#ue4-general
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The distinction here is that you use the Unreal Editor under Unreal Engine's EULA, upon which you agree to use it. Games that are already built by developers often have EULA that disallows reverse engineering, hence "pirated goods". You saying that you agree to those EULA by installing the game, even though you don't actually read it.
@fierce tulip is there a way to tell it to keep the size a certain size
Just to be clear, it's not multiplayer, right?
no, it's only 1 player
What about the Launch device it uses?
I kinda doubt it make difference since it detects on per device basis
as far as im concerned, she hasnt changed that
depending on distance? in cascade not really, would need to do it trough the material.
if you just want it bigger, play with size over life/size modules.
anything "over life" wont work if lifetime is zero btw.
seems that deleting all folders in %APPDATA%..\Local\UnrealEngine worked
That's weird ngl
i know
but she does weird stuff on her editor too so i kinda expect that se messed it up somewhere
I was going to suspect it was because of the Net Mode...
If it's anything but Play Standalone, usually it prefers New Editor Window.
when she showed it to me it was on play standalone, same as me
Even after slight influx because of Five Nights At Freddy's a while ago.
I kinda agree that some of the rules could be more clear, though its exactly those kind of people who generally dont read them XD
Rules are for other people, not me! π
B-b-but "right to repair"!!
I have heard some argument that underground modding games constitute right to repair in comments.
specially interesting since many companys/games don't release the server part anymore
thanks
I found this model I would like to use in my game but, it has a merceries logo on it, I could remove the logo but i was wondering if this could be a copyright violation if i leave the logo where it was intended to be
Quick question for you guys. When I create my own heightmap and try to create it with one of the landscape materials I download from my library from marketplace it just shows up as black and the material turns into an empty material, am I doing it wrong?? I'm a new to this and trying to figure out the best way to add a detailed base to my heightmap
Aside from the licence of the model itself, while you can remove the Mercedes logo, the design used as is might constitute copyright infringement, for unlicensed use.
Makes sense thanks π
You would also have to alter the design, but the modeller who uploaded it to SF might not consent about it.
So FWIW might as well mash up car blueprints and model one using it.
Yeah I was just going to put like a tarp or something over the top of the logo, no actual editing of the model due to the copyright agreement.
the license from the author allows modification of the model, however using this model at all in public work is very thin ice
anyone know why mp4s wouldnt work in a packaged build when playing media versus in editor everything works fine
i copied my Unreal Engine 5 project to 4 and this came up what to do about it
You can go from Unreal 4 to 5, but not the other way around
omg do i need to remake my project
seems likely, but Iβm not 100% sure

π
yes, downgrading isn't possible
Hey guys
I'm about to start my Unreal Engine 4 journey and noticed that UE5 has a beta release.
Would you recommend starting with 5 or 4?
4
but I faced a lot of problems on ue5 EA
that's why they don't recommend it for production use
omg it's going to take me a lot of time to rebuild what I've done

UE5 Early Access provides you the first chance to get your hands on some of the exciting new features for next-generation game development. However, this is not a production-ready version, which is why we recommend only using it for testing new features, exploring the new capabilities, and prototyping your future next-gen games. If youβre currently developing a game, please continue to use Unreal Engine 4.26.
however, as of today it's 4.27.2 instead of 4.26
consider compiling 5.0 from source, which is way more mature than the Early Access Builds
but that will pull you down further the 5.0 rabbit hole π
hi, i was wondering if anyone knew if it were possible to play one animation for the owner, and replicate a different animation to the rest of the clients. i want a first person animation to play for the user and everyone else to see the 3rd person animation playing
What's the best way to communicate between blueprints in separate streaming levels while using world composition? In this case I want a trigger volume blueprint in a streamed level to affect a value in a post processing blueprint in my persistent level.
nooooooooooooooooooooooooooooooooooooooooo my ue4 game just started in a game save from like a week ago and all the new ones are gone
Now you know how it feels to be a NewWorld player.
sad times
You should regularly backup your project.
XP are technically credits and level ups are purchased items for attribute growth
i.e. tokens for skills and what not
Correct me if I am wrong
I now know I need structs and data table for initial stats
Anyone know why in 4.27 why when I right click on anything, while working with Blueprints, the drop down menu only shows up for a second and then disappears? Seems that the only way to get it to stop is to same everything and then close the project and open back up.
I can't even click on File to do anything there.
It's a known issue, some people blame nvidia drivers but I'm not really sure where the problem is
Epic doesn't seems to care
Hmm I wonder if it's like some games and having Geforce Experience installed. I remember that used to be a thing. Some games would tank on FPS and have menu issues when Experience is installed on the system.
I always have Geforce XP installed and have no issues with other software.
GFE was a nightmare when I was trying to optimise my cod settings.
Yeah it used to affect Ark and Conan Exiles as well.
Both games UE4 based
Ok i'm aware that this is a loaded question, but how do those of you making an FPS handle FOV? As far as i'm aware the only techniques UE gives you for changing the FOV of the world but not the arms/gun are panini projection or overriding USkeletalMeshComponent in order to write a corrective override for GetRenderMatrix()
Both solutions have their flaws and i'm wondering if there's just a better way to do this
Hello! Iwas wondering one thing,im playing around with cinematics, and when characters walk on terrain for example, I notice they walk thrue it and not on it , how can i keep my character on the terrain ?
Like the mannequin when playing..
anyone has any online references about implementing quadrupedal locomotion? trying to have a playable cat character with a smooth animations
my chimp brain is finally starting to understand the value of interfaces
Hi. Any idea how can i bake into control rig the head rotation from live link?
I m lost here. βΉοΈ
If i bake into control rig, i lost head movement
Any help guys?
how to add inputs
into the timer function
i need to put an input for it to work properly
im pretty sure its not the object part because then it would be called playerreference
For some reason, I can't see most of the attached solutions/pictures to some of the questions in the UE forum. Is that a widespread issue?
Hi, how can I decrease time of a game intialization? Loading time is very long.
am I allowed to release the paragon assets in a game prototype which is only aimed at learning and getting feedback (ppl need to play in order to judge a game..)
Pretty sure the assets they give away on the store you can even use in for-profit dev.
but its always false
why?
ive tried checking if the function input is equal to fp_player but still always false
Your FP_Player var may be null or something not equal to your input.
Try a breakpoint.
i have a temporary workaround where i made a variable that sets that to true if its being executed from player bp
because i set the whole bp up originally in a way which made all npcs and the player shoot at the same time before π
would it be more optimized to use my method or to try and figure out the issue?
and use what i tried above instead
Hey LUM did you figure it out yet if not i can help with that since i am using a similar way to do materials for my terrain.
also @red condor i couldn't really see a way to do what you wanted with the terrain in the editor itself but like i stated you can make a BP and have it make instances and in there variables to modify the intensity of the tree placements. if you want help brainstorming ideas for that i might have some ideas but its not something i mess with often. I did however use it to make an inventory pickup system where resources would spawn randomly using noise and hiethmap so we might be able to modify that script if i can find it
also family came over last night without me knowing so i wasnt able to put in as much times as i wanted into helping
Anyone know why im getting this weird motion blur? I have motion blur turned off
only shows up in the render or when i scrub. Not sure whats going on
Sequencer? Is there a post process setting somewhere you didn't turn off?
If you're using a CineCameraActor, it has its own PostProcess layer that you can adjust
Like I said a while ago, temporal anti aliasing.
If this is not for game, but for Movie Render Queue, don't use TAA, and instead render it in higher resolution and downsample it.
Ah good eye, that indeed does look like TAA. It's especially evident when rendering a video because of the lower framerate
(Why oh why TAA is still on by default)
It's good for games tho.
Games demand higher framerate than 24 FPS, and performance is above all else, so TAA has acceptable smoothing and compromises in playing video game context of motion
Ah, there's my issue, I never get high framerates π
Might want to ask that on #industry-chat instead.
Oh, seem to be SSGI
Yes.
Weird how TAA didn't smear them out π€
Yes. That's the only way.
At the expense of dynamic GI.
...you don't even mention #lumen before.
Though I should've spotted it because I know UE5 Early Access's Lumen SSGI is way noisier than UE4's SSGI.
oh yeah
mybad
probably should have askded in #ue5-general
and now that i know itsa lumen problem
ill ask around there
How do i render it at a higher resolution and downsample it?
unless there is literally no fix....
