighting of large scenes a lightmass importance volume is used to define where the "important" baking areas are
you may get better awareness in the #volunteer-projects - essentially you are looking for playtesters (read the #instructions first 🙂 )
It was weird, it hung at 0% for 20 minutes then start progressing.
anyone free?
I'm always free
lul
wanna help me with my project then
(unreal project)
errr... before then let me uninstall and reinstall my amd drivers
orrrr not...
seems i may just lock my gpu (by doing something only my out of date gpu can do) so i cant update it
@mystic oar @small burrow it was nice talking, gotta go get ready for the interview 😭
@summer turret Good luck! 😉
i still cant find a single person to help... damn it
yepo. i think i did
ahhh
errr... then ill be specific
can someone help me make a working handle for a model.
well is it you?
😄
no no
its not that its not working
its that i dont know how to make one
I dont know if this is the correct place for asking, but, is it possible to migrate files (models) from 4.27 to 4.26 ?
most likely would work
I need to use 4.26 because most of the plugins Im using arent updated, so maybe I did something wrong with the migration
Thats another easy way, yes
Well I found out about my #graphics issue, it works fine on 4.27 the model is seamless there
anybody know how to use the search syntact "SizeX" and SizeY" in content browser search.
I cant get it to work.
whenever I add stuff like SizeX=4096 or whatever it just ignored it.
use Dimensions=4096
I need to compile Unreal Engine 4.27.2 from source, I was unable to access the repository as it was giving a 404 error but then found out that I need to associate my Epic Games account with Github account. I checked to see if both accounts are linked and they are, I'm also signed into both accounts. How do I get the source code?
@bright sigil that works, thanks :)
double check the steps, you linked your epic account but there's two emails as well for this process
What do you mean?
you make your githhub account, link your account, wait for the email, use the join link, wait for the confirmation email, then you should be good
why is VRAM usage so high wtf
I'm sorry to be rude but I'm sure people don't listen to what I'm saying in here. I already said the site gives a 404 error.
I have no clue I wasn't running the app you sent me
I already said the account is linked.
I'm aware.
i had this same problem when i was linking to the github. i thought i did all the steps and was still getting the 404
Well I'm glad this was finally made clearer to me. I will use SSH.
fwiw i didnt do that, i just double checked the steps and made sure i did each one
Sorry for getting short.
Doesn't like you, try taking it to a date first
Time to bring up WSL to get the source on this Windows machine LOL
@covert burrowI know that other people who have had this issue before remove the link to github in their account (disconnect) then reconnected it and it worked
I'm more comfortable with my GNU/Linux environment for things like this. Thank you though! 🙂
@plush yew I just triggered the Microsoft ®️ Windows 10™️ Experience
It happened right when I enabled the standby cleaner and reopened unreal
you can using the new modeling tools plugin
If you're using up to date Nvidia driver be sure to install the fix for UE4
@grim ore is that in 4.26.2?
the tools are yes, I dont know if the pivot part of it is.
there is an edit pivot option in the right click menu as well
might be better to handle it in your dcc though in case you reimport
was planning not to re-import
There seems to be many commands relating to volumetric fog but I can't seem to narrow down the one I need. I need to correct the noisy slice appearance because as the camera moves it kinda strobes too. I've tried grid pixel but I don't think that's the one. Any suggestions please?
When you see these graphics, what game does it make you think of ? 🤔 https://pbs.twimg.com/media/E-IUJLpWEAEY4Nx?format=jpg&name=large
if i ignore any gameplay semblances, that arena shooter gigantic
man its really a crime that none of the screenshots of the old answers forum work anymore, i need those so often, why in the world where those lost
yeah, i get annoyed everytime its that "we moved everything for a better experience" page
that is literally the worst thing anyone could have messed up
cause thats the only place where problems were handled and solutions were posted
including workarounds from developers
i dont even visit the forums anymore since the changed it to the mess it now is
Yeah me too, winds me up real bad!
