#ue4-general

1 messages ยท Page 1140 of 1

oak patio
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you just draw a png of clothes and it wraps em onto a model

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yeah from what ive seen

ashen sky
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the whole model has a open animation too

oak patio
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does marvellous designer do anything with armor or just clothing

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true, ig its one of those things that will become clearer when i decide to tackle basic character modelling

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rn the one thing i suck at is organic modelling

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im very much a hard surface person

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true but unfortunately the style my friend and i do when going for games is low poly cause we like it

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which means we have to make them lol

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its just a lot less hassle and money than trying to make photorealistic graphics

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we may tackle it someday but for now we are happy with the art style

ashen sky
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jesus christ this is gonna take me a whole day

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๐Ÿ˜ญ

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even then i dont know if its a good idea to give up on a completed model with separate layers already on it then make a entirely new one for no good reason

oak patio
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if ti has separate layers than you good

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as long as there is an inside to the microwave its fine

ashen sky
oak patio
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but you will know what to do after learning blender

ashen sky
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still gonna also need to learn how to make food work

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when touching the plate the microwave has

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or circle

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you know

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i can just link the model.

oak patio
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theres not gonna be "how to make a microwave for a vr game", you need to learn the blender basics, then figure out how to do what you need to do

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and the only way to learn blender is to model in it

ashen sky
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wait wait model what inside the model? i just want it to be empty like how it is

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since i am looking once again as of now sketchfab is just trying to piss me off

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(no this is not the model. this is a game ready model unlike mine)

oak patio
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im saying, if you want to learn blender you have to model things in blender

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and it seems like you need tolearn blender to achieve what you want to do

ashen sky
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yeahhhh

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but i dont think i need the whole playlist

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only select videos for what i need

oak patio
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you need to learn the interface of blender

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so go look that up

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it would be useful to learn how to model in it to

ashen sky
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alright, thanks!

oak patio
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so what you do is you learn blender basics > make the microwave door, plate and body separate > learn how to make vr door interactions and add it to the door > when you put food in the microwave and close the door, make the plate spin

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yeah compositing and rendering will be pointless

ashen sky
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ill need to do that in unreal somehow right

oak patio
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what do you mean

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whihc part of that

ashen sky
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you cant normally interact with them

oak patio
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you do the first 2 in blender, then the rest is unreal engine

ashen sky
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only objects

ashen sky
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ill need to write down some notes

oak patio
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cause you need the first few things to be separated so you can recombine them in a blueprint

ashen sky
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clicks back on my blender tab

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what else?

oak patio
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cause otherwise youd grab the whole microwave

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so once the entire door are separated, as well as the plate and rest of it

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you can take them as 3 separate meshes

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then recombine them in a bp, give vr physics to the door, with the help of a tutorial, and then make the plate spin when food is in there

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and a light turn on or smthn

ashen sky
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ill honest to god just pay you 5 us $ through cash app if you do it for me and point me to what i need to set up after.

oak patio
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you mean model a microwave that you can set up or add vr interactions

ashen sky
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yes.

oak patio
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it would really be better if you tried to learn yourself

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if you wanna make games you gonna have to learn the tools

ashen sky
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i want to make one singular game

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thats it

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i dont even need to do anything else as of now after i complete it

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but add physics to certain items

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get a working chrome web browser or use edge web view to make a tv in the game that allows you to use your controller to point at it and control it

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yada yada here i found the model too

oak patio
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https://www.youtube.com/watch?v=8XyIYRW_2xk&t=45s

https://www.youtube.com/watch?v=8XyIYRW_2xk&t=45s

After 10 seconds of googling there are 2 videos that will help you on your journey

Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org

--

This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.

Find more free tutorials on: https://blender.org/tutorials

Follow Blender on social media:

โ–ถ Play video
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im not going to make your game for you, that would defeat the point in learning the tools

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plus i have a project i am working on currently

ashen sky
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i is also trying to make a game while broke

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so theres that..

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i may be the first person to use the word rage uninstall at this point

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i am seeing that now

oak patio
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yeah gamedev is a never ending cycle of learning

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sure you figure a lot out on your own eventually

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but you never stop learning

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and having to ask for help

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which is great if you have the patience for it

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but even the simple things take time

ashen sky
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no. its the problem of needing to learn two separate apps to do something simple

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thats the one skill i do not have

oak patio
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but what you are asking to do isnt simple

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vr isnt simple

ashen sky
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unreal is simple

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or atleast more simple then unity

oak patio
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unreal is definitely not simple

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it only looks more simple than unity cause it has the cool visual things and more built in stuff

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but the matter of fact is

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any form of game dev is not simple

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unless its like scratch

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or smthn like that

ashen sky
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or gamemaker

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i was gonna go that route but i need a artist

oak patio
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now even with plugins, cause there is an experimental one that gives you a web browser in ui, but you would still need to ifnd a way to interact with it in vr

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and i wouldnt even call gamemaker simple

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gamedev is only as simple as you make it

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a clicker game with 1 feature could be fairly simple in any engine, but a vr game in any engine will pose it's challenges

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and if you dont want to learn how to overcome them, then gamedev isnt for you

drowsy snow
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Could be Temporal AA in action

worldly spear
drowsy snow
ashen sky
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And the game I was planning on making would take a experienced game 9 hours

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Or less

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It's the most basic game to put together

drowsy snow
ashen sky
oak patio
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you say its the most basic game to put together, but you want in game browser implementation

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if this is your first project start simpler

oak patio
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i like seeing the wackiest idea i get

ashen sky
oak patio
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i dunno a game about printing donuts to level up, but you keep levelling down cause your partner keeps eating them sounds like one of those silly games that could do well because of how absurd it is

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you also dont need to make games for the consumer, you can just make them for fun, game jams are also a really good way to develop something if you have no ideas

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forces you to think outside of the box

heavy pivot
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Ok this may be a stupid question but is GAS something that should be used or is writing your own setup better. Unreal documentation on it is limited and seems like it could become a pain to manage as an RPG grows

drowsy snow
oak patio
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indeed

ashen sky
oak patio
ashen sky
oak patio
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but the chances are, fi you want to release a product, you will have to learn more than one software

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game jams can be 2d or 3d

drowsy snow
oak patio
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its whatever you want to make as long as it fits the rules

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most jams you get given a theme, and you just have to make something that fits it

drowsy snow
heavy pivot
oak patio
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meanwhile if you want to release a product, you probably dont want it to be an asset flip

heavy pivot
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for context we are making a Creative Sandbox MMORPG

still basin
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Hey where's the right room to ask a question about performance profiling and optimization?

The code in question relates to graphics/rendering (FRDGBuilder#execute)

drowsy snow
ashen sky
ashen sky
oak patio
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the firs tproject i ever did for game dev was a game jam, we had a small one in our class where we got given cards, I had to make a game where you had limited lives and it was set inside a computer, that was a fun project,

ashen sky
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Editing the model is

drowsy snow
oak patio
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if you dont want to use blender, then sure making THAT game may not be right, but that doesnt mean you don't have to make a game

ashen sky
oak patio
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again idea generators are pretty good

drowsy snow
oak patio
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can get some fun stuff

ashen sky
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The microwave game was just gonna be Netflix and chill

oak patio
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i mean yeah thats up to you, if you wanna learn gamedev but dont have ideas, game idea generators are pretty great, so are game jams, but if you dont wanna learn gamedev, then thats your choice

heavy pivot
ashen sky
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Like such devs that made tabg if you heard of that

oak patio
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yeah i heard of tabg

drowsy snow
drowsy snow
ashen sky
drowsy snow
ashen sky
drowsy snow
oak patio
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but if you want to learn gamedev, and dont want to commit to a full game, then come up with a system, like a target range and do it with prototype assets, which will give you much needed experience

drowsy snow
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Not to mention some people who have health issues with VR.

oak patio
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a little off topic here but is there any way to set a start time for audio in an audio component, i cant seem to find a node for it

ashen sky
drowsy snow
drowsy snow
# ashen sky That's why you make a desktop mode for something

Fine, your idealism, not mine. You seem to be privileged enough to have VR equipment as well, so I'm not going to contest it.