Are you using old Sequencer Export, or using the new Movie Render Queue?
New Movie Render Queue for UE5
I'm in UE4 so the settings might be slightly different, but set the Output size to be larger than the target resolution
so if i want it to be 1920x1920 i have to set the Output resolution to something higher then that?
Yes. I'd recommend 150% of target resolution, but 125% could be sufficient
sorry im confused, how do i know what my target resolution is?
By "target resolution", I mean the image resolution you intended to use.
understood
Because you don't use game anti aliasing, it's going to exhibit jagged edges. Rendering at higher resolution than intended is then done so that the jagged edges can be smoothed out from scaling down the images in post.
Does the camera moving add to that noise?
in this tutorial:
In this video we take a look at how we can import the player's sword and shield and setup the animations for when the player swings their sword.
RAW Project Files: http://bit.ly/2FjH4cq
Want to skip the tutorials and use this project as a framework for your game? Unlock the completed project files on Patreon!
Unreal Engine 4 Level Design Seri...
wait lemme get timestamp
32:30 he does some stuff in the details panel
but
in the latest version of eu4 it doesnt work like that
and my animations are still bugged
Basically any motion.
TAA works by smoothing out jagged edges using previous frames. This isn't always accurate, and therefore cause ghosting on lower framerate or high motions.
Show the issue in question.
Embedding tutorials you use isn't necessary, unless the setup is so dubious.
Can someone help me... Ever since the latest Nvidia driver updates any game that uses UE crasshes saying "D3D device lost" I have reverted all the way back to driver 497.29 and its still the same issue
the details panel is different now so in the tutorial he says to like blend it from the waist down in details, but that doesnt work
Didint work π¦ i brought the PNG sequence into After effects and scaled it down so its 1920x1920. You still see the ghost.
Are you sure you don't have any TAA pass? Also try disabling it in project settings.
could someone helppppp
getting a weird streak
Remove this Anti Aliasing pass.
Widget displaying fine in world space, by not showing in screen space?
still
Do you have TSR enabled, by chance?
What is that? and where is it?
Temporal Super Resolution
Should be in Project Settings
If it's disabled and still occurs, I don't know what else. I'm still using UE4, so I don't know the quirks in UE5 Early Access.
For sanity check purposes, can you convert your project to UE4.26?
Lesson learned.
Moral of the story: don't use preview builds if you don't know what you're doing, or intending to use it for production.
yup! thanks for the help though π
Hi guys. I'm trying to make a streak of light like on a rainbow. In this pic I'm using a stretched out sphere with an emissive material. Is there a better way to get a smooth light"rainbow" effect?
like this
can you use and code in unreal engine 4 without wifi?
Yes.
you dont need to go through the launcher if that's what you mean. You can launch your project directly using the .uproject file in your project folder
Are you referring to lens glare like this?
Yeah kind of. I want it to be an object though that I can move around and change shape. Like a floating volume of light
I suppose one way to do it is with sprites (and particles if necessary), with low emissive colour (not more than 1 that cause the bloom/overexposure) on the glare light halo.
Though in my example above, it was screen post process, separate from bloom processing (but still uses same scene colour that was used for the bloom)
Hi did anyone made simple lockpicking system from Gothic or similar? Or would anyone want to help me with writing the blueprint? Want to integrate that great and simple memory minigame in my project, but not sure how difficult it might be. (I am using AARPG combat system)
ty
ty
hey there i would like to know how to import a project to unreal engine, from something i got from the store?
If it was a "Project" based asset, create a new project for it, right click on the assets you want to migrate to your real project, "Asset Actions"/"Migrate"
I mean.... if you want the assets to be littered into the content folder. I would actually recommend making your own sub folder for any asset you buy and adv. copying it into that folder, Make a folder called like " Meshes" then " "Assets" then "marketplaceassets" or something along the line of this.
I believe the Migrate figures out dependences and references and copies those over. With manual copying you might miss references
The difference between migrate and adv migrate. Migrate can only be put into content folder. Adv migrate puts the assets into any folder you want, and fixes up directories automatically IF you migrate everything. For maps, there is a different step. Then you no longer need those files in the content folder. You cant just migrate to any folder with out an advance copy. In my own opinion, putting marketplace assets inside the content folder makes a really cluttered project, and makes your mind spin. With this being said it sucks with megascans π¦ i ended up keeping a megascans folder in the content directory.
Yeah like I def didn't mean to just throw it in the Content directly, but just to use Migrate instead of manually copying through explorer.
Where do you see that Adv Migrate option?
You don't even need to migrate you just check the box and select the version you desire in UE launcher and add to existing project lol and its a check box when you drag and drop the folder IN an existing project directory, and then a wild adv migrate will appear.
I believe he was asking about marketplace assets that are of "Project Type", ones that you can't directly "Add to Project", but gives you the option only to "Create Project"
But yeah if it lets you "Add to project" then do that sure.
Just overthinking thats all π
I hate bad habits, and this is one that messed up over 20+ projects.
Hey everyone
My team have been struggling with our ragdoll, it keeps ending up like origami. We have all tried our hand at fixing it to no avail.
If anyone here has any experience with physics assets and fixing up ragdolls to something more realistic we would love to have a chat with you this issue is driving us a little insane haha.
We would be more than happy to pay for your time of course.
Image, slightly bloody thought id add a spoiler just to be safe
hey guys, i am just getting into unreal and am about to start self-teaching myself. should i start with unreal 4 or 5?
https://www.youtube.com/watch?v=N1tDjbFXeOo unless you watched it already, this is pretty helpful. They go into stiffness of constraints between physics colliders. It helped me to get my enemies to not collapse into themselves. I'm not doing what they are doing in the video, but it gave me info on ragdolling me own enemies.
Awesome thank you ill give it a watch
Id honestly start in 5 if its for a hobby as rather quickly everyone will transition over when its fully released.
There will be less tutorials and documention around though so keep that in mind
Hey, if I'm getting the Source version, do I need to uninstal the base version?
Use 4. As a beginner, you want to use what is the most stable. Don't want to be wondering if it is your code or the engine's code that is screwing you up.
For some reason the settings for my Play in New Viewport, keep dynamically changing. It was 2560 x 1440 and it is now these values but it will change each time I initiate PIE. Has anyone ever seen anything like this?
After repeated PIE open/closes:
Use 4, as it is more stable. It's very unlikely you're going to build UE5 from source anyway.
i think you'll have to use standalone to keep the resolution you want
Been at this for a while now.. Tried so many fixes but nothing I do fixes the lighting on these trees. They're from that free(?) spruce pack from the marketplace. The moment I build lighting they turn so dark they may as well be black. Any ideas?
In the sample map they show up fine and I have not changed any of the settings on them.
hey guys i come from unity and i wanna get started on unreal since ill be joining a company in a few weeks for an internship, I'm very proficient in Unity and C# and I know most of the basics of C++, but I find every single tutorial really obscure / artist focused. I specialized in systems and tool programming in unity, but in unreal i cant even seem to be able to get a character moving around, do you guys know any resources i could use to get me started? (i prefer raw c++ over bp, but anything goes at this point, im desperate)
i know, i know, but i already know how the visual scripting works in unreal, im just missing general engine structure and c++
but thanks!
I had a somewhat similar experience with switching (and still am) and I ended up buying a course on udemy which you may have heard of when searching. It's both an introduction to c++ and unreal so it can be slow at the beginning if u know c++ already but introduces you to good practices in UE and engine basics. Also includes some AI and BP stuff.