could be just me, but the readability in the new forums is super garbage
Things can change for the better but usually they change for the worse! Oh dear boy.
man im just glad that you can still make games with ue, they prioritized so many fancy schmancy features which have absolutely nothing to do with games its scary
like look at this great new feature which looks awesome at 200% display resolution for a quick screenshot at .5 frames per century
@twilit hill I've always struggled with editors of any kind when they're packed out with panes.
or nanite, thats scary stuff .. the performance is really really not good if you want to go for big landscapes - and then they cut off tesselation alltogether, super scary stuff
It would also make more sense if a graphics design software didn't get a GUI packed out with graphics.
also lumen is not usable from what i could test so far, it simply wouldnt run anywhere smooth on the absolute majority of systems - im looking forward how AoC will handle this .. they plan to implement it as default
but hey, at least i found the holy landscape grail for good performance - its using NEITHER world composition NOR world partition, just a huge 16x16km chonk of a single landscape with the legacy auto landscape lods
I've noticed Unreal Engine can get really slow at building light models very easily.
It's not difficult to slug that build process LOL
if you think light is slow then try to rebuild grass maps for 256km²
I've I've yet to add that in my world and I'm going to, it's planned and I've already read about the nightmare lol
it "was" rather fast with only a few grasstypes, but now it takes minutes - and i need to flush it after every build because its bugged
People saying "Keep low on the grass" lol
nothing like seeing a random 200k tree instances in the sky
@twilit hill I've wanted to design a world tree for a long time. lol Like Yggdrassil or Teldrassil
yeah that sure would look nice
Walk through a portal like the one outside Teldrassil and end up in the land on top 😄
That would be a tree that doubles into an island in size. lol
getting these vibes from my directional text indicator so i stop getting lost
ye the performance aint bad with just the landscape and some grasstypes, but i need to start on the water, hate the tiling
using UDS for sky and cycles, with custom randomization
Yeah the water could do with some improvements but you got to start somewhere, you can't fit a goat through a needle without the needle being big enough. 😄
Beautiful world!
I compiled a huge map and ran it in 4K lol
nice
My system just keeps giving more and it's a VM!
KVM under Linux?
vfio KVM yes
You're right. There is something 🙄 https://static.wikia.nocookie.net/gogigantic/images/f/f9/Sanctum_Falls_load_0.png/revision/latest?cb=20171106200211
Oh wow nice! 😄
I would have said Fortnite or Spyro : https://img.20mn.fr/LFXhNsEPR7Ow9sJ3zVZrSg/830x532_fortnite-lance-sa-formule-payante.jpg https://i.imgur.com/edTytM4.png
Okay so I tried cloning the UnrealEngine repository via SSH and still says the repository doesn't exist.
anyone aware of any issues with UE 4.27 and media files? every time i try to preview a Media reference file from the media player in engine it basically crashes, goes unresponsive indefinitely.
I NEED the source files!
niet
@plush yew Water and stone looks close to this : https://pbs.twimg.com/media/E-NgAyWWQAER1N6?format=jpg&name=4096x4096
SYMBOL_NAME: nt!KeAccumulateTicks+2064ce
MODULE_NAME: nt
IMAGE_NAME: ntkrnlmp.exe
IMAGE_VERSION: 10.0.19041.1466
it's the Microsoft®️ Windows™️ NT™️ 10™️ Experience™️
unless it just doesn't say which driver it is while it should
Actually, I think that all are rather close but... I don't kow... In the last pic (or the first that I posted at 22:44 - it's the same game - ), there is a little thing that makes I like this style a bit more, I don't know what it is exactly... More detailled and clean textures, maybe...
