#ue4-general
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Mostly design and programming, nowhere near skilled enough with making meshes yet
i have 3 animations for jumping, the start, the looping middle and the end, how would i get them to play at the right time without having just a single animation for falling
Nice, I was going to say you might be trying to do too much for one person
Have you looked at animation blueprints?
I feel like I still am
yeah
since I've got test weapons and test AI implemented, but they're still very basic
i have one working but i cant seem to get the 3 jumping anims to play
Your answer lies in animation blendspace.
ive got a walking one, how would i do jumping one?
Sorry, but could you explain more in detail about your situation?
I am literally in the same boat as you. I just finished my university and I have some university projects and currently working on a FPS game. But the scope is definitely doable but what i am going through is wondering if all of this effort is really worth it or not?
i have 3 animations, jumpStart, falling, and jumpLand and i want the jumpStart anim to play when i jump and i want the jumpLand anim to play when i land, whether falling or jumping, with falling anim to play in between
Like what am I going to do with this project?
Yea, you are going to need an animation blend space that changes its animation depending on the velocity or the speed of falling
how would i make it
Sorry not the speed of falling that's a wrong thing to take
Of course, it is still a lot to do for sure. I've given up on a bunch of projects in the past. I tell myself that if I'm learning things each time, it'll help with the next (and it does, for sure). Not saying you should give up btw!
What you need is a variable to detect how far off the player is "off the ground" and depending on that change the animation using animation blendspace
You can do this using "Line trace" node in blueprints
could you show an example?
Try this and let me know if this worked for you?
Hi, have any of you encountered the problem of running your own android game? The game is packed, installed on tel
, the obb file put in the correct folder. And there is such a message. In the previous version, the game runs normally on the phone after being packed. The difference is that in the new version the sound was added to the game and in the old version it is not.
also i have a mana system set up so whenever i do an attack it uses x amount of mana, and i have a progress bar bound to that variable, but it doesnt seem to be taking away the mana even though i have a set mana node in the attack function
Is that binded to the progress bar?
yeah
I dont make android games, so I cant help you there
Could you share your blueprints. It would be really hard for me to figure out where the problem lies.
The place where you are setting your mana
and then the bind action to the progress bar
this is the binding
and the place setting the mana:
First tip: Never use integer for any progress bar.
Even while calculating in your players blueprint. I would suggest you change the variable type to float.
I checked and Half-Life 2 was worked on by 82 people, not including voice actors. So don't feel bad about feeling like you're doing a lot. It might be a good idea to think about your goals and any ways you can simplify the project. And it's definitely worth watching some videos on developing good practices to stay motivated through large projects. (Having people play and give feedback, setting clear milestones, etc etc)
Second tip: Try to use even dispatchers rather than binding because in my opinion you only want to update the mana when the player attacks and not on every single frame.
Now regarding your problem everything seems to be fine.
Im not sure why its not working
what is a dispatcher
Could you use a "Print String" node here to debug whether it is actually reducing or not?
ok
its not reducing and randomly increases
QUESTION: ue5 is set to be released in full already?
An event dispatcher dispatches an event. So for example, if an action has occurred the event will dispatch that this "action" has occurred. So any event listeners interested in that dispatcher will execute the event
This means you are constantly increasing your mana somewhere without having a clamp
im still confused
yeah fixed that
Could you share the part where you are increasing your mana?
Learn about event dispatcher in unreal engine. It will optimize your game heavily.
hi ...
i want to make softbody leather sofa that interact with character ...
what is the best suggestion?
thanks.
What does the print string node display now?
im going to try turn it into float
Use a collision box to detect whether the player overlaps. If it does, interact with the couch
That may/may not solve your problem. But yea give it a shot.
I would like to see the part where you are increasing your mana
as im dividing by 100 so it wouldnt divide
Even after you changed it to float?
no when it was an integer it wouldnt be able to be divided by 100
would it
Can you print string whether you are getting the value of mana or not?
if its 1
ok ... but i'm new to UE physics ...
what is your suggestion ...
nvidia physx? chaos? special plugin? what?
this is for animation ... not game ...
itd be 0.01
It still should but it will round it down
yeah
so itd be 0
That is probably whats happening
Exactly
That's why always use floats if you intend to use that variable for a progress bar.
yeah it works now
Sweet
Ooh. I cant help you there. You might want to ask that on the animation channel under content creation?
Let me know if the jump animation is fixed for you
Hey guys, in today's video, I'm going to be showing you how to use event dispatchers. Event dispatchers are great nodes which you should definitely understand and utilise in your projects.
#Ue4 #UnrealEngine4 #Ue4Tutorial
00:00 - Intro
00:07 - What Are Event Dispatchers...
doesnt seem to work
the animation plays too late
hey I have been working on a game and am wondering how I would go about a boss smashing pillars to pieces, if I could have help it would be appreciated
Look into ue4 destruction
You can trigger a mesh to split into pieces and collapse an some kind of trigger
Id start there
okay i have been doing that, I will continue
thanks
guys, is any one of you have been trying to do some batch render with unreal? or MovieRenderQueue in a blueprint?
uhh for some reason if i sprint and jump he gets stuck in the jump animation
Why not? What's happening? Can you run me through?
it works i changed the land animation to not loop
Lol
The small mistakes
Does it work now as you intended?
but for some reason if you sprint then jump the character gets stuck in the jump loop animation
Can I see your blendspace?
Do you have a variable that detects whether the player is currently jumping or not?
How is your blendspace deciding the current state?
thats what the video said
What happens if you remove the falling animation?
For now?
For testing purposes
Does it work then?
You plug Bool directly and use Not
oh i didnt attatch the names
Yea, that's what I was wondering
because i want the animation to play if is falling is true
If you want to enter when True, you plug directly
If you want to enter when False, you use Not then plug
Yes this^^
but if its false, the not would make it true
Exactly
anyone have any insight on how to develop a rts tech tree. Games like warcraft must have some kind of math equation related to its build times and unit power
Which means if the player is not falling (in your case) it will transition to jump end. If it is falling then it will not transition.