Link here:
and I definitely agree with this, since the 2 "languages"? (in terms of BP) are SUPPOSED to communicate with each other in unreal and there is a ton of API between them
oof i bought these guys cowbull whatever course and its the worst purchased ive ever made
cowbull ?
cowbull or bullcow, idk its a c++ intro they made in partnership with epic, and its the worst
it takes 40 lessons to open the engine, and it doesnt teach you anything about how components work, how they communicate, how to add, remove, etc etc
aight, will check it thanks guys :))))
ill check this one as well, although with a grain of salt
the thing is it IS the one you mentioned lmao, and I completely agree with it being insanely slow, so slow that I just stopped halfway through since I had learnt enough and honestly it was a good decision
OH YOURE RIGHT
aight imma power through the docs and another course i saw that was a bit more advanced, see if i can bang my head against the engine till i learn it
thanks a lot you guys are the best :))
thats what im doing hehe
sorry if it came accross as something else
absolutely agreed, I was using live coding for the majority of my time in UE4
and just restarting when I edited headers
yeah forgot to mention that too, thanks
:O thanks!
also pretty unrelated but is there a different between AddLocalRotation and AddRelativeRotation on components? Coming from Unity I'd expect these to be the same but I can't really find anything noting differences between them
maybe its kinda like when you had to do rotation = newRotation * oldRotation ?
like one of them also adds the objects current rotation?
what do you guys use for coding?
the "wtf is" series is pretty great too
What is the Add Local Rotation Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
been using rider for UE for a bit, dont know if i should switch to VS
i have resharper, and i use it to code in c++ when im not using unreal, just wondering which is better in your opinions
really? i havent gotten it to work with normal rider
EAP?
early access preview
ah, cheers
yeah i probably will switch to vs + resharper, ive gottten some intellisense issues with rider
for the c++ compiler? or what
nah, ive already gotten fucked by rider a few items in unreal
ill keep using it in unity tho
Any way to make proper mirrors without increasing the render time to 3x?
Guys i have a big problem I was Just fine with my project so i saved it and everything was fine but when i opened it up today the weapon isn't firing (making fps game) but my code was just fine and nothing was changed so can anyone help me please?
is there any debug i can do?
Probably best way is to go through the code and start putting prints see if it appears in the console
also I am getting a strange bug with orthographic camera, for some reason it seems to flicker and fly around, but when i use the perspective camera it stays still
I have found out about nvidia flow among other similar utilities and would like to know if it is possible to use this with unreal engine 5 as all I see are things from unreal engine 4
When you have an asset no longer present in a map that you want to delete (a sound cue in this case) but it still says the maps are somehow referencing the audio, are there any fixes here other than force deleting?
They used to be referenced by a BP that lives in these maps but I've made sure that all references to this asset in those BPs are cleared yet while they are no longer linked to the BP in the reference viewer, they somehow are still tied to the maps when deleting
restarting editor helps
Done many times, fixed redirectors, moved the asset, reserialised ALL BPs in all referencing levels
Renamed asset etc.
anyone have a neat equation to relate these 4 stats, movement speed dps health attack range, right now i can just figure out doubling the attack range should half the dps, and increasing health should decrease attack
just delete manually through pc folder
I have a question about a Landscape Material, Does having more layers defined on my material decrease a lot the performance?
Or is it better too have multiple Landscape materials? for each landscape
Hi. anyone knows how to make a sim style template on unreal engine, with the collisions updated when a door is made? hehe
https://www.youtube.com/watch?v=ei1OlRI6Hp4
Short video of my game who use a sims like building mode
Anyone using UE wit Kinect Azure?
Hey!
I have this weird problem,
when I disable the do collision test in the spring arm,
the spring arm don't check for collisions and works fine,
but I want to check for collisions so I have turn on the do collision test option,
but it's collapsing the spring arm even though all the comments are set to ignore camera collision.
does anyone know how to fix it?
what part of the post process makes lighting so reflective in my screen?
lens flares
thanks
do all functions inside blueprint have to go to a return node like this? What happens if they don't end at a return node
then it returns the default values when there's nothing left to execute
Any ideas how i can achieve a black and white effect in VR? I was able to achieve this with a post process. But in the packaged build with mobile HDR off it doesn't work? Thanks in advanced
the sphere in your pawn might be colliding with the camera
I'm currently using a spring arm for the camera of the player but it gets glitchy when my character collides with a ceiling. Is there a quick solution for stuff like this or should I go straight into code?
Hey everyone
Hi, I need some advice. When I want to package a project into android, this is what shows up. When I enable it, it pops up again with the same question. I'll be glad for any advice
I think you can fix this by changing the collision settings on the platform. Set it to ignore the camera.
Yeah - use UE4 and not UE5.
I can't find that menu on the details panel. I guess that's because it's a brush, am I right?
and is there any way to do this so I can use UE5 ?
you need to figure out what that popup is. I can say I have used UE5 and built for quest/android and had no issues, and never saw that popup
Hello everyone, I would like to know if anyone can help me with translucent shaders. I'm in a project that requests a lot of translucid meshes in a same object, the problem in that when we are working with translucency, the objects have issues with rendering priority, I know that we can set the priority based on the object, but in this case, I have single object combined with multiple meshes, so after some research I found something called "OIT (Order-Independent Transparency), did anyone of you have knowledge how I can make that in unreal?
Example:
https://docs.aws.amazon.com/lumberyard/latest/userguide/graphics-rendering-order-independent-transparency.html
:)Thanks
Configure order-independent transparency (OIT) in Lumberyard so that transparent objects that are drawn out-of-order can display correctly.
@carmine lilyYeah, that would invole a bit of graphics programming
As a character artist, that is definitely out of your scope
yeah, that's what I was thinking. did you know anyone that can do that? depending on the price I could pay for it.
Oh, maybe, I haven't used brushes in awhile. You may need to convert it into a static mesh first.
Yes I do, but that would be 1-5 manmonths of work
I see, I'll remember it then, thank you!
Hi not sure if right board. I accidentally removed a bunch of assets/actors from my level and saved afterwards. I do still have the assets on my pc, just no longer located in the level. Any chance I could load a backup/older version of the project that still has the assets in place in the scene? Using 4.27.
If you had it saved to source control then yes. Or maybe an auto save
I have a question. I need to make a little game for the study i am currently applying for as an intake assignment. And i am currently trying to make my game on ue5 but i see a lot of people saying ue5 is still not production ready for making games. Is it better if i stop on ue5 and go to ue4? I am completely new to making games.
You'll probably have a much better time using a stable version of ue4 rather than ue5 because yeah it's still in preview and some things are just straight up not in there yet
okay thank you then i will start again on ue4. Do you know if its possible to transfer the ue5 save files to ue4?
I have no idea, but I would doubt that it's possible
There are also a load more ue4 learning materials and tutorials out there
https://youtu.be/Q22RuTwlboc?t=142 what would be the best approach to creating a character customization feature where you input the weight and height like in this video?
FIFA 22 - Create Player (PS5 UHD) [4K60FPS]
Store - https://www.ea.com/games/fifa/fifa-22/buy
Gaming Consoles Specs:
βΊPlayStation 5
βΊTV: Samsung QLED QE55Q6FN 4K Ultra HD
βΊCapture Card: Elgato Game Capture 4K60 S+
βΊSteering Wheel & Pedals: Logitech G29 Driving Force
βΊPlayseat: Playseat Evolution Alcant...
yeah then i will start from the beginning again on ue4 luckily i was not that far with it on ue5
any idea how can i export metahumans control rig from ur5 to ur4?
Break it down into small steps. That's a complicated problem to solve. Maybe look around for some tutorials or assets and see how they've done it.
I cannot import animation uassets from ur5 in ur4. Ii gives me some error, i dont think that they are still compatible
i was looking for assets around this. but they seem to just be slider bars from 0-1. rather than actual height or weight
is there a way to make the pop up window? second window? behave like a real window and not be permanently on top?
under editor preferences you can make new tabs open in main window if this is what you mean?
i like the second window i just need it to not be permanently on top of everything
like.. what's the point of letting me hit play if i can't actually get to that view
or what is this second window called?
so I can google for it?
try clicking that drop down and select PIE
I feel like behind the scenes most of these are just sliders and math that modify the character's mesh based on the value. Could be wrong though, definitely a tough one.
i don't want to change where the play window is, jesus
i just want be able to alt tab to the damn window
that's not aimed at you, just kind of exasperating
i see now, thinking it's just sliders makes me wonder how accurate they actually are in fifa. makes sense for it to just be sliders
"is it even possible to use the window the way that windows work in my OS"
Yeah, the way I see it (and again I could be way wrong) is that the numbers in the sliders are just modified with math to modify the mesh. Similar to how axis values modify character movement rotation & transform by just going between -1 and 1
Without multiple monitors I'm not sure this is possible. Could always just reduce the size of the main editor window and move the two of them independently
like unreal just sort of... completely overrode the OS window manager with no way to turn it off
this seems like a reasonable approach. it's the biggest problem we have with our project atm. i don't want to guess 6'2 with a 0-1 slider
Does anyone know of a tutorial for breaking glass in ue? I am assuming its done the same way as meshes with fracture.