Just don't blame me nor CuppaTea if you're still stuck on the damn microwave and made no progress because your lack of knowledge.

oak patio
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cause im trying to make an in game radio system and everything is going just fine, except for it to persist through levels i need to set a custom start time on begin play

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and that aint seeming to be anywhere

drowsy snow
# ashen sky That's why you make a desktop mode for something
Unreal Engine

Unreal Online Learning is a free learning platform that offers hands-on video courses and guided learning paths.

ashen sky
oak patio
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then maybe you need to look at it

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and possibly the basics of blender too, cause by the sounds of things, you need to split the model into separate pieces, so you can have the door work independently of the rest of the microwave
however, you do not seem to want to do that, plus vr is a big challenge to tackle

so my advice is, jump ship. for now at least

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can always revisit it later

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why is someone popping up and then disappearing again

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is it just my discord thats broke

ashen sky
ashen sky
oak patio
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oh its a raid

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makes sense

digital bolt
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no

drowsy snow
ashen sky
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Ahh

digital bolt
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if i type in the gameidea command it deletes after

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my bad

oak patio
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ah thats what it was lmao

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thought my discord was buggin

drowsy snow
digital bolt
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ohh dm

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i thought it was in public

oak patio
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you know what i am not going to die on this hill of persistent radio, it shall just restart between levels

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no biggie

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also, if i want to use relative paths in unreal, will using /Music/ just default to using the ExecutableDirectory/Music

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or is there some sort of formatting i need for it like visual studio

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i have too many flashbacks to linker settings so i wanna make sure before i attempt it

drowsy snow
oak patio
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nah I dont want the content folder, basically i have an in game radio, but im adding support fro custom songs, so imma have a folder called music you drag your own mp3s in and have them play in game, but it seems like /Game is what i will need to use, and then just create the directory if it doesn't exist

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figured out the rest of it, just don't know how ue4 handles relative pathing

tardy hedge
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initial es

fossil nexus
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It seems there is no brush for a plane? Is there any reason for this? Should i make a very thin cube to simulate a plane or there's something im missing?

oak patio
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If anyone is wondering, you cannot use relative paths, especially with File SDK plugin, but there are nodes to convert project directory to absolute paths, so thats fine

prime willow
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@drowsy snow Game design exhausting x-x

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and it never ends lol

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also hi hi has big missed you

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Things have been hectic so sorry for just poofing

drowsy snow
drowsy snow
prime willow
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yes yes so darn hectic im all over the place but im learning so much and making alot of structrual progress

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x-x

nimble rock
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uhhhh

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so this grid just randomly showed up and now I cant move my view at all

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rebooting ue4 seemed to work

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still not sure why it did that though

silk torrent
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I am running two standalone instances of my game from the editor. When the game is not in focus the FPS goes to 10. Is there a way to disable this?

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It's a lot like the "less cpu in background" for the editor except for the game itself

fleet sparrow
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How to fix this unreal editor flickering

drowsy snow
sharp crest
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happy birthday @maiden swift

sharp crest
maiden swift
sharp crest
digital egret
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so, I'm she/her I won't pay it for Switzerland

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the same in the US, iff u say that you're a girl

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no traction fee

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I'm a girl

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I letteraly want to do it

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as an explode

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what the heck is being done with olympics

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a guy, changened a gender now he is a female

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wtf\

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no u just a guy switching

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wtf

cedar wave
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This is super off topic about Unreal

digital egret
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agree

sharp crest
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lol

digital egret
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I was touching it in a glance

rain badger
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Anyone? Really hoping to have this fixed before tomorrow. I need to show a prototype

blissful trail
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ok so im trying to do a line trace in multiplayer
but for some reason i cannot get player 2's camera pitch
i can get player 1's camera pitch

drowsy snow
drowsy snow
sharp crest
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but google it if u haven't already.

drowsy snow
plush yew
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does unreal engine have these settings like unity does

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it appears before you enter the game

drowsy snow
plush yew
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mhm thanks man

tall sorrel
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anyone have experience using any of the brushify packs?
I'm making a survival game, and I thought megascans were gonna be the holy grail (for me) foliage (mainly grass) wise, but I find it difficult to find some good ones that blend together nicely.

Then I discovered the brushify packs and have been watching videos on it, and it seems pretty cool, they come with foliage that blends together nicely, and terrain sculpt patterns for easy mountains here and there, (there's more to them, I know, like landscape materials and all that, but I am mainly after the brushes, cause I have none, and the foliage)

However, I was just wanting to know if they are well worth or not. There may be a time where I will use 100% of the packs contents, so I don't really want judgements based on me only using 2 items, I just want to know if they are truely worth the 40 bucks

plush yew
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for now i already have set up graphics settings so i will do that next time

drowsy snow
plush yew
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yup

minor forum
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Is there a way to edit/setup the default camera view when you load a map or end the play while in the editor? Can I bind it to for example a camera actor? or just set a default view in any way?

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Just to make it a little more convenient.

flint dagger
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I want to die.

bright sigil
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dye*

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an incurable craving i hear

vagrant grail
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Hey I am brand new to unreal engine and c++. I have a fair bit of experience using Godot and have been programming for 5 years already. Given this info can anyone recommend a suitable tutorial that gets me stuck right into the basics of unreal? Cheers

modest trench
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check the second pinned message

vagrant grail
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thank you

hot beacon
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im trying to spawn an actor but it just isnt working

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it works with every other actor

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just not this one

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wait

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i think i know why

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but dont know how to fix

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so the actor is a security camera

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so it is possessable

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and i have sorta set it up like a player bp

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so i cant use spawn actor from class

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so

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how do i get around this

fair herald
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@hot beacon in your Game Mode or Player Controller unpossesses the current player and possesses the security camera.

hot beacon
fair herald
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you can just simply possess the player(it need to be a pawn or character class) after spawning it.

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@hot beacon

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@hot beacon let me know if it worked or not.

hot beacon
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ill give it test

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wja

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wait

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how

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i just want to spawn a object

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not something to control

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i dont want to control it

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the thing is its not spawning

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i can spawn the other pawn

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but its just this

fair herald
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@hot beacon okay, my bad,
if it's an object class(directly inherited from Object class) you have to use construct object from class node.

hot beacon
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what do i even use for the outer

hot beacon
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i just want to spawn this

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just at a position

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like spawning a enemy or a npc

fair herald
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@hot beacon what is the parent class?

hot beacon
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pawn

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but i can spawn another pawn one

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it is just this camerabp

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that doesnt work

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i just remade the camera but on another bp ill try spawning this one

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i just duped the pawn class that does worked

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and turned it into another cam

fair herald
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can you add another component and try to spawn again( make sure it's spawning but not visiable)

hot beacon
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it is not appearing in the world outliner

fair herald
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can you show the spawning code.

hot beacon
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lmao i just realised it says selected machine machine

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well that "machine machine" is camera

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"cam"

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it works if i plug in ghost (just sorta a outline of the camera i use it like a placement thingy so you can see where you are placing the camera)

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the ghost one is just duplicated camera but with out the camera component and spring arm

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like i even did ctrl c ctrl v

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so i dont know why i can spawn that but cant spawn cam

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so uhh

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i just

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like

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fixed it

hot beacon
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WOOOOOOOOOOOOOOOOOOOOOO

worthy estuary
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Guys i need some help when i made a multiplayer thing i can only control 1 player i tried it with another computer and tested it also 1 player only can control the charecter can anyone help plz?

spark lion
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shouldn't it be forward vector?

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and then get actor rotation and + a direction to it on a key press?

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where it faces when nothing is pressed?

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it should face up as it is on your code

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to make it face down you just *-120

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i would get up vector and rotate it then

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i think there's even a rotate vector node for that too

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if you want to translate axis then just add it to actor location

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it gives you XYZ position of character

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add to Y +120 and -120 for left and right

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and to Z for up and down

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it might not work correctly in world space tho

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but it will in local

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for world space you need rotation in the math, or so i think

regal narwhal
lyric arch
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Bonjour

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Yโ€™a tโ€™il un franรงais ?

lyric arch
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Oui

wild aspen
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So, I want to create a water system (not just material).
I figured I'd need:
Dynamically moving high quality area for the water surface
For the high quality area water surface waves + physics simulation
Generate a texture with one channel as water heightmap and 3 channels as current frame force fields
Water material that uses information from that texture in the high detail area, and simpler vertex shader generated waves outside of it

What is the "conventional" way to go for the water surface physics sim? Like UE's built-in, WaterlinePRO, or even just this video https://www.youtube.com/watch?v=1_qC788PPfI
I was thinking about running a 2D water simulation in OpenCL, using collision events to send "input" to it, is that the right approach? If so, how do I turn the computation result from texture memory in OpenCL to something an Unreal Engine material can read?
Or am I going the wrong path?

drowsy snow
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Or running compute shaders through Unreal's abstraction layer

kindred depot
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Does anyone else have an issue with Quixel bridge after logging in? The client resets from where you where looking. Also the load times worsen when clicking on an asset or material?

drowsy snow
kindred depot
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Meh. They need a better coder.

wild aspen
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uhm i've way more experience with opengl-cuda, never used compute shaders ๐Ÿ˜…

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in fact I already have done a 2d water sim in cuda

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what about memory management?

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time to dig in some docs, thanks

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can you suggest any tutorial to get started quickly?