Has anyone managed to get the Unreal Engine 4.27.2 source code?
dejavu, didnt we have this discussion last night as well? @covert ivy
"With Unreal Engine 5 new features, Games will be able to be shit out much faster as if they had the runs, lets hope it smells like roses!!" ~The Black Lamb, 2022
<_<
@fierce tulip Maybe you've seen the last pic yesterday because I already posted it. But I don't remember have this discussion with you ^^
weird, media files play fine on 4.26, something with my project is crashing mediaplayer
I read something about getting an invitation to download the source which will expire in 7 days, the Github account was linked to the Epic Games account a long time ago, how do I get that invitation back?
not me in particular, just in general. was having a matrix-dejavu moment XD
Does someone know how to translate this landscape to real world km2?
I re-linked my account, I didn't receive an invitation.
16km^2
@fierce tulip You are not in the matrix, Neo, I assure you that I already posted the last pic 😉
Not in your e-mail after reloading?
Who knows if it somehow got put into spam junk folder
So resolution is expressed in something equivalent to meters ?
Yeah, unless you scale it up from 1,0
cool thanks
Yes, every vertex in highest LOD spans to 1 meters, unless per mentioned X/Y scale is anything but 1.0
gotcha
Even if i think Landscape base scale is 100,0
Maybe I should ditch Unreal Engine, it's slowing me down.
But ya get the point :p
If you thought Unity grass is greener, well, go for it.
Gotta love that Source Access
I know Unity can be as slow as well if the project has more going on, but I digress.
why can i not find help anywhere? all pages in the forums are non accesible or deleted, if there is a question in the forums no one has answered it, when i ask n the discord, nobody answers, all the documentation i need is just for APi stuff and everything is set up in such a complex manner in the engine that your brain melts when trying ti find the simplest of settings.
@drowsy snow I should be able to build a f%%king dedicated server...
Yes, with Source you can
@autumn flame Read what I said above.
Dedicated server? The only real reason people go through building from source 😆
Should've figured
Me too, even maintaining my own fork and put anime shading model in it 😆
I don't because they won't send me an invite.
Already have, I even relinked my account.
Hey does anyone know how i can get both these textures to look the same?
The rest of the room looks the same except that window wall
It do be pretty epic
It's very Gitty
Searched for any mail from GitHub, even in junk folders?
Yes.
I've done everything.
As a professional engine hopper (I've used Unity, Unreal, Godot, GameMaker, Bevy, NeoAxis, O3DE, Unigine, and more) - having an interruption in getting your account linked so you can gain access to the source is frustrating, but solvable. I would rather deal with that headache than dealing with the headaches that the other engines provide.
Yeah - getting a dedicated server is much easier in other engines
You can still test Dedicated in Engine btw
Source is to package one
There's even a cool option to not run the windows under one process
Just to make sure
I think the easier solution would be creating a new account in that case, lol
Do you absolutely need the dedicated server to be set up and deployed right now? Or are you just trying to set it up? If not, I'd just wait until tomorrow or somethin'. Then send a support ticket. Work on other things in the meantime
I want to go off tangent and say LAN Party / Peer too peer is still cool, but I think that's way off tangent
Maybe for cheat prevention, but in peer-to-peer MP, that'd be up to the one hosting the game to decide.
@plush salmon Continuing from the #cpp channel:
Initially I wanted to ask if anyone has managed to compile HTML5 for UE4.27 or any platform setup on 4.27.
SInce the community version is not being updated anymore.
https://blueprintue.com/blueprint/hfi5ssjr/
Im trying to change the scalar parameter of this material at runtime. But its not working.
No, forget pixel streaming right now. I am just trying to bring back the old HTML5 platform option.
How to draw
Even with how unreliable Emscripten implementation is?
Well, do you have any better alternatives that do not require using a cloud server?
Yeah, found it odd that it's not the created material, but it'd also be better if it got stored as reference
Unity.
Plus everytime key is pressed
Scalar Parameter will be bigger
Scalar Parameter += 0,3
No, for real, Unity's WebGL packaging actually works, as opposed to Unreal's HTML5 emscripten supposedly only work on Firefox (and even then is super unreliable)
I've tried it myself even back then, I failed to trick web developer I used to work with using it.
https://blueprintue.com/blueprint/jh6yinqo/
It still doesnt work. I press M and nothing happens. Material stays exactly the same.