I have a question; I'm actually using a timeline for my character to roll. I'm applying a simple vector each timeline iteration to the movement and works fine, but somehow sometimes I have to change the vector because it seems that the frame rate somehow it's affecting the curve. The action it's called from a button press (no tick) and I don't want to use root motion for this roll, there's some way to make the timeline frame rate independent? Thanks! EDIT: Sorry, I think I solved it, I really had no curve (just total time) and I think in this case it's using framerate,.
does anyone know what this error means ? I tried again to add a package project to android
I use android studio version 4.0
anyone an idea what the "frontend server" is in topics of pixel streaming (cirrus.js)? Seems like a nginx style proxy frontend but with some hardcoded endpoints - so I'm curious if this frontend server is documented anywhere, part of the engine or what the heck it is π thanks
@lucid treehave you followed the instructions on the android setup page?
if that's what you mean this https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/ yes.
and when you ran the setup batch file, did it give any errors?
what do you mean batch file ? sorry, I haven't had the unreal engine that long
part of that setup is running the android setup batch file
when I ran it through a batch file, it didn't show me any error.
but it did show it was downloading some files?
considering you are using EA, its not going to be supported to build out to android. The SDK and NDK and Android Studio version and Gradle version and Tools versions are all going to be changin from 4.27 and even over time from 5.0 EA to release. Unless you know what you are doing and can diagnose your exact issue you might want to just drop back to 4.27
hello π i have successfully imported a groom cache but can't figure out how to bind it to a skeletal mesh. 4.27 release notes say this works, but i can either set a binding asset OR a groom cache in the groom component, the other slot is greyed out respectively...anybody knows the trick here? thank you
Okay, I'll try the older version of UE. Is there any significant difference between UE4.27 and the newer version in terms of VR ?
the templates have been updated and its moved more towards XR instead of just VR/AR, but you wont have access to any of that in EA anyways
I get this nice (ok mabye not very nice) message sometimes when i try to turn global illumiation up to high
which version of UE5 are you using?
me?
i believe it's the latest early access
built 4 weeks ago
and called 5.0.0
on a realer note is there a better way to make sure those nodes are only activated once by that particular branch?
or is this the best i can do
@turbid hollowwell EA hasnt been updated in months, its possible your problem is just a bug and fixed in a recent release
your mesh and everything has camera collision to ignore?
one last thing. Why when I click on packaging project, it takes me to this page when it should take me to what file I should save it to
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/
@lucid treeif you get sent to that page then your project is not set up completely for android, a step was missed or your machine was not restarted or an SDK was not accepted
if everything is setup up correctly and your device is plugged in and developer mode is enabled and usb debugging is enabled you can do a VR preview or launch right to the device from the editor
if you cant do the launch from editor, something is not completed
Does anyone know a good tutorial to teach key press events that play character animations?
I am trying to use blueprints to create an action that every time the letter H is pressed the character does a special action
anyone have a neat equation to relate these 4 stats, movement speed dps health attack range, right now i can just figure out doubling the attack range should half the dps, and increasing health should decrease attack
:triangular_flag_on_post: gob#7293 received strike 1. As a result, they were muted for 10 minutes.
hey guys where do i go to talk about exporting stuff from unreal into blender?
Should be fine here
How do I define a metahuman that I imported into UE5 as a character that can be manipulated by blueprint actions?
Can anyone tell me which channel I may go to for help with C++ Class issues with UE4?
thx
What are you doing? Showcasing?
What kind of things should I look for when aiming to optimize my game? Especially when looking at fps. Does rescaling static meshes have a huge affect on that? Is there such a thing as too much dynamic lighting? Should I avoid too many emissive textures? Help me out!
is there a way to stop unreal outliner from displaying everything in the folders, vs just the fold view upon opening....unsure why it defaults to showing me everything in the level, defeats the purpose of folders.
@charred haloits in your settings for the content browser, bottom right options https://docs.unrealengine.com/4.27/en-US/Basics/ContentBrowser/UserGuide/Folders/
How do you screen shot when you press play? do you have to create a function for this?
I am so sick of editing my images. lol
I meant "world outliner", I dont want to see everything I put in a folder....to not see it haha. When I open the level its all exposed, and I have to close all the folders again. Its like walking into an office with all the file cabinets open every morning...defeating the purpose of them being filed.
Is anyone here by any chance familiar with the relationship between Depth of Field's Focal Distance and the Camera's Field of View (i.e. if I change the FoV from 90 to 45, does this translate to a Focal Distance*2 to keep the same DoF effect?)?. Edit: This is for the mobile depth of field method, not using cinematic dof.
So how do i export the third peron character mesh from unreal engine 5 to blender?
How do I have keyboard input as a trigger for a character animation?
I have the animation defined in the blueprint for the metahuman
You can either call the keyboard input directly or setup an input mapping (the preferred method) under project settings > input
Anyone know how to keep the launcher from telling me my project was created in a different version every time I open it? I created it in 5.0 and I always just skip conversion and everything works fine. However, it still pops up each time asking me to convert the project.
I have the settings for the input defined, this is my animgraph, its still not working. is there something I am missing? appreciate the help
Does anyone know why my animation montage is playing indefinately?
Data table + Struct related question:
How do I make a set or is it array when I want given value being a float and the attribute being, a no clue what this is called but i assume array?
screenshot example
@solar swift From your pictures I can't see anywhere where you tell it not to play the animation
@bronze saddle An Array is a list of variables that can be of any type (float, Int, Bool). So if you changed your value option to a float array. You could have multiple things "value" can equal.
I'm trying to add a custom font to be used with a text render component. For the purposes of localisation to other languages. Does anyone have any idea as to why my custom font is being rendered all bubbly like this?
I am trying to play a character animation on key press but it does nothing. it gets the input but it doesn't play the animation
how do I fix this?
@grim violet You need to save some kind of variable for "Jumping state". You change your animation blueprint's update event to collect that variable from your character. Then in your state machine use that variable to enter into and out of the Jumped state (that plays your animation). Telling it to play from the character is not a great way to do it.
I am trying to make it sit, so how do I do that?
I tried using this and it didn't do anyhting either
Firstly you have an exit from sitting but not an entry
Drag from idle to Sitting. Then add an if condition that gets your sitting variable from your player
I am adding the if condition to the transition right?
@grim violet So now you click on the little circle. And in there is where you add your if condition. You will need to get "IsSitting?" from your player
Which is a variable you will have to make yourself
where do I add the variable, sorry for bothering 
Nvm I think there's a document page on it, my bad
That should be perfect π
Montage play plays the animation once that wasn't my issue, I was calling montages play in the animation notify state that I had. It was a dumb mistake. Thanks for the reply though appreciate it
i have a timer than runs a function
how do i add my inputs into that
for the function
Hi guys, I need to know how this is done, for example we use the Bless Unleashed character creator, its done using UE4.
https://www.youtube.com/watch?v=TjOabY6Tn1c
Now You can change the characters height, body shape, thin ,fat, muscular and a lot of other things. Lets say you do this using morph targets/shape keys. But how do you get what ever the million of combinations you can do to fit with all the armor and clothing, all the wearables in the game, I don't think they can put every possible combination as a morph target into the clothing right How to accomplish this ? I'm making a character creator in my game,
I have 3 body types very simple normal, fat, thin.
So for every clothing/armor item I add thin/fat morph targets, its tedious work but I don't know any other method, also apex clothing simulation don't work with morph targets so that's an issues also. Does Anyone know a better workflow for this ?
Let's go through the character creation in Bless Unleashed, it's quite different from many other MMOs, but also very cool.
Thanks For Watching, Subscribe & Like if you enjoyed the video!