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i mean with UE compute shaders in general

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not water specifically

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although I noticed most UE tutorials seem more oriented towards designers than programmers

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uhm ok thanks

small pewter
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Simple question : Do Epic Games organize Bootcamps to teach students or other people Unreal Engine for like 1,2 or 3 months ?
Please ping me if any answer ๐Ÿ™‚

thick herald
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They do run courses, usually a few days for most subjects

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But since the pandemic.. no

small pewter
thick herald
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Don't think there is such a place

small pewter
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huh ? ๐Ÿค” Like they do run courses but we can't sign up ? Like I'm not talking about them making youtube tutorials but more of going maybe to their office and be teached by experts there

thick herald
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They send out emails and such when courses are available to sign up for. or at least used to before Covid.

small pewter
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but how do you make sure you get one of those emails ?

thick herald
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Just by them having your email address, but like I said with Covid still running rampant I doubt there will be courses any time soon, but you never know.

small pewter
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Yeah I understand that, I wlll check after covid

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but I think those kind emails are sent to spam list

scenic veldt
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Can I ask on this chat how I should make one "simple" thing on ue?

wicked sparrow
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I've just had these debug previews come up out of nowhere. Guessing I hit a keybind for it. Any idea how I can disable it again?

wild aspen
scenic veldt
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Has anyone played vampire survivors? It's a topdown game with an... I think, infinite scrolling map. You can go all the way to the right and it would never end, for example.
What would be a non-GPUdestructive way of reproducing something like that on UE? (also topdown)
I can give more info if needed, thanks

wild aspen
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i'm watching a vid, it doesnt seem gpu intensive at all

finite crag
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Just limit your rendering distance lol

scenic veldt
wild aspen
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#1 you won't have an "infinite" map anytime soon, until we figure a way to have infinite ram in our computers. You can procedurally create more of the map as the player progresses, and forget (or save to file) what was left behind
#2 you never draw anything that is completely outside of the screen (with some exceptions which don't apply here), so the gpu doesn't really care either

oak patio
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not only that but past a certain point "infinite" maps have to end, cause wacky things start happening because of floating point precision

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its quite fun to see how render engines break down at extreme distance

wild aspen
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#3 a 2d sprite game like that, if done with an ad-hoc engine, can do some pretty fancy optimizations. For instance, I wouldn't be surprised if all those zombies were drawn with a single draw call, instead of a draw call each

wild aspen
oak patio
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yeah true, world origin shifting combats that

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i still like it tho

scenic veldt
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Okay I guess I can make that work pretty easily
Sorry for these kind of question but I started recently with actual engine programming

wild aspen
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you mean you're writing all from scratch?

worthy estuary
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How can i replicate a whole animation blueprints and how can i replicate the weapon here?

wild aspen
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i see nothing in the rules against suggesting channels that are related to the current discussion

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but whatever let's gatekeep

kindred depot
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Does anyone know this? I am unable to get the height texture from megascans plugin. When using bridge, which texture do i turn into the height?

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Thanks bud, I thought that was it

zenith void
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Hi everyone!! Im new in ue4, i began the ue4 course in the official website and is ok but it seems a bit old at least on the engine versions. Is that the best place to learn from the start? Or there are any other suggestions? Any advise would be appreciated, Thanks!

scenic veldt
wild aspen
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you're starting to use an existing engine

heavy pivot
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So after digging for over a week there does not seem to be way to get tessellation back in any fashion on procedural meshes and materials.

Nanite doesn't work with proc meshes, Virtual Textures and Virtual Heightfields do not work on proc meshes and lastly POM does not work either on proc meshes, it does but it messes up the materials when applied so they do not align to the UVs and Normals properly that we have in our proc mesh code that we already knows works fine when just generating it without worrying about any form of tessellation.
So unless someone knows an actual way that will work with PROCEDURAL MESHES to get depth applied to materials then I have to say UE5 just shot themselves in the foot and we will be rolling back to UE4.

edgy anchor
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Hello everyone,

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I got an issue with UE4.27, I changed my computer last week and it run on raid. All my program in windows run well without a glitch... but If I open a new project or my actual project it crash on compiling shaders

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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 924] ShaderCompileWorker crashed! Fatal error!

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always crash

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I uninstall UE4 et re-install it... same thing

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I did a global testmemory.... no memory problem.

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my HD is maybe too fast ? it's 13gig/sec

carmine stone
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Hello again after a long break, I'm going to ask a question but I'm not sure if it's the right category.

edgy anchor
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I enable r.ShaderDevelopmentMode=1 and it crash again with a different message

civic flame
#

Hi I'm super new to UE4 we have to make a game for class, and I was wondering if anyone could help me with branching dialogue that changes depending on user input?

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Or have some tips that could help me get started

wild aspen
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how do I recover the original state of an engine plugin if i made the error of modifying some of its files?

fading lake
wild aspen
fading lake
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ohhhh, you mean thooose files ๐Ÿ˜†

wild aspen
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yeah

fading lake
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I immediately assumed code files

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so this solution would probably work out best

hollow cairn
#

yo anyone know how to have one character take input from two controllers?

late kraken
#

Hello! When I select to have my project packaged, will that automatically rebuild the lighting where needed on all my included levels?

civic vapor
#

Quick question, has anyone received the Blueprint Ninja Challenge reward yet? It was expected to ship at January but mine hasn't arrived yet...

shrewd pulsar
#

hello. i was wondering where i could go to find someone to help me learn UE4. im wanting to develop games mainly for my own Personal Use. i was looking at a few games id like to recreate but in my own style. Iv been watching allot of youtube videos on how to do things and i have created Hight maps/ Zombie AI's / Setup animations / But i followed a tutorial and i cannot recreate it without re watching the video. im wanting to learn and be questioned and helped out. i dont have money to pay for a teacher. im in a bad spot right now. just trying to learn somthing new and maybe one day release a game thats actually worthy of playing.

finite grove
#

So like, what kind of a unit of measurement is a Quad?
I ask because iโ€™m trying yo make a map, but maps are generated in quads(might as well me shmeckles or some other nonsense word) rather than Feet, meters, yards, miles, or Kilometers.

How big is a Quad?

sharp crest
#

there r great tutorials on yt

#

I don't get the issue

#

what r u not understanding

#

just ask specific questions here

#

no one is gonna personal tutor u for free

shrewd pulsar
# sharp crest can't u learn on youtube?

i have watched many of tutorials i made the zombie AI but i have issues taking in all the info i guess. to remake it from scratch off the top of my head even after watching the video 2-3 times i cannot do it. I dont know how to Make Blueprints on my own. i have allot of assets from the unreal store. some of my buddys bought me some to help me out. allot of them i dont know how to transfer into my project. or they end up breaking when i try to add a Custom Mesh/ Animations. they stop working due to BP Errors. i looked through every blueprint but it all seems ok. i cannot find youtube videos on how to fix it. this is when asking someone would be amazing. I havent found anyone willing to help yet though. its mainly the odd issue i have that puts a halt to everything.

sharp crest
#

bro just ask here

#

and think about small stuff that u want to make and try to make them on ur own without a tutorial, and try to google answers for specific stuff that u don't know how to do, best way to learn (at least for me). and if u can't find an answer online u can ask here

finite grove
shrewd pulsar
#

i dont wana make an amazing top of the line game. mainly just small games that id enjoy playing. its going to take me about 4 years before i feel comfortable letting others play it.

#

ill check fiverr out for sure. last quote i got from someone they said it would cost around $800 to teach me how to build my 1st game and for him helping me

ashen sky
#

good morning unreal crew

sharp crest
#

gm

finite grove
#

Sup?

ashen sky
finite grove
fossil nexus
#

I created a Box Brush. Then went on Brush Editing and deleted the side faces of the cube. Now everytime i create a new cube, it creates without these side faces.

How can i reset my box brush to the original cube ?

tardy hedge
#

for refernce how many variable should I optimally be replicated, in terms of one string array with a len 7 string how many indexes would be the max recomended to replicate

grave nebula
wraith cosmos
#

Hello, someone here can help me in a doubt with Blender ... ?

fossil nexus
#

I created a brush and delete the top face to make something like an open basket. Then i applied its materials to its sides. But im not being able to apply the material to its inside surfaces. How do i do this?

bright sigil
drowsy snow
scenic veldt
#

Hi, I'm trying to improve my first project and I would need some help on camera and map movement.

Let me explain. Do you know the game Vampire Survivors? It's a topdown game where you kill stuff. The important feature I'm trying to work on is the, let's call it, "infinite" map scrolling (..?).

You start the game in a square of the map; when you start moving towards a direction, the maps keeps going and seems to keep going indefinitely. You can also go back and get the items you left behind so the map doesn't get deleted behind the player.

How can I make something like that in a (basically) new UE4 project? Ask me if I havent made myself clear enough, please. Thanks a lot, I really appreciate it.

drowsy snow
# scenic veldt Hi, I'm trying to improve my first project and I would need some help on camera ...