It will keep playing the loop
Which is what is probably happening since you are explicitly setting it to false.
Right. I don't why I assumed it was explicitly setting it..
ok
ok
Could you try directly inserting the pins instead of checking them?
yeah
Like this ^^
Let me know if that works
it is exactly the same
im not sure. It should work..
Can you double check your loop animation options?
wait no its happening everywhere
theyre not loopin
wdym its happening everywhere?
its happening even though im not sprinting
but then this happens
Can I see your transition state condition between Jump end to Idle/walk
it seems to be working now
i changed the animation and didnt change the time remaining
what did you change?
Texture with normal, roughness, and metallic all combined into one texture using different RGB values
that represent different stuff
Does it work now?
yeah
Sweet
And how do I do that?
Do what?
That's the texture.
So for example R channel would represent roughness, G would probably represent metallic, B would represent the normals. They are all compressed into 1 and you can use this texture as a setting for any material.
BC is Base Color aka Albedo aka Diffuse (the actual color of something)
N is Normal Map (fake texture details)
E is Emissive (fake texture light)
P seems some sort of compacted Mask? (could be used for MSR or / and Opacity)
Thank you
If it has all that, does that mean it is PBR?
Guys, i'm trying to batch render the same sequence multiple time. But each time with a variation (Sphere with shader A, then Sphere with shader B, then etc..)
do you know how i can do with with a blueprint?
i was looking at https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HighQualityMediaExport/RuntimeBuilds/
but it's kind of obscure
Movie Render Queue in Runtime Builds
How to use Movie Render Queue in a distributed build to create movies on end-users' devices
do you have any idea? any one tried it before?
Yeah, if it is actually all that I described, indeed
why is the mesh i add to the Actor always offset like this? i checked both the blender file and the fbx file in unreal, neither of them have a offset like that
Or spacebar
i've got an editor utility actor with a child actor which spawns actors in it's construction script. Now when i move that actor it keeps spawning more and more instances (as the construction script runs again) but doesn't delete the old ones, is that intended behavior?
so does
texture streaming pool over budget affect anything
and rebuild lighting etcv
yes
what does it do
first will fallback to lower resolution textures for your viewport
second affects lighting, so if that message shows up the viewport doesn't represent the actual final result
yea
ok bet tysm
I also dont know the answer to your question but I hope someone else does ^^^
depending on how much VRAM your GPU has you can use r.streaming.poolsize 4096 to set the pool to 4GB for example
that will allow the editor to use more GPU memory for textures
uh i think i have a 2070 16gb
idk if thats right in terms of ram but my GPU is a 2070
yeah might be
probably actually
I have 64 gb for ram though but im p sure that doesnt effect the gpu ram
that doesn't affect streaming pool
well actually it may, but it's not considered when unreal determines how much GPU Memory will be used for texture streaming
but if you run out of videomemory it may fall back to host memory (which is slower)
If I have a button that is activated by a cube (I have that part), and I want to change a variable in a separate door actor, how can I cast to it? either from the door to cast to the button, or from the button to cast to the door. In the "Cast to" block I need to put an object as an input, but I don't know what to put there
you need a reference
in your button bp create a variable which has the type of your door, then click the eye next to it so that it's exposed
now in the viewport you can change that variable (there's a dropper gauge next to it, click that and select the door)
now you have a reference of the door saved on the button, so when the button get's pressed it can tell the door to open/close
Guys i have a general question :o
What's your way of handling your game's settings?
Do you do it all in Blueprint?
Do you create a GameUserSettings Subclass?
Or is there anything I don't know of? :D
I'm looking for a neat way of doing that and no matter what I try it always feels really hacky
a primitive component variable, or actor? I'll try both
You need to make sure the mesh is at the origin (0,0,0) as that is how unreal makes a pivot point
you can set it to the BP of your door
that way you also don't need to cast
thanks!
@neon bough well, I used a cast, but it still worked. It's not a big project, so performance doesn't really concern me here
You can make an actor object reference, click the eye icon, then in the viewport, set it to the door, cast to the door with that variable then change the variable
Which i now realise is exactly what ben said (sorry)
But that should work if yiu do it correctly
I really need to scroll up more lmao
make a back up first, try creating a new blank c++ class and it will rebuild the binary's. make sure hot reload is off and live coding is on.
well... do it right from the start before you manifest those practices
I have a problem, where when the DoorOpen bool is negative (at the start of the scene) the timeline is at the start (where it should be), when DoorOpen is positive, the timeline plays (how it should be) and it updates the location of the Door, but when DoorOpen is negative again, the Door doesn't move.
If you want you might get more help from #packaging . delete your main message if what i said does not help and re post it there.
Did you try making a custom event for client and server instead of using an event tick?
Don't do it on tick :ccc
client and server?
it acts weird only if I set Play from start or Reverse from end
Your replicating your targets location assuming this is ran on server
Pretty sure Relative is set as Replicated out of the box
It doesn't run on a server, just my project on a laptop
yeah you need to do the good old custom event then ๐
make it a multicast
pure
I feel like it's a singleplayer project :p
yea created a new c++ class and didnt work, Ill go post there
ty thou
it is, just a puzzle game
ahh sorry thinking to heavy.
somewhat like portal
How are you changing Door Open?
I have a cast from a button.
@.Ben told me how to do it
good ole freebee for you btw ๐ if this works with 4.26 https://github.com/FreetimeStudio/PortalPlugin
I don't want portals
I meant the puzzles are like the ones from portal, not the mechanics
Ohh gotchya.
Well, in that case you can play the timeline after setting DoorOpen with a Custom Event
Cause when DoorOpen changes is when you want to play it
Remove event tick, right click type custom event.
yes
even tho the game is single player, in theory do you have to select client on single player games?
i always did lol
Not Replicated
makes sense. idk why i do this then
Owning Client is used if it's run on server to well, run something on the client instead
For example if I wanna run something from the GameMode OnPostLogin in my PlayerController and have it run on the Client version of it, I call the function on the PC as Owning Client
Yeah i get that. I just taught myself wrong then.