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@sage yacht Personally the way I would do it. Is when creating each piece of armour I would make 3 versions (Small, medium, large). Then when adding them to the player write some code to figure out which one is needed.
hey anyone know how i can trigger a combo-box on ue4 to play audio would be a big help
So that's the method I use, except with morph targets , then there is less objects in file. But its works cus I have only 3 body types, so I want to know how its done when u can do various combinations , like most character creators in games, cus the different body sizes you can make is easily 100+ , so making 100+ morph targets for every possible combination seems like a bad idea. I would love to find an artist who worked in a mmorpg to find out how they do it
The main 2 methods I have seen used. Is using clothing physics to drape items over your character models. (So you make them a little large so that they can hang). And making modular characters where the armour is part of the arm etc
Hey!
I have this spanning code in default game mode, that spawn pickup items at given location.
it's working when I call it from WaveManager class,
but not working when I call it from Enemy AI class,
does anyone know how to fix it?
https://blueprintue.com/blueprint/4xwf4gfx/
How can i paint land by multiple types of landscape? For example part of map with snow, some sand and some grass?
Enter play mode, and debug that blueprint , choose a character from the drop down and setp through to see if your method is even getting called, or maybe you dont have any pickups in the list even.
My company has "Bring your own device" policy, so my work UE4 projects are done on my Epic Games account linked to my work email. However on weekends I'd like to develop personal projects for practice and I want to use my personal email account for that. Will I need to redownload a separate copy of UE4 for this and everytime I will be switching accounts on Fridays and Mondays?
Shouldn't do?
Unless your company provide custom build of UE4 built from source code (especially under UDN umbrella), no.
Your company doesn't held that level of ownership over vanilla launcher builds, the same builds which around a million other users use.
Also your Epic account does not track any Unreal projects you have, so no supervising association just by that alone.
I've finished that and i have a question: how big map i can prepare? Are there any limits or something different limiting map size?
Hi all, is there any way to drag & drop materials in the static mesh editor the same way you're able to in the world view? I've got a very annoying mesh to work with and all the materials are named obscurely so it's hard to pick and replace using the sidebar
Thank you very much!
Hello does anyone know what do i exactly need to do to get permission from other developer like Rockstar games to allow use 5 - 10 models from one of their older games like GTA:SA
I'm creating unique game (wont be GTA like) and i would like to use 4 cars (cheetah, bullet, sultan, tampa) and few objects like ramp
I understand that it's better use own models but i already have everything ready for that since it's gamemode from MTA, GTA:SA is almost 20years old now, so i was wondering what can i do to be able legaly use these models, do i need to write email to rockstar and ask for permission or i need to do something else
An email would most likely be your best bet, however there is about a 99.9% chance they will say no
(I am no legal professional)
alright thanks
Unless they've officially released them I'd say it's close to zero.
Any1 had the issue of waking up to your movement binds not working?
GTA SA is not in public domain nor in copyright limbo. Rockstar/Take Two still held IP rights to it.
You writing email from them will have a chance of 99.9% getting dismissed, so hiring a modeler or download/buy from sites like Sketchfab is way easier than waiting for Rockstar.
I mean if thats a metaphor for not wanting to get out of bed, then definitely
If i create my own objects but they look same would that be issue? For example main car for gamemode is cheetah, it's hard to imagine it with different looking car, can i create my own cheetah model and name is cheetah as well?
at that point, cant you just.. you know.. make an original car?
If the design isn't distinct enough, and you use the manufacturer branding that they come up with, that'd be still an issue with copyright infringement.
Rockstar made car designs by mashing up various real world cars, and distinct enough to be original and not get sued by real world automotive manufacturers.
At that point just find your own supercar model that you can use, there is no reason it has to be a cheetah exactly
It's more understandable if he wants to see how it works in game, and then make his own car models using knowledge he discovered. Essentially clean room RE for R&D purposes.
True, but this seems like they want rockstars ip in their own final project, which sounds like a fast track ticket to a cease and desist
i did find a free cheetah model, but... it leaves something to be desired:
https://www.turbosquid.com/3d-models/3d-big-cat-1258078
I just want to use similar/same car in game, if i have to create it on my own i can do that but how much different should i make it so there wouldn't be a trouble
Can't agree more.
Especially we're talking about Rockstar/Take Two which already gain notoriety for aggresive lookouts for copyright infringement.
Its also worth pointing out that the magical email allowing use may not even be enough to use the vehicle, as the person that manages emails likely wouldnt be able to hand out copyright passes
At least do your own mashup on real world car design.
Idk looks like it could drive pretty fast
Yeah mash up a few similar looking car designs, that should give you enough difference in deisgn to prevent legal issues
But dont try to use rockstars textures or branding
If you make your own car but call it the pegassi zentorno, then you are likely still gonna get into trouble
At least with mods, which I know some are unlucky with their IP holders, modders get away with using copyrighted materials because they (most of the time) don't charge for it, and not making commercial games.
but can i call it cheetah as well, even if it looks different?
I'd call it Lynx.
Or Hyena
Big fast felines are not just Cheetah.
I been playing this gamemode for 7yrs+ stuff that in there is perfect, its like waiting for someone to create game, for someone who haven't played it it doesn't matter how it's called, it's like with Movies/TV shows if wouldn't be the same vibe/atmosphere if someone else played main character role, probably will just need to rename stuff but it will be hard
Unfortunately lawyers won't care about your nostalgic relation/passion.
Better safe than sorry.
Yes i understand
And if it is something you are releasing, very few players are going to care if the car isnt called a cheetah
The road without lawsuits is the only one worth walking
At least its not a nintendo fan game lol
Do keep in mind though, that you can take the gameplay and build it in your own game project. Those are not copyrighted (unless it is patented). Assets, however, are copyrighted, and if you steal them for profit, you won't be guaranteed to last long.
Doesn't shy away from the fact that Take Two is just as aggressive as Nintendo.
Control Rig would be easier to setup, and possibly cheaper on performance.
I don't know if there's any synthetic benchmark on it, but Epic said that RigVM is lightweight.
You arent wrong there
Control Rig is good, you can have fairly advanced animation system in almost no time.
how can i pop out my game from my editor?
i'm currently trying to add multiplayer support, but is it possible to seperate the editor from the game view?
oh wow
i see
thank you
i thought it was some complex thing that i didn't want to touch
Hi
I am new to ue4 and i am encountering a weird issue
I am on UE4.27.2 and suddently it seems that i cant paint foliage anymore !
It was working fine yesterday then UE4 crashed. I went to bed and now when i launch UE4 i cant use the foliage paint tool anymore. The blue circle doesnt even show up
what UE5 version should i download from github for the best stable experience?
5.0?
main?
or early access?
oh ok
Hello,
i am currently localizing a project, where its possible to download each lang so isn't needed to have all of them stored, for localized assest it works just fine, i'm using chunks to have the l10n in a separated pak file.
but i can't figure out how to do the same for text.
is there a known way i can pack localized text in a dedicated pak?
is theres a way i can switch to induvidual rotation pivot instead of first slected? kinda how in blender you can use induvidual pivot of where they positioned to rotate?
i cant even rotate this one by one since for some reason its pivot is where the bone starts instead of on the constrait
Also crosspost from #animation
:triangular_flag_on_post: Papilla#6551 received strike 1. As a result, they were muted for 10 minutes.
Hello.I want to create a game where I can create 3d models and upload it to a already existing live running game and other players can purchase those 3d models from me??.Is it possible
Like running a shop but in Unreal engine multiplayer game
Sounds suspiciously like a metaverse pitch π€
Hello, i use UE but when i use im, he don't work correcly:
I am doing freelance and a client told me to do it.I am just doing research if it is possible or not
hi, does anyone know what is happening when you stop play mode?
Ive got quite a few crashes on a very simple project with widgets and bullets flying + a few enemies chasing me.
But (totally random, had 2x in a row and often 1 day no crashes at all) it crashes on playstop 100%, so what is happening when the playmode is exited? ty
C++ or Blueprint
Did you check logs??
yes, but cant understand much, so im going the usual way of trying out with the most basic information
Yes, it's possible, using procedural meshes, but you'd have to come up with specs for the models or ways to manage them.
I have use the "game" mode for creating logically my game.
But if you say that mesh is present on seller computer then how can the buyer see it.Maybe we have to post them on central database and connect it to player somehow
Am I correct?? @drowsy snow
Not that I'm aware of.