What about the parameter name?
Show the actual Material
Unless...
A rectangle that's a cube
Sure 👍
First of all, are you sure it's receiving your Input?
What he meant is that when you creating material instance, you don't tell the mesh to use that material instance.
There's so many things that could be wrong, lmao
this is the material im using
Yeah no
Aha.
There's no scalar parameter per specified in BP to begin with
If you want to have adjustable tiling, multiplying TexCoord with Vector2 is the way to go.
oh wait
You switched around the Append and Multiply
i admit unreal engine has some bugs
Impossible
the downloading bug
It runs Fortnite
Just wondering... Is there a way to overide the default UE crash handeling, so instead of opening the crash reporter and killing the game, the game instead will just pop up a message and reset
It can't have bugs
lul
still does
UE4 crashes if you close a widget editor
Totally impossible for it to have bugs, trust me, certified bug exterminator
ahhh. well it has glitches that make it either not work or not install
Creating too many blueprints without saving crashes the editor
does that say bandicam.
leaving the editor running for 4 hours without any activity crashes
Parameter names need to be exactly the same both sides
replace u and v with stars1 and stars2
Unity has it as well
I had the editor running for 24 hours and no crashes.
No, I'm paid.
my build of UE is weird
I fell asleep with UE open, didn't crash
lul. hmmm.. let me simplifi it. do you have free time to help meh
Goddamnit, missed opportunity to use this lol
like i said, my build is just wierd
Ask here right away
Then unweird it
errr... how do i add a handle onto my microwave
that can be interacted with
What do you mean interacted with
tits a model
Is it vr?
The same way you add handle to any door in game
vr hands
i dont... i dont...
Calm down with the typo
that was not a typo. i meant to say it like that
T-word tho
This has become mayhem
dont see it
and now with your activity status
here
plugin
ahh. whats the t word then?
for when people that download the game open it?
I use a GitHub plugin for Discord rich presence
yea
Alright. I guess reviving HTML5 is no longer worth it.
i also use another plugin for the editor rich presence
ahhh alright i will apply it once i get done with the hardest part of my project
@plush yew im trying that now
But yeah, I don't know anything about VR, so #virtual-reality might know about it
awww
well ill go check it out
i hope atleast one person can help
i dont wanna stop production
It sucks that my body can't take VR without getting nauseated after few minutes
how does that happen?
ok now back to my question: How would one override the default crash handling so that the game will just do sone memory shenanigan's to regain stability and either continue or reset
Long story short, I consistently had nausea when viewing VR in public tech exhibitions.
errr... also if i fail at finding a solution how does the #volunteer-projects channel work
oof tat sucks
id still atleast try seeing the cause
The default crash handler always defaults to an exception access violation event when another component fails and causes the crash
Some people just get motion sickness, that's it
I read somewhere you can override it but IIRC the behaviour changed sometime in 4.24
yeahhh but i dont know how that would happen
its very rare to see that happen to a person from my perspective
hey everyone, i'm running into an issue where the culling is broken on my map. anyone know what could be causing this? it's entirely based on camera position, zooming has no effect. i tried disabling my precomputed visibility problem but it's still happening. https://streamable.com/avx0zy
hmmm alright
hey is that payday 2? lul
oh wow it worked finally. thank you so much all.
Try checking the mesh bounds.
And don't forget to Activate Windows!
it's just so weird cause this wasn't happening yesterday...
One might be larger than it should, causing view frustum culling to trigger early
pirates windows instead
I never did lol
(at least in VM)
I do still go for legitimate copy for host system
could i... have a key..?
Yes
🔑
awww damn it
XXXXX-XXXXX-XXXXX-XXXXX-XXXXX
oooh. says its invalid though..
Sorry, but I'm not a hotel clerk
I'm working on a material. I am trying to use OpacityMask. It works, until I use WorldPositionOffset, then the OpacityMask is ignored. Any ideas?