Pretty sure RPC stuff makes no difference in a Singleplayer scenario
You can have stuff anywhere and not respect the architecture
For example a Widget could spawn something directly
Would never happen in a Multiplayer game
Not that it's right, but would work
@kindred depot I never understood how custom events work
You can call it from a Cast in another class or from inside the class itself
And will run the code
Think of a custom event like a activation. I would say execution, but that's different in a way.
You can either use for organization or calling a function from somewhere else or both
to make this work you need to activate this line of code.
So in your case you could make a CustomEvent called OpenDoor
When you press the Button, from the Cast it sets DoorOpen and after that calls OpenDoor
This is when unreal engine becomes overwhelming ๐
you'll figure it out tho!
It becomes fluent after a few try's (wow i hate auto correct)
Or you could just use a FlipFlop to avoid bools in case you are using the Bool only to decide if the door is open or not and they all start in the same state :p
Oh yeh, i mean instead of directly setting it yourself everytime, would look cleaner :D
I remember spamming the button of a door, too entertaining for what it was
Hello people . I need to finish a project in the next hours and im facing a very strange issue. Those are patches from the dmx system that I have animated. And they work fine. But when I close the project and open it again, they are gone from the sequencer with all the keyframes!? Even after saving everything. Any ideas what is going on ?
hey everyone, I was wondering if someone knew and had a pic of the code for displaying a widget on the screen when in a box collision then when the key on the keyboard is pressed that shows up on the screen another widget shows up with another button to press, plz help I've been trying to do this for 3 days and I just can't find a way, its going to be like a code you have to put in but each number is a different widget.
i am using scene capture 2d + render target to generate a dynamic material for a scope, i want to add an aiming reticule on top but idk if you can create dynamic layered materials or what, any tips for this?
Ideally you want to use interfaces or event dispatchers with that, because you're going to do the check for the player character in the actor that has the box collision, and then only bind the event when the player overlaps with the collision. This is because we can't do input events on non player actors without some jerry rig setup.
Just lerp the RT with the reticule texture in your material and call it a day.
I have a weird question... In top down template you can change the view distance. but it pins the distance from thecamera, so the upper corners the actor will disappear but lets say I want them to disappear from the sides too but since they are closer to the camera they wont.... Is there a way to change where that render distance center point is? like can i have things render from the character center point and not from the camera?
idk if that makes any sense but oh well lol
Not sure what you mean, the RT is generating 1 material which is the scopes view, and i have a seperate material for the scope reticule
Why do you need separate material for the scope reticule?
I want to learn more and play around with more in depth features of the engine. However I'm only running a 1660ti Mobile and 64gb ram. It has worked okay until recently, I'm having major FPS and stuttering issues in the game I'm making. Anyone have any ideas on what settings within the engine or nvidia settings that could aid in helping me get by with the 1660ti mobile, until I can one day afford a better computer?
I dont know how to add it to the first material, to like stack materials
thats where im a bit confues
confused
It confuse me more that you need to have separate material for the reticule texture, as opposed to a simple overlay texture.
Well i could do that as well, just not sure how
i have the texture i simply do not know how to put it on top of a dynamically generated material
Make sure UE is using high performance profile (it's common for laptops to assign apps to fallback to high battery profile and use Intel iGPU), and if it only happens to your particular project, use stat unitgraph to determine offending thread.
thanks for the term overlay texure, with this i was able to realize i can just pass the reticule texture in as a param and add it to the camera feed
Question. Is there a way to change render distance in a TopDown Template. to focus an area like inside the blue circle. and unrender or undraw actors outside the circle?
Yes i tried a fog of war but 1 tutorial only has a LoS aspect and the other it seem i have to follow the RTS guide from earlier than the fog of war, and others it just don't seem right.
I dont know if its the right answer, but you could look into use a sphere mask around your player and have it only show whats in the mask. An issue I could see is that all materials might need to take this into account
where do I even start on fixing this
I could try that. Have any example how to do that?
When you're running in Play as Client mode with two clients what information is displayed in World Outliner in terms of actors spawned? Is it the server?
Hello, has anyone had an issue where Delta Seconds (or World Delta Seconds) gives a much lower output (/5) when in a packaged game or when playing standalone? (While in editor it gives a much higher output)
Sounds like I'm doing something wrong.. But I'm really not. Not sure what's going on.
Well, it depends on the frame rate, so may just be different frame rates
actually I just tested and it is because of the fps. but I don't get why.. isn't this node supposed to make it so the fps doesn't matter?....
Yeah and it makes it so by returning the time between the previous frame and the current frame
So the returned value is that which depending on FPS is different
this is how I'm using it.. why is it not working?
What's not working?
well it becomes faster/slower depending on the fps
Well, guess it makes sense, you are constantly adding a force which would be different based on FPS
but it's not supposed to be different cuz I'm multplying it by the delta seconds?
im having issues with box brushes disappearing once playing in standalone mode, what am i doing wrong? how can i make the box brushes appear in standalone? any help is much appreciated
I think AddForce was designed to not be used with Frame logic while AddImpulse was
but it says
shoudl be called every frame
:/
oh.
nevermind
AddImpulse will apply the force vector without adjusting for frames per second (fps).
so I need to not scale it if I use add force
lol
Magicโข๏ธ
does anyone know whats going on here?
and what happens when you try it not in standalone?
the box brushes are there whilst playing in selected viewport
in standalone, some box brushes either disappear or stay visible
might want to test it with packaging and see if it's an actual issue
otherwise, brushes might have issues in general you should be converting them to static meshes or replacing them with meshes to see if that is the issue
alright i will try packaging and see if the issue is still there
im trying to make a system were u press a key and u sit and every second u gain more stam then if u were standing but i cant use another event tick so it only gives + 10 stam instead of + 10 stam every 1 sec
i need to add a event tick but im all ready using one is there something i can use in place of the event tick
How can I raise my river level..? moving the Z up for the objects does nothing
idk i have the same problem in my game
Have you included Engine in your project's Build.cs file?