At the expense of static / baked lighting (this concept requires dynamic lighting), instead of moving the player in world space, you make the world move to the player, essentially faking the translation from one point to another.

UE4 has World Origin Rebasing that allows for this, which was intended for super large environment without multiplayer concerns and floating point errors. The idea is to shift everything to the centre if player is within a distance away from the centre, eliminating floating point errors.

But since you mentioned "infinite", which is procedurally generate the chunks on the fly, you'd have to do the rebasing yourself, as World Origin Rebasing isn't really viable for procedurally generated map. I haven't tried it myself, because I don't make roguelikes.

merry sapphire
#

Does anyone have any good resources to start learning C++ for UE4? If possible, I'd like to stay away from vague video tutorials but I'm all ears if you think one is worth watching. Thanks ๐Ÿ™‚

drowsy snow
# merry sapphire Does anyone have any good resources to start learning C++ for UE4? If possible, ...
Unreal Engine

This course teaches you how to convert a Blueprint project to C++, explaining the core concepts of using C++ in Unreal Engine. Learn how to create an AI agent that senses, reacts to, and navigates the world around them.

Have you mastered Blueprints and want to take the next step into C++ to leverage more from the engine? It's easier than you think! In this tutorial, you'll learn the basics of exposing C++ to Blueprints, migrating Blueprints, and more.

https://www.unrealengine.com/blog/c-for-blueprinters

โ–ถ Play video
#

Many more in #cpp's pinned messages.

merry sapphire
#

@drowsy snow Thank you!

fossil nexus
split jasper
#

What's the "right" way to add a decal to a mesh if it's just always going to be there? Like I don't need to spawn it in or remove it separately, it's just functionally part of the object. Can I add it to the material? The static mesh? Or do I need to add it in a blueprint?

real heath
# finite grove So like, what kind of a unit of measurement is a Quad? I ask because iโ€™m trying...

A quad isn't a unit of measurement. A quad is usually used when refering to surface topology in a modelling program. Tri = triangle, quad = 4 sided polygon, ngon = 5 or more sides. Most real time engines only deal with Tris, it's best to deal with Tris and quads in modelling programs, and as part of exporting from the program the model is triangulated, so each surface is converted entirely to Tris

covert ivy
#

But the guy did this in Blender... Will I have the same thing in UE if I bake the textures ?

#

And what do you think about the skin texture ? Is it stylized ? toon/cel-shading ? semi-realistic maybe ? The general style is kinda anime but this texture skin looks kinda "Pixar-ish" to me... I love this balance between toon and realism ! ๐Ÿ˜ƒ

flat snow
#

Me and my friend wanna use multi user editing, but we're not on the same internet. We've tried Hamachi but it works on his side, however mine is stuck on "Searching For Multi-User Servers"

#

He can create sessions

#

I can't

#

because mine is stuck, like stated above

scenic veldt
drowsy snow
sly kernel
#

Hi guys! I had some questions about using unreal engine for my university final year individual project. I have to submit my PDD tomorrow but ive been really debating what my project will be about, and finally I think im happy to go forward with making a game with Unreal Engine based around the theme of BPD and raising awareness for it. That being said; I have no prior experience with UE and i was wondering if anyone could give me an insight into how difficult it might be for someone to get into it based on their personal experience. I understand C++ is involved in optimising and adding specific features etc for my gameplay which is fine and I know there's plenty of helpful tutorials online but could I get a laymans term explanations for how different 'scenes' and levels might work in terms of transitioning between them and I was planning on having the game have multiple POV formats (in the sense that one level could be 2D, the next 3D the next an overhead type thing, similar to It Takes Two (brilliant game btw)), apologies for the essay but any responses to even just select parts of it would be really useful, thank you for reading!

ashen sky
#

Errrr

#

Even if I can't finish the microwave part. I should still just put the project files in here once I do other stuff

#

Tat is what I'll do

ashen sky
#

But now I can't try the idea of making it so you can put a phone in the microwave..

#

A very funny joke

proven aspen
#

Is anyone getting that "menus turning black" thing again in UE? I hadn't seen it in at least a year and now it's back every 30 minutes or so. Already installed the nvidia studio driver instead of game ready

sick patio
#

So i've been busting my brain, and busting my back, trying to make ... from scratch, this, and just discovered, it's already made

#

there's no reason for me to do it from scratch?

#

or would that be an "asset flip"?

#

that whole don't try and reinvent the wheel

proven aspen
#

It's a good learning experience? That's always how I trick myself into reinventing the wheel ๐Ÿ™‚

sick patio
#

ok ok ok, i keep hearing... not from you guys, the words "it's an asset flip" in the most condescending way. But I shouldn't feel ashamed of using a template, correct?

#

I'm a noob, so I just want to have the correct "attitude" towards work

bright sigil
#

you'd be learning it instead of making each piece, so either you're learning this some way. Some people have preferences on how systems get created. Often because there is more to the game's design that just this feature. Some would prefer to have all features working together, developing each in tandem somewhat. If this has everything you want and are fine with using it (modifications if needed) then go for it. I assume you'll art it up anyways.

sick patio
#

when i tried to migrate this to my project, it broke, the asset

#

like completely

#

I gave up and deleted the folder out of my project

bright sigil
#

kinda sounds like mp content... although you did buy it so...

sick patio
#

it's free

#

i just considered the time it would take me to "fix" it, would probably equal me actually redoing the entire asset, from scratch, which I was already making in my project

bright sigil
#

hmm says, 44.99

#

you can always study how they did it for your own needs though

#

i studied the action rpg sample project for lots of things

sick patio
#

um dumb question: if i want to use both Advanced Locomotion System AND First Person Story Adventure... do I make a 3rd project and migrate them to it, OR do i open one and migrate the other to it?

kindred depot
#

Is there a download all button on megascans? I want all the decals.

drowsy snow
kindred depot
# drowsy snow No.

That makes me sad. lol Oh well i mean i can highlight like 50 of them before it breaks

sick patio
bright sigil
#

they are all templates, so make a project from one and bring in the other

drowsy snow
sick patio
#

checking

#

sooooooooooo you... wait, i'm going to try and fix this

#

ok

#

how do i "merge" the "true first person" into the 3rd person bp? or do i just delete the 3rd person bp altogether?

#

I think i'm making this all too complicated

bright sigil
#

both of them have to be brought into a project?

kindred depot
#

You cant just slap two things together like that, you have to edit the blueprint to work as one.

sick patio
#

if i'm understanding correctly, ALS presents ik, the character animation, and apparently AI. so... I should be able to migrate THAT into the first person story adventure... which has all the drawer opening. light switches.. etc. and not really doesn't deal with character animations

bright sigil
#

the first hurdle

sick patio
#

well migrating the story template to the 3rd person, which I thought would work, didn't

olive orchid
#

Would it reduce stress on the my rig & project/engine, if I created a structure & converted it into a single asset, in one project, then exported to another project that Iโ€™m actually using it for?.. I forget the term for the process, but is it the same amount of work on the processor, or is one way better than the other? (I think that made sense)

#

For reference, Iโ€™m building a castle & it will require a lot of geometry assets & to move it I had to lock them all together(which is great for this purpose), but is it helping with how hard my PC Is working?

kindred depot
#

nanite it.

olive orchid
#

Ok, Iโ€™ll figure out what that is & try it.. is that gonna be better for the system?

#

*when I say โ€œfigure outโ€.. I have read a few thing a abt it but have t tried it yet..

kindred depot
#

My level has over 600 million triangle's. Yet i still have over 100 fps.

olive orchid
#

Nice.. does this work for megascan assets as well?..

kindred depot
#

exactly why i have so many LOL

#

Indeed ๐Ÿ™‚ I use all of there assets. Free, is free. and amazing.

olive orchid
#

Yea, theyโ€™re amazing.. lol.. thanks for this info

#

Iโ€™ll start naniting immediately

kindred depot
#

nanite is a crazy leap in engineering. I just can not believe i can have such high quality and higher framers with little to no effort.

olive orchid
#

Iโ€™m just starting in this, but yea, UE seems to have some cool shit..

carmine shell
#

Hey guys. I wanted to have a button prompt on ingame interactable objects (Video for reference - https://youtu.be/aLg98S4sxsE?t=188)
I am able to do show the button prompt on screen with widgets. I want it to be on the ingame object itself (like a door or something that needs to be picked).
Can anybody point me to the right direction?

Welcome to my 100% stealth walkthrough of The Last of Us on PS4.
In this walkthrough i will be getting all the collectibles, opening all the Shiv doors and listening to all the conversations.
Recorded with the Elgato HD60 and rendered in Sony Vegas.
Enjoy!
Render Settings: https://www.youtube.com/watch?v=bKM2eznCotY

โ–ถ Play video
drowsy snow
sick patio
#

for something like the first person story template, i literally just change our the door mesh, cups, flashlight, keys. and keep it moving?