NEVER-GONAA-GIVEE-YYOUU-UPPPP
never gonna let you down
I had this issue as well, I can only assume it has something to do with texture mapping
anyone know if there's a way to see what static meshes use a certain material instance?
the delete assets window isnt taht helpful, it just says there are references but not what they are
reference view of the MI?
Right click on the asset and choose Reference Viewer.
it only displays the textures that are referenced in the instance
not meshes in the level
I also tried material analyzer but that was useless as far as I could tell
Did you find a solution?
its only showing that theres something in the level, but not what it is
anyway sorry to interrupt, ill try the forums
My case is inverted hull outlining, so I just outright remove parts that used it.
thanks, I'm doing VAT destruction using Houdini
Anybody have an idea on why a delay on a packaged game keeps varying the actual delay?
Sometimes its less than what I put, sometimes more
What about the framerate?
ok, I found it, riight cliking on the material in reference viewerand select show reference tree. shows a list of static meshes. double click on them and it focuses on the assets in the level.
Not sure, didnt even realize framerate would need to be taken into account.
Anyway to make the framerate not matter?
No, as it would wait for next frame closest to the delay end, which usually only matter if you had your game run like slide show.
aah alright
The game runs pretty smoothly, id say at or around 60 fps
So maybe its not the delay at all
Does anyone know if there's a way to check for this "visibility" state for the world outliner (the eye toggle) through code/blueprints? I have some debug rendering code that I dont want to run if the actor is not visible. I tried the "IsVisible" function but that doesn't work
Anyone know where this setting is in ue4? I can't find it in my player controller anywhere
Been looking for like 15 mins
is it possible to run the game in the editor without compiling it first?
Yes.
Simply press Play in the editor (hidden in the right arrow thing, since it's 1366x768)
how do i change the jump height
If I want to reference a blueprint class in a data table I made what should I set the variable as
In the third person character bp, click on the character movement component and in the details section you can then change jump z velocity
It's not under my character controller or under gamemode
?
this
Thats not an error
Every time you add or remove something from the scene, without dynamic lighting, you must recalculate the lighting information for the scene
I wouldnt do it every time
You should make your own DataTable that extends from FTableRowBase and then you can use a TSoftClassPtr<YourClassName> for the row.
And then in the dropdown, you can actually select your BP.
And i wouldnt worry too much until you actually start making levels
Change the mode from brush wireframe to default lit
Now change the view from back to perspective
it seems i can move my mouse from left to right to look left and right
and w and s keys to go up and down
but no key or way to look down?
Watch some videos dude. Youre asking a lot of questions that a lot of beginner vids go over and then some.
Indeed that would be best
Soubds like you need to get used to the principles of game dev and the layout of ue4
Some great resources on youtube
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
I'm just copypasting what's on the pinned message 😉
They gave us a week to complete an online unity beginner course that had a solid 2 weeks if content
The kicker? We didnt even do unity
In fact we wont ubtil about 4 weeks time
wait who gave u?
Wdym
ohh nice
Cool, betterway to automate this based on the name of the blueprint?
No, Data Tables were meant to be read only.
so i packaged the default thingyy ( the one with 2 chairs ig) and found that I was only getting around 20 fps
maybe a better way
Just asking, why would you want to automate? I'm doing the exact same thing that you are doing and I can point and click to select the weapon blueprint that I want.
Well...you can export that list to Excel
Create a Macro...
By the time all that is done, you could have selected them manually and been done... Just sayin'
Well in the future im gonna have 1000 items easy
is blender a good software to make cherecter models?
so that might be an issue
is there a better way to create an 'item database'
Im also doing this to make a drop table for when I kill an AI
- I hope im making sense
Most people will extract the data table to Excel and enter all the data
But I really don't like entering in data for references in Excel
Im importing the data form excel, im surprised I cant use the name of the blueprint and it auto finds the path
YT vid I watched about this it worked like that
It can't?