It should be there by default
@tight crystalyou can use a timer, but why cant you just use the event tick? (you shouldnt, but you cant)
im using a delay but im not sure how i can stop it on released
i cant use a branch and set the condition to released
You don't want to use a delay you want to use a timer for what you are trying to do
ok
It's not updated? It has bugs due to early access? Uhm... Why doesn't it work, what have you tried or tested?
ty it worked
Hiii
there is a node called sequence.
capsule seems to float a few cm off the floor. Is that just a thing with CharacterMovement?
^Capsule is a little hard to see, but the capsule bottom is perfectly aligned to the mesh's feet
is there a help channel?
is that a cat holding a gun
Yeah, just move the mesh down till it matches
It's just the capsule collision
Even if in this case it's weird, Capsule should be closer to terrain iirc
It's a squirrel, in fact
https://twitter.com/QuiteDan/status/1493063388858966016?s=20&t=OmliMuUhwxlmgSXo8dobKg
#Blender3d #ScreenshotSunday
Still need to add some finger/toe articulation :) https://t.co/V9aZSTKOQM
no way
is there a channel for asking questions about textures?
thanks!
so i got UE5 installed, and it wants MSVC2019, is there a way to make it work with MSVC2022 ?
Why is squirrel holding gun ๐
Everywhere I possibly can Iโve changed the GameMode settings so Default Pawn Class is None, yet a duplicate of my character always spawns when I press play. Any ideas?
I have an object where the collision is set to overlap all
and it does something on begin overlap
but it is only being triggered if the player runs into it
Hello, I am new to unreal and I have a problem can someone help me
whats the problem?
am I allowed to send a video of the problem?
Might as well just state it right away while posting the video for context
It says that i need to save "Skeleton UE4_Mannequinn_Skeleton" however I am lost because I try and save it and the problem persists
I have an actor that has begin overlap, that only triggers when something runs into it, But I want to to trigger if it hits something
Hi all. Would anyone have any idea about this ProceduralMeshComponent / DetailsCustomizations.dll issue I'm having?
Completely new UE project (4.27.2). I made a C++ Actor, and added only this code to it:
(.h)
#include "ProceduralMeshComponent.h"
...
private:
UPROPERTY(VisibleAnywhere) class UProceduralMeshComponent* SurfaceProcMeshComponent;
and:
(.cpp)
ATester::ATester()
{
SurfaceProcMeshComponent = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("Surface Proc. Mesh Component"));
SetRootComponent(SurfaceProcMeshComponent);
...
PMC plugin has been enabled and added to the build.cs file.
I can place this actor in the scene and move it around with the transform widget. But if I change its location via the Details panel, in any way whatsoever, even pressing the little yellow reset arrow, the editor crashes.
This occurs also in another project that's further along, where other PMC stuff does actually work and the mesh can change shape and wotnot. Things work, but editing its transform via the Details panel is a crash.
Crash log starts like:
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000148
0x000007fe944cfdca UE4Editor-DetailCustomizations.dll!UnknownFunction []
...
0x000007feace2be52 UE4Editor-Slate.dll!UnknownFunction []
Have you installed debugging symbols?
No
Not so up to speed with that stuff, but worth a try?
I was surprised to realise today that this has actually been in my project for months. Just I've never actually had to manually edit its position.
Definitely required. The engine needs debugging symbols for the crash callstack to be more understandable, especially when you're working with C++ code.
Ok, I'll let that install and see if that helps me figure it out
Worst case scenario (which I've only realised while typing the above), I think I can just live with it
But it would still be nice to know why editor buttons have become crash buttons
hello everyone, for a couple of days i have been checking out the Action RPG sample game from the learn tab. Is a there a way of merging that with ALS v4.Any insights on how to go about this will highly be appreciated๐
Im using a section of that sample game, something to do with the UI i dont remember precisely, but the majority of it is just getting the right components and adding it to your player
In your case since it would be such a big thing, you would probably have to also add the sockets to your als skeleton that are on the sample's skeleton
On top of that you'd have to replace certain variables that cast to the arpg character to your als character
Have you searched for any documentation for als Integration?I think that pack had some, but im not sure
i have managed to merge it partially but ALS has so many animation layers cant seem to figure out where to place my idle weapon animations
What i would do is make new overlay states, then switch the states based on use
Just youtube how to make new als overlay states, there's many great vids
does anyone know were i can get a free palm tree model for ue4?
how do i make an event trigger without box trigger or whatever
Depends what your situation is.
For example, if you want to open a door without using a trigger. Another alternative could be to use LineTrace and the distance. So, if the player is looking at the door and the distance is small then open the door.
mk
how can i make a trigger using blueprints
like
when a specified amount of time passes
thank you i will definitly check em out
what's mk?
When a specified amount of time passes you dispatch an event and then any custom action that is interested to listen to that event, will execute the action. Check out event dispatchers.
thanks
Hey guys, in today's video, I'm going to be showing you how to use event dispatchers. Event dispatchers are great nodes which you should definitely understand and utilise in your projects.
#Ue4 #UnrealEngine4 #Ue4Tutorial
00:00 - Intro
00:07 - What Are Event Dispatchers...
thank you dude
needed this
Glad to be of help
pog thanks
does anyone know why when i try to open up unreal engine 5 early access it crashes and doesnt even let me create a project/open a project
also i have a huge open world which is just a landscape and foliage, how do i make unreal engine only render the place the player is as its having a huge performancer impact on the editor and the game
Return to 4.27 or build 5.0 branch from source code.
i did return to 4.27 but i was wondering if there was a reason why it was happening
Because UE5 Early Access is unstable, maybe? I don't know why they label it Early Access.
does anyone know how i can improve performance?
heyo guys, just started a course about unreal engine 5 and was wondering if all the info I learn there can be applied to ue4 , ofc except lumen and nanite, or?
UE already does culling automatically
it'll render landscape components that you can see only
the level is so laggy tho and when you play you can see everything rn#
so im having to use the starter level unreal engine provides to test in
What are your texture resolutions? Are they too high?
idk im using megascans
You probably need to play around with LOD
LODs.
also i have a problem of when i look down and jump, i can see the mouth (im making a first person camera and idk how to rotate the head with the camera)
Go through this and try to follow through: https://www.youtube.com/watch?v=ZRaeiVAM4LI&t=540s
Join us as we dive into a work-in-progress Quixel sample scene and learn tips and tricks to improve your environment's performance. Weโll cover how to diagnose performance problems affecting your environment, how to resolve them, and how to ensure your environment is staying as performant as possible throughout production.