#

i.e. plug n play

neon bough
#

me every time looking at engine code to get something to work^

carmine shell
# drowsy snow Show what you already have at the moment.

Hmm, So as of right now I have just created a BP for a door that essentially opens and closes at the press of a button.
Along with that, I have an idea that I want to try out to achieve what I asked here in this forum.
My idea is that I'll add a png image to the door BP and simply allign the normals of my character and the png so they both will be facing each other at all times. But I was thinking if there is a more robust solution to this.

dreamy zenith
#

So how much will bought assets affect the game?

#

As in what are the cons for putting assets not made by me in the game

stray ruin
#

@carmine shell there is a widget component you can add to bp for what you want

rugged garnet
#

Starting my Journey. Wish me patience

wispy heart
#

Hi all, if I want to ask a question about Unreal Engines code, should I post it here? Or in one of the channels in the programming section?

karmic radish
#

Hey, does anyone have any good , free C++ IDE for MacOS? Working with Xcode drives me crazy

coarse wind
#

Hey, I would love to get some help if possible ๐Ÿ™๐Ÿฝ
I need to add another language to Unreal. how can I do that?

real mantle
#

Hi there, is there any built in function to rotate an object around and axis? I don't mean rotate/move, but "spin" around a rotation axis

past basin
#

there is rotating movement component.

real mantle
#

this would be not for moving an object around though, I basically want to be able to rotate a "planet" from one point of the surface to another in the shorter arc (let's say I want to put some country in a world on Up direction at a given time)

broken shadow
#

Use RInterpToConstant to make the object smoothly rotate to its destination

#

Wait

#

NVM

#

Sorry, didn't catch the last part of your statement

past basin
#

rotating movement component does not move the actor. It just spins it

real mantle
broken shadow
real mantle
#

I'll make it more graphic

#

let's say I want to "jump" from face 24 to 5, so 5 is now at the top

broken shadow
#

OHhhhhhhhhhhhhhh

#

Ok

real mantle
#

the whole thing rotates to put 5 on top

past basin
broken shadow
#

That still sounds like you're setting rotation but it's in a more complex form, where all 3 axes (Roll, Pitch, and Yaw) are in play.

Somehting you could possibly do is have a hidden cube/sphere on top of each number. When you need 24/20/6/5 to face the camera, have the dice(?) rotate until the invisible cube/sphere is perfectly aligned with the camera. Or achieves a desired offset.

#

Not that you'd be specifically working with/against "Control" Rotation, I've been saying camera for the sake of convenience

real mantle
#

right, yeah sadly I can't really do that, because the selected face needs to be aligned with the world horizontal plane

#

I managed to do it with some maths but it's not using the shortest arc, let me put a video

broken shadow
#

It almost sounds like you're kind of "locked in" with how the dice is oriented

#

Maybe having the controller/camera move to match the number would be an option

past basin
#

games usually move the camera not the planet in cases like this

real mantle
#

pretty sure you can do it with some Maths, Unity have teh rotatearound function for transforms

#

sadly there is no source code visible in Unity lol

#

the way I thought it was I know both normals of origin and target faces, so I get the cross product and that gives me the rotation axis I need

#

so I only need to spin the object around that axis

#

the problem is that I don't know the Maths, that's why I wanted to check if Unreal had a funcion for it similar to unity's (I looked around before asking!)

#

and then applying the inverse to the Actor, but.. yeah that doesn't take into account shorter arc and other rotation axises

#

hi, no, I got the angle already, for the rotation around the axis

#

for making the transform spin around an arbitrary axis that pass through it

tulip shadow
#

Hello to everyone

#

So I joined this server recently in the hopes to learn about UE because I've developed this interest in game design and everything related to it

#

So firstly, I wanted to know how to begin with Unreal Engine and where to learn everything

#

And secondly, how long does it take to become comfortable with everything to the point I could make a whole working game. Just an approximation

#

Oh perfect

#

I'll have a look into the pinned messages for sure

real mantle
tulip shadow
#

But any advice personally on how to go about this if I have zero experience with these things

real mantle
#

And here I am after 20 years making games (and still failing to know some basic Maths XD)

scenic veldt
#

I'm trying to make a map that generates itself the moment I move towards a direction. That's because I need a big map and I don't want to just make an enormous floor beforehand.

I set it up topdown, put down a floor tile and added a collision box on the very right end and added a "on component begin overlap" to spawn a floor tile on collision with the box

The problem is the game is not spawning floor tiles for some reason, is there any more efficient way to make that initial idea? Maybe removing older tiles when they get far enough away from the player?

tulip shadow
#

Honestly I'm not even in it to make money. There's just something about having an idea and seeing it come to life

scenic veldt
#

Thanks a lot for any help

tulip shadow
#

Also is learning coding and programming essential to actually be able to use the engine or create what you want

scenic veldt
#

Everything seems to be correct
Character is a pawn and the box has a overlaponlyPawn

I'm probably missing something onto the floor tile spawn--- I just started learning, I probably screwed somewhere there

real mantle
tulip shadow
#

So if I wanna create my own character that moves how I want it to move, blueprint is where I can sort that stuff out?

#

And do I need to learn C++?

#

Alright perfect

#

and lastly, can I design my character (complete appearance) on UE or do I need an external software for that

#

So what's the best software I could use for that?

#

I have Blender but I need to learn that as well

#

How much are we talking?

real mantle
#

here in NZ Maya is around 1500 usd /year

tulip shadow
#

That's only for basic level designing?

#

Sorry I meant basic animation

#

I'm really a rookie in this space so could you explain what an indie license is\

scenic veldt
tulip shadow
#

Alright I'll look those up for sure.

real mantle
tulip shadow
#

Well thanks @plush yew @real mantle
Your help has been legendary

#

I will learn from the resources provided and hopefully share some stuff here that I create

#

and if there's anything I need help with along the way I'll let you guys know

scenic veldt
real mantle
# scenic veldt "However I think more than spawning the tiles you probably want to spawn whole s...

ah right, I don't know if you mean tiles as just floor tiles, or tiles as whole sections. Your probably want to create whole sections (like rooms, or a big portion of floor with many tiles) instead of individual small tiles, if that's what you meant, I may be getting it wrong.

But even if it's something simple like a side scroll runner, pooling in some way the objects instead of just spawning them is not a bad idea

#

that's probably not the case if it's a huge world and you are spawning huge sectors, in that case it makes sense to just load asynchronously the new sector in the background (and that's what some systems for world composition do, but that's mostly for big open worlds)

real mantle
#

for anyone interested in how to solve the question I had about spinning around an axis ->

#

the solution I found was to use UKismetMathLibrary::RotateAngleAxis( which rotates a vector around an axis (like an orbital movement). This wasn't want I wanted, but I ended up just doing that and making the Actor I want to rotate look at that object that does the actual rotation

scenic veldt
real mantle
#

what line is that?

#

the one that uses the kismet function?

#

thet kismet function returns a rotator

#

ah you mean to make what the function does inside

#

well, that's better yeah

#

didn't notice it, thanks!

#

const FQuat Rot = FQuat(RotationAxis, FMath::DegreesToRadians(RotationSpeed * GetWorld()->DeltaTimeSeconds));

#

I'm still getting used to having the whole source available, I'm loving that

outer lynx
#

can anyone link me some documentation on how i can get a smooth crouch animation in fp. I got the crouch function to work but its like the head of my chracter just teleports 30cm down when i press left ctrl. Thanks!

scenic veldt
#

Would a simple Destroy Actor work?
I'm guessing I need to get my player location, calculate distance from first tile made and Destroy actor, right?

finite grove
# real heath A quad isn't a unit of measurement. A quad is usually used when refering to surf...

I know, the fact that a Quad isnโ€™t a unit of measurement was the problem.
When you try to generate a map it wants you to decide its size in Quads, but quads arenโ€™t a measurement, so i had no idea what 50x50 Quads would beโ€ฆ it would be like someone telling you to measure put a length of rope in Smeckles. The first thing you would ask is โ€œWFT is a smeckles? How long is one?โ€

I needed some kind of real world measurement to compare a quad to.
I gound out later that on a scale of 1.0(as in a mannequin that is 1.0 scale is about 6ft or 182cm tall) a quad is 1 meter.

Now i can make a proper game map because in the world of cartography a quad is a meaningless gobbidy-goop none sense word, but a meter is a real unit of measurement.

plush yew
#

how to change the mouse cursor again without the event? i need to change it in a different event graph

finite grove
#

Did you not read what i said? Youโ€™re just repeating what i said.