If you select one manually and the export it, you can see how the value is exported. Then you can copy that pattern for when you import.
whats some good starter software to make cherecter models
I initially had that problem too... I didnt' know what came first, the chicken (excel table) or the egg (Data Table). But once I figured I can just create everything in Unreal, there was no need for me to export/import anymore. I don't and will not have as many items as you, though.
I have an Idea to reduce the amount
but its a far sited thing so it might blow up on me
o well only time will tell lol
Yes.
Depends on who you ask.
well im asking u
I've been burned that way many times. Doing something the least efficient way since it's quick and then it works....but then later having to make a bunch of changes... 😩
Do you have $ to spend?
no
Based on your previous questions, you probably need something simple with pre-defined models or something.
i dont know what the means but yes
And Marketplace has free Paragon characters supplied by Epic for use in UE4.
So go nuts with it, prototype your gameplay with it.
?
I can go up, i can go down
I can look to my right
I can look to my left
but not up or down
you can hold right click and use WASD and the mouse
Hello guys! first time here
Welcome
Also off topic question cause idk where to put it, but does anyone have a good guide on how to set up a workflow for quickly making and exporting animations form blender
cause idk how the pose system works
what this
but my camera always follows me so why is it just in one place
thats the player camera
not the editor camera
again, look into beginner tutorials that explain the engine
Sorry to interfere, but you really should take the First Hour course.
yeah ill be back
I linked it above, or in pinned message
anyone wants cookies?
@oak patio bring me some too then
😂
imma sulk now for a bit
Sorry, but trivial beginner questions every few seconds sure would frustrate everyone else, myself included.
my bad
I think
i'ts okay to ask
but don't be suprized if u get ignored
watch youtube yes
yes
okay brb going to get cookies
Man, i'm really struggling with this one. Do i need to have a character controller to detect clicks? I'm trying to follow a tutorial but i'm very lost
input>whatever key you need
yes you do
alr
🤦♂️
you might want this, or you could define the click as an input action in the project settings
and then use the event for actions
Wont that trigger whether i'm looking at my object or not?
I'm trying to detect when the player clicks on an object
It seems to not be triggering
Note i don't have a player controller
I have a character with a very basic movement blueprint set up
I don't know why that wouldn't work, havent done much with mouse interaction, sorry I couldn't help more
does anyone know how to set the camera during the animation?
I'm doing a first-person game and during the roll I want to attach the camera to my head
Hey... Noob question here...
I was trying giving my character a collision sphere and discovered it's not working without it being the root component.
Why's that?
https://www.artstation.com/marketplace/p/BMaL/ultimate-eye-generator-2 anyone used this before? want to make sure before i buy lol
im confused
andddd i may not find help anytime soon..
hey you there may i ask a question
gonna do it either way
do you know how to make one part of a model interactable
oof
dont know how to do that
got it off sketchfab
awwww
i guess ill stop development there
errr... well is there even a way to break a piece of a model and make that another model?
could ya guide me through it. so i dont look like a dumbass
Unfortunately not as i need to sleep
awww. what about on friday?
yeahhh ill look them up
but they arent live chat support
so if i mess something up i may have to come back early
Yeah hat is just real basic blender knowledge, in sure you will be fine
i have never opened blender once in my life time. only unity to export... eww. vrchat models
but i have changed so i wont ever do that again
What is that?
ahh
will i find someone that can help...
or guides
bet. got a link..
is there a way to re-order the 'details' panel items? I'm following guides for brushes, and the brush properties would be handier being below 'transform', and the guide seems to have it like that, but for me its further down the list
i will accept lee dms then
also overclocked my gpu and cpu today
cpu to 4ghz so pog
awwww
i hate (discord) bots that randomly ping me for no reason.
thinking about it again.
i am still confused on what that will do. i wanna also get the microwave to move and fully open. and also be slapped.. and slapped to be close. well not fully it needs stoppers..