TIMESTAMPS
00:00 Ne...
thanks
If you are making first person you dont need the head. Unless you have some reflective surfaces like a mirror then you might need it.
yeah i want the player to see the body and there will be mirrors eventually. also im using paragon assets so i cant just remove the head
Lift the camera up a little bit and forward (away from the head) a little bit and see if that solves your problem. At this point you need to play around with the camera.
i kinda want the head to move with the camera, but idk how id do this
Alternatively, if the player is falling then hide the body
Do you want something like this: https://www.youtube.com/watch?v=3zVh1-4zmy4 ?
Hey guys, in today's video, I'm going to be showing you how to turn in place. In this, if the player moves their camera, the character will rotate to follow it playing smooth animations to display the character turning in place.
Re-Targeted Animations: https://drive.google.com/file/d/1kAT1qROHKzIi__WxBe7XKVJCNcTnLHrh/view?usp=sharing
Mixamo Ani...
is there a way to make the head bone rotate with the camera, so if the camera is loking down then the head looks down
I have not done that personally. So, you might need to find a tutorial
okay
But yes, there is a way to do that
Most likely you will have to duplicate the head
and place it back onto the mesh
and use that as a socket
to make it look around
how do i get fps to show from console
whats the command
In this video, I make the player look in the direction of the camera smoothly. Only enabled if player is not running to make it more realistic.
My patreon: https://www.patreon.com/UE4Prometheus
Idk the command but there is a down arrow on the top left of your viewport screen and you can check the "Show FPS" option.
ah thank you
Welx
im getting 4 fps
in my level
That's not good
because if you are getting 4fps on your viewport that means when you package it, you could expect around 20fps
What GPU do you have?
umm idk its quite bad tho
Try going through environment optimization tutorial I sent
i am
how do i find out what my gpu is
If your GPU is bad then you might want to test it on a different device with better GPU
i dont have another device
im looking into getting a better gpu
Use task manager
Under performance
in my device settings it says i have a AMD Radeon 5700 series, but i think its by somethng beginning with S
in task manager i dont have gpu
5700 series is a good GPU. I dont know when you bought it
i think its a brand that used that base gpu idk
Ok thats weird
ik my friend asked to see and i didnt have one
Its supposed to show what GPU you have
So you are running your UE on CPU
which means your CPU and GPU is shared
I think that explains why you are getting 4fps
wait so u saying even though i have a gpu in my pc its not runing on it
Are you entirely sure you have a GPU?
yeah when i got my pc i put a gpu into it
do me a favor
so i definitely installed one myself
open your cmd
and type "wmic path win32_VideoController get name"
Your directory should be C:\Windows\system32
I have 2 GPUs
So you do have a GPU
i do
ig its not running on it thouhh
but for some reason its not showing on the task manager
Prob something went wrong in your installation
Did you install its drivers?
idk
think so, how do i check
If you had NVIDIA I would told you
but I dont know how to check for AMD
you will have to google that
and then install and update your graphics drivers
i dont think i do coz one day i logged onto my pc and it said "amd driver not found" or something like that i might have to instal the drivers
Yea, your graphics drivers are missing.
Install and update them and then restart you device.
Then check again
but when i right click on desktop i can do this
which should be right?
Open that
Does it give you an option to update or install drivers?
"check for driver updates"
Yep
it opens in internet explorrer
First of all why is internet explorer your default browser?
Ooh I cringed so hard... Try using microsoft edge atleast
i dont think it should be
how do i change that
Under settings
ah got it
Anyways you need to figure out how you can install the latest drivers and then update them
Internet Explorer should be banned
Not even Merrywearther's moefication change the fact
They the script is hardcoded to open internet explorer.
Then*
i just opened it in a differnet browser by copy pasting the link
What does it sayy?
Yea, I think you should download that
and install
okayt
that explains a lot
lots of high performance games always crash when i try play them
whys that
explain?
i dont understand
is that a sign my drivers are old then
Newer one was Adrenaline, or was it something else?
agh the unreal engine video said to launch the game instead of using viewport to get a better fps idea but my computer is dying rn from it
uhh idk
its a radeon 5700 series
um idk how do i check
could be tx
Open up dxdiag or msinfo32
just redo the cmd that I said
and send the gpu name in full once again..
Windows + R
Type in dxdiag, and then inside the app look for GPU hardware name.
so its HD
Ah, figures.
It was fairly ancient GPU still
yeah im looking into gettingna good one but thye cost ab a few hundred for a decent one
what do you mean barely?
My recommendation: Get a 1080
You should be able to just use UE4 in DX11.
Or if you are going for UE 5, go for a 2060 atleast
tbh i dont have money to spend on pc parts rn
lol
do i need to add a collision for every part for the character
Make a game, make money and buy new parts. Rags to riches!
the game i want to make is very performance heavy
I think you should change your scope
Your device wont be able to handle it.
The answer is like often buy new one even if it mean not eating for a fortnite fortnight
Depends...
On the different interactions of your player character...
Either change the scope, or be nice with low spec gamers ;)
ha
Yea, go make a low-end game like wolfenstein or something
wolfenstein>
?*
you dont know wolfenstein?
one of the pioneers of gaming
check it out
Everyone's mom knows it
i dont know of it
(Actually no, but it is an old game)
Played by: JagOfTroy
All Six episodes on Hard difficulty, most secrets found or explored.
The grandfather of First Person Shooters, still enjoyable even today with its colorful use of graphics and animation. -
Disclaimer: Most videos by World of Longplays use SaveStates!
Just dismiss it.
I have an RTX 2060. I dont have to
For a realistic game do i need to do that ?
If you are talking about something like RDR2 then yes.
by mistake I wanted to reply to JayDaRabbit
Have you tried reducing the quality of the engine?
lol
How can I fix this?
what's this
Can you give a different angle? Not sure what I'm looking at here...
the spline mesh?