Yes, a Quad is not a unit of measurement(what i already said),

But when you try to make s map UE4 forces you to use them as a unit of measurement, So i needed a real world analog to compare a quad to. (The problem)

I found out after my first post(the one you responded to from yesterday) that a good way to set scale is to consider a mannequin of 1.0 scale to be 6ft tall.
On that scale 1 quad = 1 meter.(the answer)

plush yew
#

so basically

#

i have an event

#

where if you hover over an object it triggers

#

and i wanna change the cursof

#

mouse cursor

#

when it triggers

#

@sharp crest

sharp crest
#

the icon of the cursor?

#

use a select node based on a variable here

#

but it's rly basic stuff.

plush yew
#

yeah

#

ik that

#

ik its basic

#

im saying

#

i wanna change it when you hover over an object brah

#

using your cursor

sharp crest
#

what part do u not know how to do exactly

plush yew
#

so like

#

i dont know what blueprint to use

#

to change the cursor again

#

after you hover over an object

#

๐Ÿคท

sharp crest
#

this draw hud executes every frame

#

just add functionality to there to choose a different icon if u r hovering an object

plush yew
#

i dont know how to work like

#

how to work with global variables or whatever you use

sharp crest
#

use get player character node

#

then from that use the cast node to ur player character

#

and then u can get any variable from ur player character

plush yew
#

thanks

ebon dagger
#

learn.unrealengine is claiming one of these answers is wrong but not telling me which -- anyone have any idea?

#

other answers for that second one

cunning ginkgo
#

Heyo! I want to spawn a Grid of Tiles, and I need to be able to change the individual color of these Tiles as well as figuring out when I'm clicking/pointing at a Tile with my mouse. Obviously the easy way would be to just create a Tile actor that I could then spawn in a loop inside the Grid actor, but that would lead to poor performances if I need a grid of like... idk, 40x40. That would be a lot of individual actors.
I've seen that there was a HierarchicalInstancedStaticMesh component that allowed to instanciate a large amount of static meshes while keeping good performances, but would this allow me to have the individual control that I mentioned before?

mental bluff
#

hey hey sooo where can i get this? ๐Ÿ‘€

#

this 2d eye shader

kindred depot
#

lol 800 gigs just of megascans assets, decals, and textures. what a solid 4 hours of adv copying.... finally everything is in a folder i want... but jeez this stuff takes a LOT of space. each texture is 500 megs, I hope this compresses better when i build, the final project.

whole hazel
#

can someone tell me why details panel of the world that shows everything like post process volume, all the layers has vanished, there is no search function nor the history of all components in the existing level?

#

this panel

kindred depot
#

Window at the top, details?

#

is one checked?

coarse wind
#

Hey. anyone here used Archviz Explorer by Karl Detroit?

whole hazel
#

out of all 4, only Details 1 is checked

kindred depot
#

press f10

#

see if it comes up

whole hazel
#

nope Sadge

kindred depot
#

hmm

#

you removed it from the panel then

whole hazel
#

how can I add it back ๐Ÿ˜ฎ

#

I don't recall removing it honestly

kindred depot
#

uncheck details one

#

add a new details 2 and drag and drop the panel

whole hazel
#

nope, still not showing up

#

gonna restart, see if that works

kindred depot
#

that would be the next step yeah

whole hazel
#

still not showing up, ffs

#

right, it was called World Outliner

#

checked the documentation, it's not Details, it's World Outliner window

kindred depot
#

Oops... my bad bud

#

I thought you where trying to look into the details xD

whole hazel
#

yeah, maybe I didn't explain it well ๐Ÿ˜„

kindred depot
#

All is working now?

glossy mica
#

um....

lyric arch
#

Bonjour

#

Est ce que quelquโ€™un serait intรฉressรฉ par un projet de survie sur ue4

frosty dune
#

Hello

#

Which youtuber should I follow for ur4 tutorials

stray briar
#

iโ€™m thinking about building a pc for game dev, iโ€™m currently looking at just getting a single 2TB ssd for everything, but might I be better off with a 1TB ssd for my OS, and then another 1TB ssd for everything ue4 related?

#

thanks, sry diddnt realise there was channel

frosty dune
#

Thanks

little seal
#

daily reminder @plush yew

#

||<redacted>||

calm pike
#

Does anyone know what causes this behavior when binding OnBeginCursorOver to a Capsule Component? When the camera is level with the capsule, it works, but if the camera is above or below the capsule and tilted, it becomes less and less detected.

vocal flume
#

Hi guys! Can someone explain what "Compress without Alpha" option does in Texture settings? Do I have to select this for all images without any transparency?

whole hazel
#

hey peeps, how do you open two levels simultaneously if you want to copy content from a previous level of yours to a new one? (to speed up landscape/asset process)

bright sigil
faint delta
#

Hey all, having a weird bug where I have a sidewalk (just a square BSP brush) that my character cannot walk over the ledge of, but ONLY when I build the lightning for the level. If I move the brush's transform even just 1 unit, then it is fine. but then (not changing anything), when I build the lighting, I can't walk over it. This only happens with just that particular spot on the map. I've tried creating a new brush and putting it in the same spot, but no dice. There are no colliders or any other things in the way.

whole hazel
kindred depot
#

what kind of material would roof trim be made from? I cant find anything online about this lol

#

example

#

plaster?

quiet herald
#

Hello good Morning
Does anyone know of any tutorial where it is possible to control the handling of the hands from the blueprints?

thick herald
kindred depot
fossil nexus
#

I'm trying to create a plane Brush similar to the plane static mesh.
But i cant seem to make it have the material on both side surfaces.
One side is always invisible. While the other side allows me to place a material.
How do i solve this problem?

bright sigil
fossil nexus
neon bough
kindred depot
pastel summit
dense knoll
#

my refraction seems to be broken

glossy mica
neon bough
#

double sided geometry may also work if you don't want to edit all materials

#

as two sided rendering comes with a cost

bright sigil
fossil nexus
fossil nexus
neon bough
#

no, thats a setting which has to be activated on the material

#

and then it will render on both sides, no matter what mesh you put it on

fossil nexus
neon bough
#

the easiest way is to have a mesh with 2 faces instead of one

fossil nexus
bright sigil
wheat escarp
#

Hi Guys. I am new to unreal and i need some help. I want to use for a metahuman an preset animation for the body, buyed from epic and a live link for face and head rotation. The problem is that i cannot mix them together. What i can do, is just retarget the animation to body and use facial from live link, but without head rotation. Any idea how can i solve this?

wheat escarp
#

any help?

neon bough
#

and blending different layers

kindred depot
#

what keybind shows how many polys are used in a level?

muted seal
#

help, im trying to install the valley of the ancient demo and i select my F drive but it keeps trying to install to my C drive

red condor
#

Hi all, is it possible to make a procedural foliage type have greater density at the center of its volume than at the edges? So the trees are denser at the center of a forest than at the outskirts. Thanks.

solid tulip
#

anyone know a bit about terrain in unreal? Im using the in engine terrain tool and my terrain is a bright white. Im kinda lost on what to do as the mats are fine and the lighting was corrected to see if maybe that was the issue

#

if a picture is needed to see what im dealing with i can send one

solid tulip
muted seal
#

so how would i change that

solid tulip
#

and are you using the normal foliage too, or one made from blueprints?

red condor
# solid tulip It is very possible but i have not yet worked on anything like that just yet. I ...

That would be great! I tried to find a video but couldn't. For your terrain issue have you tried saving and reopening your level? I once had a landscape material issue that went away on reloading, could be worth a try. I'm using the Procedural Foliage Volume from the content browser (after enabling it in Editor Settings). No fancy set up, just a volume and a single foliage type at the moment.

solid tulip
#

hm... ok let try something because i would like to know this sincew ill be needing foliage later also

peak falcon
# kindred depot plaster?

yeah on a flat roof like that, the top of the wall would be a decorative row of bricks, or just concrete/cement

solid tulip
red condor
#

auto-exposure?

solid tulip
#

didnt seem to do much

#

its gotta be the mats maybe?

red condor
#

is the material rough? try setting roughness to 1 to test

#

that should get rid of any glow from the light

solid tulip
#

omg

#

it was my skylight i think

#

my settings reverted to a presave for something else

red condor
#

ha nice :)

solid tulip
#

welp ill see if it works after rebuiling the lighting

#

ok its good

red condor
#

ah awesome glad you fixed it ๐Ÿ‘ That kind of thing is a pain, too many possible solutions

#

one thing I often do is use dynamic lighting while I'm tweaking settings, so you can see the change instantly

#

then you know if you're putting something out of whack

solid tulip
#

yeah i did think about that at first

#

but i got a bit lazy and it ended up biting me later

red condor
#

story of my life xD

solid tulip
#

ok imma try and see if i can solve your issue real quick. gotta find some meshes tho

red condor
solid tulip
#

ok definatly

whole hazel
#

hey peeps, when the project you're working on is ready for production, if you used assets that were 2 GB big, does UE5 make any sort of compression or the project will be 2 GB only from the assets + additional space for the other things

fierce tulip
#

really depends on the kind of files, and how you packaged

brisk galleon
#

what am i understanding wrong.. rect light should have a direction, no?? it acts like a spotlight, whatever way i rotate it, evenly lighting in all directions..

neon bough
#

it shouldn't light both sides

brisk galleon
#

how could i mess that light up then? just dragged it in and changed strenght and size

neon bough
#

is all the light in that scene casted just from that one rectlight?

brisk galleon
#

no weakers are behind the geo there u can see

#

and some baked light coming from outside

neon bough
#

ok, i was just curious about the bright spots, so they are all from the rectlight

brisk galleon
#

turned off view

unborn vector
#

Hello all! Perhaps such a question asked, perhaps not, have not seen the truth.