I created a second camera because I was having an issue. For some reason the first camera is null in BeginPlay:
They are the same? The first camera created is called FollowCamera.
The camera has a value in the contructor, but loses its value at the top of BeginPlay?
anyone been getting lightmap encoding crashes with 4.27.2 after updating?
ray cast keep heading to the middle of the map, any help?
Hey guys! I asked this question a while back and have been investigating a solution ever since, but I'm still plagued by these dang stubborn shadows. Hoping I might find some more help here again 🙏🏼
how do i enable the preview of light area? you know, the cones and such. it just disappeared
Quick question, I want to scale a box from both +X -X +Y -Y axes equally (so scale it in all 4 directions), how do I do that?
I'm very new to UE4 and I only know how to scale in one direction
Is there support for Intel Realsense cameras and hand tracking with live link?
in UE4
https://www.unrealengine.com/en-US/blog/intel-realsense-plugin-for-unreal-engine-4 I found this but the repository is read only now
The Intel RealSense cameras use infrared light to compute depth in addition to normal RGB pictures and video. To assist in the development of applications with this technology, Intel created the RealSense SDK, a library of computer vision algorithms including facial recognition, image segmentation, and 3D scanning.
what's causing fog flicker in post process? I assume
even without post process it still flickers
Is it possible to replace every cutscene in my project with other takes in a NG+?
What's the best way to start a project in Unreal 4.27.2 that I want to collab on with a friend?
lowering emissive view distance fixed it
Does anyone know if there's an existing engine feature which allows us to record and play back hardware inputs?
I'm pissed off with Windows, nothing new there!
No.
It's buggy, it kept me up all night downloading Unreal Engine because the Downloader gets stuck and I've to hit Enter on it once in a while, today I move over to a network location and Windows Explorer crashes on me.... really pissed off...
Using my GNU/Linux system to grab it again, can't take anymore chances with Windows. lol
Thus the penguin and the gnu welcome you with open arms. May Linus Torvalds and Richard Stallman be with you, and may the beer is free as in free speech.
The only caveat is you're slashing compatibility, because Linux gaming is still niche (not including potential Steam Deck users turning it into Windows machine), and also requiring to build from source for editor in native Linux.
Speaking of gnu
fun fact:
Using GPL source code in your Unreal project is actually a EULA violation, as it specifically prohibits GNU GPL viraling into Unreal Engine's closed source code.
Unreal Engine supports GNU/Linux fully from what I've seen, I'm not slashing anything.
Not fully.
I just don't want to use the Windows file manager to copy files, it's dangerous.
Also I hate referring it as GNU/Linux lmao
cp and mv never crash on me yet I get crashes from Windows Explorer.
Least it's not as dangerous as sudo rm -rf no-preserve-root
I'll give that a try, I have WSL so maybe I'll just use that instead.
I'm not sure how someone would run that by accident and it's only dangerous if you stick / on the end of use it to remove something important.
I do it all the time
Because Archie is a VM in my Windows host.
It is funny though, since 2005 Windows Explorer has had many crashes yet cp and mv just keep giving.
This is my point with the danger bit.
I never make mistakes typing on the cli.
I can abuse Archie all I want like asian parents and I'm not in demon rights violation
Get it?
Archie
Archvile
Arch Linux
Something else "git clone" seems to be working faster on GNU/Linux where as on Windows it took me all night, it's only taken me 20 minutes in GNU/Linux.
I've noticed performance issues like this for a long time.
Oh
Git clone took me all night because I have shitty internet
I don't
I think shallow clone solve it for me
It was on objects and deltas it was slow.
Also call me when cross compiling UE game to Windows from native Linux is a thing
I know the other way around actually works.
Least in Windows, all it take is a cross compiler and flip the switch to Vulkan.
Got my game running on Linux one other day.
Does c++ limit the different file types the player should import into the game files?
file format
I imagine there would possible for reading basic image formats but what about rarer file format?