Prob a video of the entire mesh would help?
Do you mean an image with the spline?
A wireframe or something
But at the very least you can make boomer shooters like Half Life 2
the gpu was a Sapphire AMD Radeon 5700 HD series
what's half life
Or simpler RPG like Octopath Traveller
From the looks of it. What I think is happening is some vertices are overlapping. For example, the vertex that is supposed to be at the bottom is at the top and vice-versa. From the looks of it
and, drum roll, i got it for ยฃ30
Can I see the wireframe?
the time it takes for the concentration of that substance to fall to half of its initial value
whats that
i meant the game
i only play Minecraft
forgive me
Try Googling for it.
Not meant to be super snarky, but I'm not Google :)
i wanna make an arpg, and i can do the coding / blueprints etc but the landscape and coming up with places to play in isnt my strongest point
Trust me. Start with something small like a platformer first.
Your reference would be the likes of Octopath Traveller or Trials of Mana.
No, you have natural snark that emanates naturally ๐
Or atleast a simple shooter like Wolfenstein
And I only know JRPGs more lmao
how would i do a 3d platformer
jrpg?
Or just remake wolfenstein?
im kinda basing it off genshin impact
Japanese RPG
like i have attacks and damage systems in place but i cannot do the landscape for the life of me
ah
No Chinese RPG nonsense (and Genshin Impact is like my most hated game)
oh
What if, you don't make a landscape? Make a dungeon?
With low poly models?
In the style of Vagrant Story maybe
i REALLY dont know how to model at all and i dont have the money to pay someone to do it or pay for models
Is that a game? Never heard of it
Oh yes, a graphically impressive one for a PS1 game
You don't need to. You can find free assets on the marketplace
on Epic Games Store
Use any of these.. make something
Try toning down the scope from open world game
okay
At the very least a linear RPG or a dungeon crawler.
Gonna google it. This peeked my interest
Thats how everyone starts
The first game that I am going to publish is going to be like that.
A simple FPS
ok
@plush yew there are multiple free terrain generators out there, google will show you them.
I thing the vertices at the bottom are trying to stay at the bottom, and since the spline starts with a rotation value that the vertices follow, and when the spline goes up side down, the mesh is rotated in one spot so that the vertices are following the initial rotation of the spline
Yea, I'm not sure how to fix that
hey all. is it possible to use a normal map AND a bump map in the material editor? i have both but not sure if i can use them at the same time?
how would i fix this
i was trying to multply the normalfromheightmap with the normal but then the normal map doesnt show
Either you use normal map or normal map generated from heightmap.
so i cant use both?
Heck, I'd say as far as heightmaps are useless except for landscape (which isn't saying much, as the vertices are 1m apart)
i got the height map from substance, but had already made a normal map in blender. so yeah thats why i have two
they show different things
Best to just roll with normal map. If you have macro/large displacement, best bake it into the geometry before exporting.
Saves you a bit of shader instructions in the process too.
alright cheers :)
im dumb. u could export from substance so the height and normals are combined lol
idk if ive connected this right but
it works!
how would i make a blueprint script that changes between blueprints - i have 2 character blueprints and i want to be able to change between the two
Pro tip, if your using megascans and don't want the assets in the content directory. Move the megascans material or create your own and move it what ever folder you desire. click the 3 bars at the bottom right next to low, medium, high, and nanite and select that material you moved. This will make that material the default material with every asset you add to megascans. Now after adding the assets you can now just move them anywhere you want with out a hassle. Same thing for textures, decals. heck anything megascan
I may be daft, but... eh? I'm not sure I understand the original issue you are 'solving'
Moving assets around breaks links for textures in materials ๐
idk.
i'm weird dont mind me.
.
how do i add more materials to a mesh, add more then 1 element?
i want to use the template flooring and add the textures/materials to it
ugh @plush yew guess what. my graphics card is too outdatedd to update the drivers, and thats why its not showing in task manager. also when i run the third person example map, the gpu load is 95% which explains why my massive map can hardly run
Hello everyone, I am not sure where to put this:
How can I easily copy the ID Name of the actor ? (When I do F2 it only shows the name). I have to manually add the "_2" each time (example in my picture)
how do i open 2 view ports at the smae time to work on 2 levels at once?
also for ue5 you said i had to at least have a 2060 but i dont have ยฃ300
So... I know how to create subobjects or components :o but how do I put them in a hierachy like with blueprints?
Stick with UE4. I doubt you're a filmmaker and really have to rely on Nanite/Lumen
hey i have an annoying problem in UE 4.27 my gpu usage is always at 80-100% in the editor it goes to 70% in an empty level with nothing going on my gpu is1080 8gb also it has been tested on a rtx 3060ti and it hit 80%
i added a better looking gun to the fps example but idk how to get the animation back
ask for any screenshots/videos
Does it lag?
nope i get 120 fps
but 3060ti hitting 80% usage and a 1080 hitting 100% on empty level is not a good sign
Then not much to worry about.
100% gpu usage when nothing is going on is something to worry about
I'm inclined to think it's a good sign because it uses most of the GPU has to offer, and considering Unreal Engine is a video game engine.
It's a different story with offline renderers or DCC tools.
but on a 3060ti hitting 84% is very high and when a gpu gets to 100% it should lag i would think
If it doesn't lag/occasionally stutter, and it's not overclocked, then I won't worry much about it.
I found the problem: Putting that full stop in the the component's name. "Surface Proc. Mesh Component" is what turns the buttons in the Details panel into "Crash now" buttons.
For some reason, the full stop in that string causes FindObject<USceneComponent>(EditedActor, *SceneComponentPath); to return null, which is what happens inside ComponentTransformDetails.cpp, triggered when you adjust the transform in the Details panel. Happens with static meshes too... me thinking it was just a procedural mesh was me red herring-ing.
@drowsy snow thanks
hey everyone - super quick question - is there a way to select all the points of a spline(bp) in one go?
ah, so if i click on the bp spline, select the spline in the components window, then selected points, i can do it from there
i need help. In unreal engine, you know how if you click your landscape, this thing opens that lets you scale it, change material, etc. it gone, how do i get it back
how do i add a custom backround image?