Now we have a problem: we need a server to which it will be possible to connect to the IP address in the anchor, so that all the files will be stored in a folder on the server. That is, we want to work with a friend in a two-man online relay, without LAN connection.

Question: Who already did this? If yes, how more convenient (Please advise), if not, then maybe someone knows, how will be more convenient to create a server from his comp, to synchronize the root folder and both could unload files to work in the anrile.

Translated with www.DeepL.com/Translator (free version)

neon bough
#

that's indeed weird behavior

brisk galleon
#

didnt make this project myself so.. how can one fuckup rect lights in some project setting maybe?

neon bough
#

are you using lumen?

brisk galleon
#

thats global illumination? then no..

neon bough
#

ok, no idea honestly

brisk galleon
#

๐Ÿ˜ตโ€๐Ÿ’ซ

wicked frigate
#

Hello guys...
I am trying to make a game like Europe Universal and my problem is in implementing map system of the game.
I want to be able to specify countries and states and draw a border around each of them.
Can someone help me or give me some keywords to find out how I should do this?

brisk galleon
#

not the side light is shot out from the emitter, i would think.. ๐Ÿ˜›

wicked frigate
#

I think It's more complex than that.
It's like a texture and applied to a plane material.
pls watch a short gameplay of that game to find out what I'm looking for

fringe pivot
#

Any idea what could be wrong with my navmesh?
Took 2 hours to build when it usually was a couple of minutes with similar landscapes.
And once built editor takes minutes to start or play.

#

I didn't modify any advanced setting, just dropped the component in the world and changed its size.

tribal leaf
tribal leaf
fringe pivot
analog loom
#

when i switch between my two computers, one on windows and one on osx

#

i keep getting an issue with rebuilding the project

#

"try rebuilding from source manually"

#

figured it out

#

just hard to find the damn build logs

#

lol

haughty hound
#

hello guys, not sure if this is the proper channel to ask this, do u know about some documentation/video/link that helps u to understand the display of unreal insights profiler? thanks in advance

real dirge
#

How come that still after I save everything safely, this shows up after I try to boot up my project again? It really scares me

spice ruin
#

Is there anything actually listed?

autumn latch
#

how can i cast to pawn or controller from player state?

#

okey i find "get owner" node

#

yes i can cast

#

i know not a pawn or controller

red condor
#

@solid tulip hey, did you get a chance to try the procedural foliage density falloff yet?

terse citrus
#

Hi there. I am currently working on my first Maya -> Unreal project and I have a camera that JUST WILL NOT export correctly. I've tried a few different methods and nothing will get my camera to where it needs to be. Does anybody have experience with this? Im will to share screen and share files if need be.

#

unfortunately not

dim saddle
#

Evening/night, wanted to ask real quick: can i delete the win64 folder 'cause i want to make a win32 type game

#

Even though my system has win64

#

And also third party

analog loom
#

must i do something special

#

to get child components to follow the rotation of the root?

solid tulip
analog loom
#

im changing the rotation of the actor with

#
        ship->SetActorRotation(UKismetMathLibrary::FindLookAtRotation(ship->GetActorLocation(), ship->GetActorLocation() + fwd));
#

and yeah the rotation of the root changes

#

but not for the static mesh child component

wheat escarp
#

Any idea how i can remove a metahuman material?

#

I cannot remove it. Is material instancer, or something like this

red condor
wheat escarp
#

Any help guys?

#

I am stuck with metahumans face material and i cannot delete/replace

red condor
#
#

is that the answer to the issue you're having?

timid meteor
#

LightingResults: Warning: InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.

Hi ๐Ÿ™‚ what does this means ? and how can i fix this ?

real dirge
#

Is there anyway to make one of the nodes in a timeline to be an external variable?

ashen sky
#

i hope sending these project files does not show my account info some how..

#

there

#

the project files to a game i cannot finish

prime willow
#

@kindred depot Hey

#

im going to pm you really quick :3

kindred depot
#

ok ๐Ÿ˜›

solid tulip
ashen sky
#

oh. cause i am signed in.

brisk galleon
#

another lighting question.
Ideas why emissive material refuses to do emissing on static meshes when baking light?
Material is default lit, mesh with material is ticked to emiss... what else?

spark leaf
#

Hi all, not sure if this is the best channel for my question, not entirely sure where it fits...

So, we have a first person shooter game, the player can pick up items - as in actually pick them up and they are then in the players hands. This is being achieved via the AttachComponentToComponent node. There are two main problems I am encountering...

  1. When the object(s) are in the player's hands, they are closer to the camera and seem huge - but look the right size when on the floor/tables etc.
  2. I'm adding sockets for the position of the hands to hold the items, but some objects are reused, like a jar for example, and scaled differently to create variation. This then messes up the grab position sockets.

I feel like I have perhaps approached this in the wrong way. Can anyone suggest how this might be better approached?

The only thought I have, which would provide any form of consistency would be to have two sets of meshes for each object... one is the "in-game" mesh, the one you see on the floor/tables, and then the other is the "being held" mesh, which is then scaled differently so that it doesn't look ridiculous in the player's hands.
I toyed with the idea of changing the scale of the held items, but this requires me to retain the original scale data so that I can scale it back again when dropped/thrown away.

Would really appreciate any thoughts/ideas - thanks in advance ๐Ÿ™‚

ancient lotus
spark leaf
# ancient lotus i would put a variable on the item itself for its held scale. when you pick the ...

Thanks for the reply Cody...

What about the other problem, of different scaled variations of the same mesh in the level, with regards to the grab positions? any thought on how I might be able to cater for that?

Ideally, I would prefer that our artist maybe made things like jar_small, jar_regular, jar_large - e.g. three specific variations, for which I could then set sockets on each one accordingly. But what's happening is they are all be adjusted in the actual level to look nice, but that causes problems like this.

Very happy to acknowledge I may be doing the grab position stuff wrong, but would then be seeking an alternative etc.

ancient lotus
# spark leaf Thanks for the reply Cody... What about the other problem, of different scaled ...

you could do this via sockets if you dont want to animate. the easiest which i hate would be a separate socket for each one of these that your grabbing. the other route with sockets is to have a socket on the mesh (jar) and use that as its offset. so you attach the jar to your hands and apply the offset of the socket to it so it moves it to where you want it and you only need one socket on your characters hand for gripping. you could also consider the virtual bone route as well since (if i recall right) the control rig in unreal allows you to move and bake virtual bones as well into the animation so you could create a set of animations for each of these held items by only moving the virtual bone for the item to attach to.

spark leaf
#

Also, and this one is definitely on me... when I've used the AttachComponentToComponent, I've used the static mesh component of the "object" being picked up... but if I pick something up, un-posses, pause the game, and click on the object in the viewport... I can see this:
on the left is the actors transform... on the right, the book, is the object that is in the player's hand... feels a bit wrong to not be moving the actors transform too...

spark leaf
#

the character's arms are animated.

#

I think the current approach, whilst fiddly, would work ok, if it wasn't for the different sized assets in the level, where their scales are tweaked etc..

plush yew
#

hello can someone help me with niagara please I posted my issue in the channel

#

thank you

dense knoll
#

Fatal error: [File:D:/UE_Edge/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 902]
Rendering thread exception:
Fatal error: [File:D:/UE_Edge/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 2122]
Out of memory on Vulkan; MemoryTypeIndex=0, AllocSize=1953.125MB

Decided to migrate to vulkan to improve performance but i just got this error when loading into a level

tranquil falcon
#

Is there a way to LINK mesh content/models into unreal and have them update when the file is replaced with a new version?

bronze saddle
#

What are these fancy things and what do they do?

dense knoll
#

One is a curve, another is a data table of some kind

#

and one is a component

#

purple is curve, the blue one is the comp, an the green one is the data table

bronze saddle
#

what do curves do and why it's best for XPs?

dense knoll
#

^

bronze saddle
#

@plush yew Thank you

#

What do structs do and what they are used for?

#

What do I do here? All I see is something to do with variables.

#

Are structs used to store variables for things like attributes or target morphs?

#

Data table asked me for row type I gave uh SCharacter?