Besides, just text alone won't take up much space or that significant for today's modern storage
It's understandable in the 90s where strings and character set can took up a huge chunk of a game cartridge or floppy disks, but nowadays text that took up shy of few MBs dwarfed by audio visual assets and how big consumer storages are, reaching few GBs in size.
How can i rotate objects by their world rotation rather than local rotation?
Set World Rotation
In the viewport. I'm trying to visualize my rotation gimble to deal with gimble lock
There's a button on the upper side of the viewport to toggle between world and local space (only scale forces local space because you can't skew actors)
My y axis (yaw) should be free to rotate 360 degrees but i can't for some reason
I'm a bit concerned that when trying to diff older commits, I see the file size as 0KB and
Are you animating something in Sequencer?
Using SetWorldRotation to the objects y rotation plus one
So RInterp To?
Break rotator > float(yaw) + float(1.0) > Make rotator > SetWorldRotation
I guess the issue could also be that i'm assuming rotation linearly goes up like that
Normally even gimbal wrapping shouldn't be an issue with this operation.
Seem like more context / screenshot of the BP setup in question is needed.
Evening, i got two questions:
- Should i get a 16 Gb ram pc + a 4 GB Ram additional so pc can run well ?
Or - Should i buy a laptop with decent graphics and 16 GB ram so i could run any UE5 Game?
The setWorldRotation might be bad for this one, but the addWorldRotation for sure works without gimbal locking
Hmm.. going back further. I'm selecting a random range of rotation at the start of the game. Thing 0-45, 90-135, 135-180, ect. I'm trying to test if my rotation is between any of those values, and since AddWorldRotation isn't very linear I had to use something else
You might be able to do that by taking your objects forward vector and comparing it against a made-up forward vector
Clamp axis puts the values between 0-360 like i want, but doesn't represent the rotation how I want still
what's the end goal, like what do you intend to do with knowing the angle
Branch: (If rotation is in range)
True: End the event that's running the rest of the code
False: Keep spinning
I wonder if it'd be cleaner to atan (like I'm doing) and creating a timeline to linearly rotate it into position
well maybe atan's not going to work here. Hang on...
Do what? The compare, or rotating it?
like, just calculating the difference from start point to end point, then rotating into place, instead of checking the angle every iteration
Someone said something similar in response to me but i didn't really understand how to go about it
I'm trying to put something together, but I wonder if I'm mis-understanding the purpose entirely.
Is this intended for a user to apply a spin to an object x number of times? or just for an object to continuously rotate until it lies within an angle range?
The latter
Assertion failed: bRegistered [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp] [Line: 951]
Anyone familiar with this one? Happens on stop play mode randomly after 5-20 play modes
Does anyone know how to deal with this problem ?
I use version 4.27 and android studio 3.5.3
I have been wanting to learn environment art for a while now but i can't really figure out how to start. Does somebody maybe have a masterclass, tutorial or just some tips for me?
if you have worked with any 3D program example (blender, cinema) ?
very very very minimal i made the famous donut from blenderguru and some little other things. But i really haven't got any experience
so you prefer Blender
yes because i have some experience with blender
so find a tutorial on youtube that works with the blender. I would recommend this one https://www.youtube.com/watch?v=IQCNJ9Lpx-s&t=792s
, I haven't looked at it yet, but when I finish some work I would start with this tutotrial
Unreal Engine 5 Beginner tutorial for Blender users! In this free tutorial you will will learn the fundamentals of Unreal Engine 5 but with an emphasis on the similarities and differences between UE5 and Blender. This beginner tutorial is created specifically for Blender users so that you can easily transfer yours skills from Blender 3D into Unr...
First rule of thumb, set your unit scale in Blender to 0.01 and scale everything up 100 times to adapt to the new unit scaling.
floating numbers better spawned on enemy position + converted to viewport with project world to screen node, or better spawn a widget directly in world above enemy head?
Obligatory: Ill have like 50-80 enemies at once on screen in the end.
@plain crypt Can I screenshare this at you? I maybe went a little overboard
For sure, gimme a sec
Guys I created a class named ClassA that is inherited with ActorComponent and then I created another class named ClassB that is inherited from ClassA but the problem is that when I try to attach ClassA to an actor it attaches all good but that ClassB is not attaching to my actor, both classes having just boiler plate code and nothing else, what I am doing wrong here, I am in need of an urgent help as I have spent two days searching for the solution but no luck.
Attaching isn't related to class inheritance, unless you have something wrong with the actor reference used as target to attach on
Does anyone know how to deal with this problem ?
Thanks for the reply Makoto, I am not using scrip to attach component but drag drop, can you please introduce me to any common mistake that could mess up the actors that could result in such problem ?
#mobile, since the error relate to Android SDK
Hello, Im trying to set a Instance Material file's Parent slot with a Material file using the "Set Editor Property" value. But it's just not working. Any suggestion why this isn't working? Yes, both the instanced material and material objects are valid.
how do I post in the job channel? It says I don't have permission
Hey @grim ore any suggestions on my "Set Editor Property" issue?
(nvm)
@pallid talonI can say that this code works as expected, the end result is a changed material instance with the new material set as the parent
this is running in a editor utility widget, promoting Object to a variable works as expected as well. You might just have bad data going into the node if its not working for you. I will say if the instance is open, the UI doesnt update with the changes but it did change once I closed and opened it again
In attributes, that's a strcut which has a enum, right?
Enumator makes option 0-3
0: Skinny
1: Fat
2: Muscle
3: Height
Can someone confirm this theory for me? I need break a puzzle.
Thank you for looking into this. I will test further on my end to see where Im breaking it. Thanks again!
hey guys, I tried disabling player controller on a game I'm working on, basically the surface is slippery, once the character steps on it, he will slide, I want him to slide in one direction only by disabling the input of it and once it hits an object, re-enable the input, I'm sure my BP is set up right and yet, it's not doing anything
for better understanding
forgot to move bottom node where it goes inside disable input, it's Target -> Character Movement
Meme of the day:
I've used:
:j~!q,$O3p$ZQ8?qSrmZ
whoever built the password requirements surely messed up the regex of it
I think this "Set Editor Property" is broken on UE5. I followed your process and it doesn't work at all. Are you testing on UE4 or UE5?
Hey there, I'm trying to figure out how to setup auto keys for a cine cam in game mode, has anyone tried this before or know if this is possible? for example I want the cine cam to be the child of the first person char cam, and want to key the movements made in game.
for a cinematic sequence
Hey guys! Is there a guide to what makes a particle system expensive? For meshes I know having a complex material and a heavy triangle count is expensive.. for particles is it just the particle count? What other factors influence the cost? I couldnβt find an answer anywhere.
I think I found the answer. Reduce particle emission counts..
Reduce lifetime
Avoid expensive calculations such as collision
Replace Game Thread calculated particle effects with Static Mesh effects if possible.
Set Fixed Bounds on your particle system so you do not calculate them each frame.
Increase lod distance check time
Yeah, it definitely doesn't work in UE5. I tested with UE4 and it works. It's a UE5 issue for now.
yep I just checked it as well, it dirties the instance but the change never seems to actually stick
Ok, thanks for confirming. I'll wait for the official release and try again.
I am testing with a build from last week so..... uh... fingers crossed lol.
it's erroring out, so i wonder what code changed
I doubt it
there are still problems with the favourite tab in content browser not closing in the latest versions lol
I work with them right now but not for them
Ok, should I report this as a bug, or would it get resolved faster if you let them know?
I would hate for UE5 to officially release soon, and this bug still exist, unnoticed.
I would report it for sure
help, I tried every possible method and it's still not working, I only managed to disable both mouse and keyboard controllers but I want only the keyboard to be disabled instead of both mouse and keyboard 
hey
I need some help
how do I make it so that the material I used for the landscape streches a bit more so it doesn't look like its just a color and the texture it's actually visible from a fair distance
Anyone knows why this happening!??
The clothes get deformed when I add the animated mesh to a blueprint
It's only happening when I add this animated model to a blueprint.... If I just place the model as animated mesh it works as u can see on the right side of pic....
When added to blueprint clothes get deformed as u can see on the left side of the pic
I'm a beginner programmer so forgive me if this is obvious, but I'm wanting to make a randomly generated map that works very much like what you see in games like Inscyption that are randomly generated with forks. Any help in pointing me in the right direction with this would be greatly appreciated!