I believe you closed it by mistake with the X
Ok
hey i have problem where when i look at any lights i get light leaks
oh many hopefully i can fix this...when i drag values (say transform) in the Details panel i dont see the viewport live update until i let go of mouse, but if i open New project, i see the live updates when dragging values...what happened?
Did you turn off real time on the viewport? (random guess)
yeah its on, this problem happens in the viewport of actor blueprints
i can open the same untouched ThirdPersonBP in my project, and in a New project, and the New doesnt have the problem
i was wrong, that happens in the New project too, i guess you dont get the realtime updates like in a Level viewport
Hey guys I am looking to have a chat with more experienced Unreal Engine user, I would like to ask a few questions regarding the engine as I have a project and I feel like I am stuck without any progress and require some "push" off somebody to move forward. Can somebody tell me please, where should I look in order to solve my query? Thanks.
This discord server is full of said people. Just ask your questions!
Hey guys, im super new to unreal engine
i just installed UE5 today, and I am working on a scene.
I have a problem though, My C Drive is filling up fast , it went from 55 to 42 in an hour.
I installed UE5 , Epic Games Launcher and also set the path to some of the "MegaScan" assets (?) to the D drive.
What is causing my C drive to fill up ?
Probably a download cache?
why didnt it go away when i restarted ?
is it just windows 10 being windows 10 ?
could it be this is unrelated to me installing UE5 today
It is not in the RAM, it does not get flashed out. Open the epic game launcher, under unreal engine go to the library page and there you will see your vault (of contents you own). You will see how much space they take up and you can remove them
help
"total size of locally chached vault content "
its 0.0 B for me
Does it still grow as you work in it? Maybe it is you compiled shaders? I am just throwing ideas out there, I am also a rookie ๐
Hey guyz, i'm still a bit confused with importing alembic from houdini to uneal. to we need to scale Y -1, or rotate Y 90 degrees to match?
could i get a pbit of help with compiling?
Hi people i have been asking for this a while but no one answer it, i havea model that has a root bone but named as "origin" even thought i have rootmotion enabled it doesnt work, i suppose because of the name, can i change the name of the bone that simulates the root? I mean i dont want to change the name on the rig cause i have all the anims just retarget
Not sure if it still applies to UE5, but in UE4 there's a DerivedDataCache. This can get very large
Yes inside appdata
You still have it
It's specific for Blender plug-in AutoRigPro, but you might be able to gleam some info irt root motion and UE4: http://lucky3d.fr/auto-rig-pro/doc/ge_export_doc.html#root-motion
Thanks but wasnt what i mean, i dont have problem on changing the name of the bone inside blender in this case, the problem comes that i want to change the name of the bone inside unreal or change the name of the bones that unreal uses to simulate the root motion
Cause if i change the bone name of the rig on blender and then import it, it detects as totally different skeleton so it doesnt let me swap the skeleton.
Is there any good guide to setup rider for unreal engine? I seem to not get any code highlights , intellij ... and a lot of errors ๐ and googling one at a time isnt really progressing well ๐
It's not wise for you to continue with the current game you are making. Best if you stick to a low poly game.
aight, got any ideas for one?
im going to keep the character bps ive got just change the game idea to be smaller scale
What kind of games do you like developing?
idk this is my first big project
Just make a map like portal.
Or make a moving maze?
Ideas are endless...
okay
thanks ๐
A moving maze with enemies and puzzles. Dont need high graphics...
Welcome!
A tip: As a solo developer always make small scopes that you can finish in 1 month and not more..
okay
also how hard is AI to learn to create in ue4
like can i put learning it off or is it something that takes a while
Depends on how Robust you want the AI to be.
You can easily create basic AIs. No sweat.
okay
You definitely have to learn and it will definitely take time.
But first...
I think you should plan out your game.
Cannot read anything..
Its crashing because Unreal engine is trying to read from an address that is not valid.
Are you coding in C++?
blueprint
So you are not using C++ anywhere? Hmm
Did you move any folders or.files manually?
And what are you trying to do that is giving you that error?
when i shot an enemy my game crashed
Damm you shot him that hard huh...
On a serious note...
Thats a starting point.
Check if any blueprint is trying to access a variable that doesnt exist?
In your AI class
Hello, how can I add a first person camera to a third person character when I don't have the manequinn ?
Copy paste that error into google and see what it shows..
Try to center the camera based on the capsule collision and then just life up the camera's height. Maybe that would work?
Did the crash start to happen after you added some more functionality to the AI and started to playtest or it started to crash without you changing anything?
Double click on the mesh and on the top you should see collisions.
Yeah I did that, I did max hulls, max precision etc.
Over there you should see an option to remove all collisions
And then add convex collision and then hit apply
Auto convex?
Yup
Just hit apply and see if it works for you?
If it doesnt then remove all collisions again
And then redo the convex
Collision
Auto*
Can I see your collision?
Yea I can tell this is not a modular house...
Making it modular would make yoyr life a lot easier.
Your*
But as of now
Im not sure how to go about this..
@humble bison did you ever find out how to fix this? I have the same problem.
The R.txt invalid error when packaging for Android
Try changing the collision complexity
And then choose Use complex collision as simple..
See if that works..
i separated all the walls, railings, stairs etc into their own meshes and i got the main structure as its own, gonna try this way..
In theory this should worka
i know this is noob question ...
but how can i re-arrange material editor nodes?
kinda annoying how its making a collision through the area of this mesh that is supposed to be a hole..
Oh simple..
Remove collision and then add auto convex collision with default settings.
And then you might want to resize thaf mesh in case the player is too large to get through.
What do you mean?
i have a problem
my blueprints currently look like this
but im trying to get them to look like this
any ideas what i can do
this problem looks ๐
Just drag the get rotation vector back
Or drag the calculate direction a bit forward
Or drag them upwards.
The point is drag them to different positions until you get your desired result.
I removed it then did auto convex with default
any way to reload .usf compute shaders while the editor is running, like with live compile?