Hi everyone, need help!! My scene used to look like this and ive opened it this morn and looks like this! what do i do!
maybe the streaming pool
check with the console
im noob but im pretty sure its that
from what I understand the software automatically lowers the quality of certain textures for various reasons, and you can determine why
to display them normally again
try the command "Stat Streaming" in the console
did it but it didnt work 😦
Its supposed to show you that
k
@tight crystal what
nvm
I was replying to someone else im sorry
yeah i dint see it😂
thank you ill look now!
it said my streaming was 900 something
changed it to 3000
still nothing
maybe try restarting UE4 after that
Is this persisting after restarting?
@drowsy snow you can help him i think
I never really done vertex painting before.
Is it possible to hide the blue camera preview meshes?
Yes, press G in the editor viewport.
I mean permanently, and only the cameras.
The sprite stuff is fine and not overwhelming.
am i able to just vertex paint in ue4?
you can set the scale to 0 or get fancy and mess with the actual engine asset I suppose
don't think the scale affects the actual camera functionality but don't take my word for it
I'd prefer to figure out the engine asset method, so it applies to all future imported assets.
Or at least that's what I assume would be the case.
UnrealEngine/Engine/Content/EditorMeshes/MatineeCam_SM.uasset I forget how changing engine assets in a non-source build works though
seems to work, changing it changes all cameras
I just made mine red
Hi! I was hoping someone can help me figure out this issue!
I was working earlier and ue4 crashed and said it ran out of video memory so it closed. I just restarted my pc and opened up the project again to find everything super low res! I thought it was my GPU so I swapped it with another one. Still same issue! When I move really close to objects they look normal but far away it looks like really low quality! Its got this really bad motion blur on everything and it looks ugly. Either I just never noticed it or some kinda setting changed.
I snapped this while rotating the camera very slowly
there are no post process volumes in this map either. Its just a basic test map
This isn't permanent tho
ah was definitely a setting in my project config file. not sure what i changed but i reverted that to an earlier version and it fixed the issue.
Still, you can destructively change the material or replace the mesh outright by reimporting with different FBX
I managed to replace the Engine Content asset with a completely translucent material, which is more than sufficient for my needs. Thank you everyone for the help!
To be fair it's editor only asset
How so? I only changed the texture material of the camera mesh.
Oh I see. This is my only project so I don't foresee that being an issue, but I will remember your warning should it prop up later in something else, thank you
Setup.bat in the Unreal Engine source files immediately closes when I run as Administrator. How do I keep it open to see what the error is?
I also have a network drive which powershell run as Administrator can't seem to see.
You don't need to run Setup.bat as admin
I'm simply following instructions, if not run as Administrator it reports "Access Denied" on stdout.
All it did is fetching Gitdeps and installing prerequisites, which the latter will prompt UAC anyway.
@plush yew Why not? It's where I'm storing the source for future use.
Don't.
If you want to store it for future use, might as well install another HDD/SSD in your machine
I'll copy it out then sigh
Inb4 "this isn't happening on Linux"
A copy is staying on the network drive lol
Hello. Hot i can cut commit for 10 small commits?
Revert the monolithic commit and commit the files you want for one commit, then another.
I have realy many changes.
Its really hard to add it in commit one by one((
You can either use git add and specify the files for one commit, or use Git GUI clients to select the files with checkboxes.
@plush yew You say you don't run "sudo make" and I agree with that unless it's to do a system-wide installation of a compiled build but Windows seems to expect everything to be done as Administrator I've noticed.
So what else am I supposed to know?
Nope.
Don't run Setup.bat of your local repo of the engine in the network drive.
you gineos.
I try to use space in Githab desktop/
I've tried running software from within my home directory on a Windows system in the past, it wined for Admin credentials.
And its work
*whined
Dont know that its possibity
I never had issue where it ask for admin privilege just to run it, considering I have them in my local drive.
Move on, sis. 😆
Morning unreal crew! (simulated people)