Actually now that I'm looking at this I suppose I could probably do something with Poi's and spawning, but if there's another better way please tell me!
I would care to belive that all (atleast singleplayer) FPS games have some kind of aim assist in the background, cause I tried to recreate an fps and 3rd person cam and noticed how unusually hard it is to aim even with good settings, when target is moving especially.
Risk of Rain 2 is a good example.
Now the question is, is it the bullet that curves or vector corrections before the bullet even starts to fly?
guess many do a linetrace and if it hits the mesh it counts as hit
but it's just an assumption, don't take that as granted π
but it needs to autocorrect w/o being noticable :D such a line hit does not hide the weird straight line.
hm, but its a good try, maybe it takes the "would be" and "will be" vector and interpolates them? Math guys surely can say something? Its something nobody talks about xD but linetrace is surely a yes since we need at least one vector
i don't think they really use any bullet physics at all
do the trace, calculate the flying time of distance * bulletspeed, and you know everything necessary
even if the target moves and you have a mesh bullet where you correct the flight path, it doesn't matter if you remove the mesh a bit to early/late, as no one will notice this
but the bullet will still look like shot straight in 3rd person?
camera and player are two startpoints of two vectors which need to align in the end with enemy and all that while crosshair is aligned with the bullet flight point π¨
or maybe its just simple: the hitbox is rediculously huge
no idea if thats noticeable
depends on a lot of factors, e.g. bullet speed, speed of the moving target, how much the view gets rotated after the bullet was fired, etc.
where are the aaa guys when we need them π guess only trying solves this for sure
^
yup that true, i didnt even think about it, the bullets speed is unfortunately here variable during runtime
thanks !
how can I remove this devil?
pretty much like what the message says... rebuild lighting + reflection captures
build => ligthing only
then build => reflection captures
and prepare for some coffeebreak with 2,8k unllt objects...
and hope you got a decent amount of memory, too
bruh
how do I build lighting or is it some difficult thing that I have to find in yt
Im trying to change this exposure setting that's inside the Project Settings, but it doesn't change with this "Execute Console Command". Any suggestions why this isn't working?
I have it on a button inside a Editor Widget.
@neon bough sir I rebuild my lighting ant now my game looks like vomit
congratulations, fix your light setup then
Has anyone had and solved the problem of getting thousands of lines like this in the Output Log:
LogD3D12RHI: Warning: Force flushing command list to GPU because too many commands have been enqueued already
Hi just finished my master's videogame prototype at UNIR, if you want to check it out and provide feedback would be great, video is in spanish though, hopefully you can at least understand the game concept, thanks https://www.twitch.tv/videos/1292737683
isaacpunisher85 went live on Twitch. Catch up on their Software and Game Development VOD now.
i love bp
Interface functions are not listed there.
yep
i jsut can find the right engine i want to do unity and then i like the graphics on unreal and most games i play are made with unreal what do it do
@plush yew, :coin: Heads
wow
If you want to do Unity, they offer HDRP.
They tried to make things less dependant on their Asset Store in recent years. Before that, achieving similar rendering feature to UE4 would require going through Asset Store or someone's GitHub repo.
Anyone know anything about renting dedicated servers? How do I know what servers I would need and how many would I need to run so many instances etc
I know absolutely *** all about it
might as well show me russian
What hardware you need depends per game, test it out and look at how it runs and see what you can use. Thereβs not really a good answer for that one, except that you obviously want to run with the least amount of cost while still achieving stable performance. How many instances you need to run depends on how much players at once can play on one instance and how many players you want to support π
Is there any way to view multiple curve assets at once?
Ideally on the same graph?
Hey, I have a question about the GPU i am going to buy. Am i in the right chat?
Thnx @buoyant compass
No.
You can open them at the same time though.
Hi. I have a group of static mesh components inside my Blueprint.
My blueprint is a group of stars units (static meshes).
I need to increase my stars static meshes in the blueprint at run time.
So basically i need to copy the star static mesh, or spawn new star static mesh.
The only way i know of to do this, is to create a new blueprint just for the star, and then Spawn Actor.
Is there a way to do this without having to create a new Blueprint?
Why not populate the stars in a sky sphere material?
Trying to come up with creative, unusual and funny ways to sink a pirate ship for a game, hmu with any ideas you got as to how to sabotage a pirate ship feel free to @ me.
Any ideas would be massively appreciated π
So, after thinking I am crazy, I figured Iβd just ask.. is Nanite for UE5 only? Or is it in 4 as well?.. I canβt find it if it is..
i mean they are a group of stars like characters. Not in the sky. I need to spawn more of them in the middle of the game.
Should i use spawn actor? Spawn actor doesn't allow me to copy a current existing static mesh inside my blueprint. it only copies from the content browser.
So is that the only way? Should i create the static mesh first outside of the blueprint so i can spawn it inside the blueprint?
You can create static mesh component inside BP and set the transform and attaching.
Though not sure why you're settling for static mesh.
<@&213101288538374145>
stop spamming dawg
Ban him pls
:triangular_flag_on_post: gob#7293 received strike 2. As a result, they were muted for 1 hour.
:no_entry_sign: gob#7293 was banned.
yeah spawn actor and spawn a BP for example then set or expose the parameters on the spawn you want to set
no inputs available in timer node
praise the sun
I don't think inputs are supported by timer by function name nodes.
I don't think so?
You can ooen individual windows thats all
damn
If you want to, you can use events instead.
im just gonna make it a variable
and set it every time my event is fired
and access that in the function
and how you expect to set in the timer it?
why don't set the var prior and then use it?
thats what im doing
im setting var before timer
and then accessing that in my function
instead of using function inputs
just gonna be a var node
prolly gonna change it a bit in the future its just temporary for now
because i coded my blueprint so horribly
Hi! I recently heard about shiny cardboard which is used for cheaper shading and that cardboard thing is also used for rendering. What exactly is that cardboard?
was it from a youtube video?
I cant remember but i think it was mentioned in an reddit post. I searched in the internet but i couldnt find anything about it.
do you remember what he was talking about
because he might have gotten assets from somewhere and might be referencing that
from my knowledge, no such thing as shiny cardboard in ue because anything texture related must be made into a material
and then you can modify attributes there
thats why ue doesnt really have "concrete" or "drywall" (for example) or cardboard blueprints that are part of the engine.
It was about some games and a bit about how the lighting, shadows there.
now regarding the performance difference that guy was talking about
not sure at all
but usually less reflections = better performance
but i aint no expert
so shiny cardboard just sounds like a little worse performance than matte cardboard
Is Nanite for UE5 only?
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\charl\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: C:\Users\charl\Documents\Unreal Projects\AroundYou\AroundYou.uproject does not look like uproject file but no targets have been found!```
anyone know how to fix this
i cant package the game
keeps saying uproject does not look like uproject
is there a official release date foe UE5?
Ok.. thanks.. is there a way to help the fps drop by using megascans with out Nanite?.. I built 3 houses & my frames drop from 120 to 11 from just the few assets that make up the house.. @plush yew
When using megascans*
Yea, I stopped with the HP mesh & drop the res to 2k & itβs still taking a shit.. Iβll keep looking.. Thanks for the advice
I got a decent rig.. & a 2060 super.. it shouldnβt take that big of a hit, I wouldnβt think..
stat gpu
@plush yew I thought so too.. @drowsy snow was that to me?.. what does it mean?
Sorry still learning.. donβt know the short hand that well yet
Ah ok, I thought it might be.. I havenβt done anything with that but I know how to open it
Are you talking about fake bloom?
Thanks.. these unreal docs have got me thru a lot.. lol.. Thanks Iβll look thru it.. I got a lot of cool stuff Iβm building but I need good textures & this has been messing with my progress.. This would be extremely useful.. U have been very helpful.. This is rare for this kind of thing, especially when asking for help, so again, I appreciate u taking the time
Iβve been following tutorials & can get their a lot of it but some stuff is just different I. Their set up than mine & I canβt figure out why.. I usually end up in the docs after that happens
Cool.. Iβm gonna run thru it & see if I can fix all this..