#

Are Data tables used for initial stats?

fleet sparrow
#

Curves vs Timeline? When to use?

bronze saddle
#

I need perhaps curves for XP

fossil nexus
#

Im using a lot of sprite characters in my project. I made them with transparent background.
I read that Alpha/transparency can impact performance significantly.
And I actually tested it and saw quad overdraw go to red if i overlap 4 of my characters.
Is there a way to make a 2d character without using alpha/transparency?

plush yew
#

how do games that run on unreal engine handle changing players leg or arm length, unreal engine doesnt have dual quatranic skinning, so i dont get how it would even be possible

#

is there an option in your skeleton to change the bone length with character morphs?

drowsy snow
fierce agate
#

Guys why every time i reimport textures then i saved the game and came back, the textures wonโ€™t save

coarse vine
#

hey guys has anyone worked on a racing game b4 a simcade style game which has the functions and behaviors of how cars drive n behave in real life with a bit of new player friendliness? would like to know

spiral flint
#

Ya think I made him too big or nah

coarse vine
#

maybe he looks good this way?

#

to ne he does

fierce agate
#

Guys my unreal engine keeps crashing, i did the yotube tutorial but it wonโ€™t work, it just says epic games is currently running, i donโ€™t know how to fix this

tight crystal
#

check task manager

tight crystal
#

how do i stop this

fierce agate
#

Unreal engine still crashing

tight crystal
#

dam

plush yew
#

hey uh

#

does anyone know how to get UE to stop compiling the engine when you try to packaging files?

#

surely I probably don't need to package this many things when there's hardly anything in my project

#

I've been trying to see if it's a directory error since this wasn't a problem yesterday until I renamed the folder my github download was in

timid meteor
#

hi

#

thanks to this my ai steps away from me

#

is there a way to make it that this is green to ?>

neon bough
#

show a screen without the navmesh overlay

ornate leaf
#

Assuming that's within your navmesh volume, maybe there is some invisible trigger/collider there set to block the navmesh?

neon bough
#

it's hard to see the geometry

timid meteor
#

its everywere agros the whole map

neon bough
#

is the above screenshot showing the nav on top of the roof?

timid meteor
#

when im hovering over the ledge with 1 feet the zombie retires :p or when im on the thing were the smokes comes out

#

yes the left one

#

but its on every ledge

#

if the nav is everywere i can do what i want and then the funs begins that all i want xD

fierce agate
#

Guys, is unreal engine will crash if my free storage is small?

#

Or if my wifi is slow?

meager lion
#

Hey all, does anyone have any pointers or experience using a VR headset in UE as mocap? I'm essentially trying to use my headset's controllers (hands) to grab an object and use it as a weapon in a cinematic, so is it possible to keyframe the movements i make somehow?

#

similar to how half life alyx did it in the trailer

bleak zodiac
timid meteor
#

hi everyone ๐Ÿ™‚ My navmesh has multiple floors and when i go up on the stairs the ai will follow the closest pat on the x and y axis but not the z axis is there a bug fix for that ?

#

also

#

ue4 has the baddest nav mesh around i guess xD

#

when i go front they come back

neon bough
#

i think you should watch some tutorials on nav mesh and how it works

#

and maybe on AI behavior

modest temple
#

Hello there guys, I've started to play around with ue 4.27.2 a while ago, I now have a fairly simple project running online steam subsystem with advanced sessions. Everything works just fine, however there's one thing that bothers me. Whenever a session gets shown in the widget, it show 9,999 ping. Now I know I can simply remove that and go on , but its a bit frustrating! I've read tons of articles about this, questions posted on the forums but I still haven't found any workaround for this and I thought maybe someone here have the knowledge about this.๐Ÿ˜

autumn flame
#

Or the ones you have the devkit for

wheat hare
#

Or the ones you ||hehe I'm not gonna tell||

teal barn
#

Hi ๐Ÿ™‚ Iโ€™m very new to unreal and Iโ€™m looking for the right workflow to render out a stereoscopic 360^ Video of an animated Character.
What I have so far:
A Metahuman with mocap,
A room imported from 3Ds max, lightbaked with vray

But whatโ€™s next? I placed my metahuman and some โ€žmovableโ€œ lights to get him in the right light.
So when I hit play my room looks nice, my char is good looking and animated.
How can I render a Videoclip out?
I found out about panoramic capture, but to render a longer sequence it takes agesโ€ฆ.

Thx a lot for pointing me into the right direction ๐Ÿ˜Š

wheat hare
#

U want to render from 3ds to stereoscopic 3d?

#

In 360 video?

#

Try the cg discord too if u don't get a response here

teal barn
#

@wheat hare thx ๐Ÿ™‚

cunning ginkgo
#

Are there any fixes for the orthographic camera in UE? Or is there a way to make a very far away camera act like it's actually close, so that things like shadows, reflections, animations, etc. don't appear in low quality?

dim merlin
#

Hi, just a common question, but how would it be possible to create some kind of character system with clothes without duplicated meshes for each different character ?

#

Anyone knows how this works in e.g Grand Theft Auto 5 ?

drowsy snow
#

No.

#

Honestly that was one of the most blatant question on underground modding ever asked in this server, considering not only involving reverse engineering a console game, but also involved emulator.

buoyant graniteBOT
#

:triangular_flag_on_post: Twilight Sparkle#4016 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

reading rules is hard.

drowsy snow
# dim merlin Anyone knows how this works in e.g Grand Theft Auto 5 ?

In GTA V, you have different set of meshes for the head, upper body, hands, lower body. Messing with SP mods in the game, and breaking the outfit switching, you can see how player models were constructed in the game.

So it's not much layering going on, in the sense that you have base nude model used as is, and put clothes on top of it.

#

Also using base nude model as is often exhibit clipping issue with the clothing, hence why often in games, developers remove the bare skins underneath the cloth that won't be visible.

dim merlin
#

@drowsy snow thanks yeah that makes it clear

robust lichen
#

Is it possible to change a camera's clipping values?

#

I wanna reduce the near value but apparently the option doesnt exist

drowsy snow
robust lichen
#

Is there another way than just the project settings? that seems like it would affect every camera

drowsy snow
robust lichen
#

rip...

drowsy snow
#

What's the context?

#

First person camera?

robust lichen
#

A helmet for first person

drowsy snow
robust lichen
#

Could do... i dunno why the near/far options wouldn't be built into the camera though

#

Apparently you cant modify the projection matrix as well ๐Ÿ˜ฆ

drowsy snow
#

In short, first person helmets are fake.

#

You may think the character wore the helmet, because the fake mesh and hand animation maintain continuity from when the helmet is about to be worn, and when the visor mesh slides in. Thus, giving the impression that your character physically wearing the helmet.

blissful trail
#

ok so im trying to get my game to save the volume

#

the volume value does change in the save and it does say the save is successful
but when i try to load it the value is set back to default (i checked the cast is working)

daring cedar
#

Does anyone know why my VR project shows as blank black screen on my quest 2?

stiff bane
neon bough
#

even GTA suffers from clipping on some cloth combinations

tropic flint
#

Anyone knows of a good way to convert .mmd models into .fbx ones? i use cat on blender but i dont really use blender that much and my model usually has something that doesnt work, particularly the clothing simulation collision capsules seem to get scaled wrong whatever i do and change, does anyone know anything that could be useful? thanks

fallow pulsar
#

asking how to mod a game

drowsy snow
fallow pulsar
#

and how did I break it

#

I asked how to mod a game I owned

neon bough
#

4. Don't share private information without consent. This includes anything a person shares with you in confidence, such as in a private conversation, contract, or otherwise, that is not available to the public.

#

most likely this

fallow pulsar
#

didn't break that one either

drowsy snow
neon bough
#

yet you ask how to break a "contract"/EULA

fierce tulip
#

what makoto said.

modern holly
#

does anyone know how to have cascade emit a single front facing particle

#

with a material applied

fallow pulsar
#

so is using the UE editor

modern holly
#

thank you

drowsy snow
fierce tulip
#

@modern holly set spawn to 0, enable burst mode, set it to 1.
In required module set it to loop only once. if you want it to stay endlessly, set lifetime to 0.

scenic moon
#

Anyone knows why one of my teammates gets a windowed viewport even tho she is not using Standalone Game (but the windows does says Standalone game when launched) ? I have check and made sure it's on "Selected Viewport"

neon bough
#

but yea, the rules could point out the modding issue a bit further

scenic moon
#

but we can't seem to find the setting, already deleted Saved folder

#

but the issue still remains

drowsy snow
scenic moon
#

yes, it kinda ignores it

#

but the title on the window is different if i actually launch standalone mode on the editor

#

also, she doesn't get the unposses button

#

so it;s not just her undocking the viewport

modern holly
fierce tulip
#

remove any other emitter in the viewer.