@plush yew @drowsy snow guys if you know the answer really important and idk why i havent thought to ask at all
Is it possible to tie montages into the animation blueprint
i wanna use montages for montages stuff but i always want it linked into the animation blueprint
is that a thing or am i grasping at straws
Tie montages how?
sorry i didnt expect you guys to get back to me
Like if you play an animation in the animation blueprint it plays and than goes into the next or previous animation in the animation grahp
if you play a montage it seems to interupt or such other stuff than flow backwards or forward
Im wondering can i not plug in an animation into the animation grahp for a function or some sort than instead link the supposed plugge din animation to a montage in the character blueprints
This is what i mean
make it so the montage in the blueprint acts like a inbetween for the animation or blendspace plugged into the sprint for example
Hope there wasnt audio cuz i just watched and all i see is three states for idle,walk,run which i usually have as one
there was no audio x3
but you see the montage in the beginning
that i highlight
is it possible to have it in place where the sprint is or at least have code that can connect the montage to where the sprint blendspace is at?
i have systems that work only with anim bp grahps and systems that only work with montages and i noticed i have no clue how to link them together
so when montages are triggered it flows into it as normally would from a anim bp setup and vise versa and im getting weird glitches i cant fix because of that :3
im not asking for a how to but just terms i can search to fix or figure it out myself
I still dont get it π sorry, but it doesnt sound pretty
so yes i need to learn layers for style reasons lmao
but no no i mean
hmm
you see how montages take place in character bp's
and animation grahp has conduits and states you leave and enter
Anim graph is for anims like locomotion. One offs are montages. Use cached poses to blend the montage over the locomotion when played. π€·
o.o
wait
so stuff like punch
or kick
or open door wouldnt be anim grahp
but jump would right?
walk swim
so theortically if i wanted 8 way dodging for example
that wouldnt be montages that would beanim grahp
i think i get it
thanks x-x
Lol ok
If you say so
i like it but sometimes its weird lol
i dont mean any offense to the engine i promise~
Yeah, sometimes its learning the system to use it rather than making your own version
Does anyone know why my Print String doesn't work anymore, i tried to print from 2 different places and it doesn't print at all (it was printing before). Maybe did I press something that makes it disabled ?
The prints are still in the "Output Log" so it's printing correctly but just not showing on the screen
hey, how do I trigger an animation with a key input
I tried this but doesn't seem to work
I'm on 4.26
Where do you put that command ?
Nope still doesn't print on the screen, but there are prints in the console
where is that ?
yes
how do you see if it triggered as the breakpoint stops on the node if I'm not mistaking
I'm using the gamestate as I havea running timer on it and it display on the HUD class correctly
so it's called
yeah no clue what that something is
I'm still having trouble getting animations to start by pressing a key
I have already defined the keys in project settings
@plush yew It starts printing again ... bruh
hey all
does anyone know why my orthographic camera isnt rendering textures?
everything is a solid white
I think your camera FOV is too close and it's zooming on the wall, try to make it be far away and see what it renders
you can see the shadows of the wall very faintly in the camera output
yeah but put your camera far away and see what it renders
same thing no matter the distance
but it gets worse when i go closer
Why not use a very narrow perspective FOV instead?
hmm okay
ill try that
You can just run away with 5.0Β° FOV and it's narrow enough for near ortho look.
wait but then it needs to be insanely far away
why is this happening? Outside is dark, but from inside the building outside looks bright.
Not insanely far away, but reasonably far away.
LODs and lighting are determined by screen size, not just distance.
wait i think i almost have it
@drowsy snow is there a way to zoom the camera so its not thousands of units away
Zoom out, which means increasing the FOV.
yeah but im moving the camera literally 100x as far as it was
If nothing is unintentionally obscuring the view, I think it's not a big deal.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\charl\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: C:\Users\charl\Documents\Unreal Projects\AroundYou\AroundYou.uproject does not look like uproject file but no targets have been found!```
anyone know how to fix this
i cant package the game
keeps saying uproject does not look like uproject
alright it works now
thank you
Hello, friends
What's the quickest way to completely light up a big room?
It's so dark in here
And I need it to be, like, really bright
also, don't mind that light on the walls, I actually need to fix that
you could put a point or spot light in the center and turn the brightness insanely high
Auto Exposure?
Oh, I was thinking about point light
This seems to be working, thanks
thx
Not sure what channel I can ask this in so I'll just put it here
I downloaded a fbx file and it imported a bunch of assets. Why is the mesh all screwed up?
It's obviously not supposed to look like that
it's possible the mesh has a material that's double sided OR the normals are inverted..
I changed the material to one of the starter content ones and no fix
What's normals? Is that an easy fix
have you tried to take the mesh into 3DS max, or maya?
No I'm new to UE and the whole game dev shebang
Here you go
yea whereever you got this model from
and yes, i am recreating wii tanks
it's really messed up
topology is not clean at all, and the mesh of the model are facing inwards
that's why it looks messed up in engine
this almost works but the float decimals are too small
@remote badge see how the side of the model is black? that means that the outwards view of the model is facing inwards
the normals are either facing inward with backfaces off, or there are no normals, or a combination of both
I'm looking at the model and it's a bit of a mess
the polys are inwards
in weird places
Wait wait huh
Is it that wii mini game
Uhhh those tank things
And the pellets
You use the Wii mote and nunchuck for it or anything
yup
im making it in UE4
the tanks are all modelled and its playable
but
the mouse position is so glitchy
Ahh. You should use keyboard input
Not keyboard and mouse
for aiming?
@remote badge look up videos on artstation to understand what good topology looks like
because the edge flow is all over the place as well
be careful what models your picking up off the net
you mean jefferson
also I imported the fbx with the sketchfab plugin and the mesh isn't screwed up for some reason
no idea why it works
lol no my problem has nothing to do with topology
Yepo
oh my bad I for some reason connected topology with top down
yea and it imported as a single asset instead of like 10
here this should look normal now
oh thanks
yea UE gives you the option to import as a single asset or individual
I'll hold onto this in case the sketchfab import has its own problems
no worries
but if you're interested in learning check out artstation
they have great tuts on modeling
how the hell do people get mouse location to be something the tanks can point at
?
im using that but its not super intuitive
There's even this if you want a Hit Result
woah what
weird, theyre all returning 0,0,0
Using Location?
any idea how i can hear audio from multiple PIE windows? for example player 1 shoots and i want to hear it on player2 as well without having to quickly tab over to that window to hear it
Tried to check "Allow Background Audio" in Editor Preferences?
yes thats enabled
If not i think there's a config, try that?
In your Engine.ini
[Audio]
UnfocusedVolumeMultiplier=1.0
same result. seems i have to play with RunUnderOneProcess disabled which kind of sucks but atleast it works for testing
Oh yeah, that would do it
seems like i also need to have what yous tated above as well. thank you
hi
how do i change the value of something on spawn
when i change it after spawn it seems to be the varible i want
but every time i try to read that varible from something outside of the blueprint
it goes screwwy
what does screwwy mean in this context?
even though the varible is read after it's changed
it's not changing to what you set it to?
it just reads a blank version of the struct
it works from the inside!
but not the outside!
i just have a "make struct"
I would sanity check that both actor refs have the same name
the make struct is reading from a config file
the variable is set correctly every time
fastest way to screenshot: WIN+Shift+S >> drag a box >> CTRL+V in discord chatbox
Remember you can always expose variables to be set on spawn
why can't I get any of the variables for the last image ?
You're setting them back in the BP which makes no sense
it is exposed
i use a simple interface to send the data to the player
it only doesn't work when i change the varible in any way for any reason inside the bp
AND THIS IS BEFORE THE data is read
Probs a screen of your setup would help
I am confused, I am following this http://lucyestela.com/dev/unreal/unreal-assigning-keyboard-controls-to-trigger-animations/
ASSIGN CONTROLS TO TRIGGER ANIMATIONS Now I want to trigger the different animations based on the keyboard input, so to do that I need to set up some input...
one moment
If I set it on animblueprint I won't be able to use them on character either
You're setting them back inside ThirdPersonCharacter
Instead of a Variable inside the AnimBP
so this part seems to work
but when i use this event
it doesn't work
it works by itself mind you
however when used together they don't work
Same BP?
So it fails when you overlap and you try to read the struct?
yep
even thouhg it's set just fine
Nothing weird going on in the Parent Overlap?
worked before the on set event