Its still not going thru?
Is it possible to make super realistic games in unreal engine that can actually have quests and stuff while looking super real?
apex legends, dying light, any modern game is in unreal
Like something like this
https://youtu.be/HVJfJ010MQM
Immerse yourself in this playable experience as you explore a beautiful and eerie medieval village that showcases the newest features in Unreal Engine 4.26 and the power of Megascans.
Get the full scene for free on the Unreal Engine Marketplace: https://bit.ly/2Z5NjZF
Full Medieval Game Environment tutorial series playlist: https://bit.ly/2Z3R...
yep
Try to play around with the hull count
Yo that's cool
is it me or is UE5's EA2 worldpartition causing corruptions in save files?
looks like if i rename the externalactors folder it loads (ignore me, it broke so much lol)
How are you guys doing?
upset, my project is corrupt XD
can't load any of the levels in world partition without it crashing that area
Could someone help me out with sphere masking. Basically I want so AI or other players outside the sphere is not drawn/rendered. And once they enter the sphere you can see them. Any recomendations on how to do this?
Basically The fog of war videos i watched didn't help cause i either had to watch the parts before (20 of them that didnt have to do with the fog) or it didnt have a way to make a max radius from character.
So in my screenshot You can see AI still in the corner, which I do not want to see. I only want to see whats inside the brighter white area.
You know there is a thing called blocking volumes right?
PLace actor, blocking volume.
I use this everywhere.
Whatโs that do
Dm me Iโm not home
You said you dont want someone to enter the house?
a blocking volume will make it not enterable. or if you wanted someone to enter the home and the collision is broken use complex as simple Or use blocking volumes as the collision
whenever i click install on bridge in epic launcher the launcher crashes any suggestions ?
bridge works fine with ue4
Does anyone know how to send a model from blender to unreal engine with all the shaders?
Hi, i have a movable object (part of it is movable, drawer and Doors of ร cupboard) next to a wall separating outside and inside. My light is baked fornthe scene but for movable object parts obviously. And... This movable asset next to the wall gets light from outside. IS there a way to deal with this issue without increasing Lightmap Volumetric Detail Cell, and this rendering Times and memory foorprint ?
wym? There has to be a way. Otherwise, how would anyone make assets with blender?
Then how do you do that?
Export the textures
I export sketchfab props into my project and when i save and quit and then load the project later, all the props textures just disappear and the texture is now the default
its only the props i downloaded from sketchfab tho
does anyone know how to fix this?
i have an older copy, i should've mentioned it was ue5 - more of a testing bed for a small project of mine, but it took ages to figure out ๐ฆ
i installed something off the marketplace, and since then i've had nothing but crashes, even after removing the items
seems to have perma borked the project, and i can't tell how to fix it
even after i tried migrating also
That's a nightmare
If you made a texture then you have to have the png for blender, unless your material was entirely procedural in which case there isnt a way
Yeah that too, but if its a procedural thinf that needs ti change, you just need to hope you can recreate it in unreal
Hi guys, i was wondering if is there a way to overwrite a private actor component (PathFollowingComponent) with another custom? it says that it's inaccessible, i'm using code not BP
Sometimes when i make a materials with an image texture, it imports alright in the fbx
I have no experience in baking at all and tbh I have no idea what you mean
How to you make the material into an image texture?
Your material will already have a texture you have made, unless it is sokid colour or in nodes
In short, turn all the procedural PBR properties into textures
@errant gorge if you want to replace the component entirely and tis a default subobject of an actor, you can replace it in a subclass of that actor
Because this is not possible, save for few basic algorithms you can improvise yourself.
Material slots will carry over in fbx from blender, so you just need to import the texture you made and the fbx, or if your material is procedural, bake it into a texture
I used nothing but shaders to make a texture, but how do I make it into an image, if possible?
mmh actually the component is a subclass of PathFollowingComponent, so it's compatible, but that component itself is private
Hey, im making a horror game and i need a suggestion. It's where the character can walk into different apartment room. Should the character be able to turn on every light in the house (Or only some lights) or should the player only be allowed the light from the flashlight / lighter they have?
When I'm using day/night cycle the night cycle shows direct light through my landscape on to my foliage, even thought the direct light is under the landscape. Any hints how to stop this? Using Goodsky for day/night cycle.
Best would be balance of both.
You can look up the first Silent Hill trilogy for reference - it has good horror atmosphere and lighting sparse enough to give uneasy feeling.
@drowsy snow so powerik or control rig
which one would be best lol
and can control rig be used as a ik procedural system to make animations more fluid o-o;
Anyone know how to make controller pitch/yaw input relative to the controller rotation and not the world?
So, if I wanted a sphere trace toggle visibility. I need to make a BP? and how would i add an actor like a player or an ai to said component so it knows to toggle off or on
Well, considering PowerIK is sort of merged to Control Rig
The actual actor you click on isnt the source of directional light
The Directional Light simulates light that is being emitted from a source that is infinitely far away.
So it doesnt appear you can do what you want to
If I put the direct light under the landscape shouldn't the light be blocked by the landscape?
the direct light isnt the source of the light
it comes from infinitely far away
those two lights do exactly the same thing, as it only tells the light which way to point
FWIW might as well leverage the new Sky Atmosphere.
I'm very new, is there a guide for day/night with sky atmosphere?
I was trying to use this to fix good sky https://youtu.be/qXAA77OOm1Y
In this video, I answered a question posted on the Unreal Engine Marketplace about a free asset.
It does as you suggest and dims down at night
Quixel Director Teddy Bergsman provides a brief overview of the teamโs mission while explaining the benefits of Megascans, Bridge, Mixer, and more. Plus, Epic Games' Senior Rendering Programmer Sebastien Hillaire highlights the advanced Sky Atmosphere system - now available in Unreal Engine 4.25 - while giving a glimpse of the Volumetric Cloud r...
o-o
does anyone know where to find someone who can do FX
(paid)
I can never find anyone anywhere........
and nobody ever messages me about FX when I post in #freelance-jobs
Hey mates. Wondering if anyone knows a way to rotate a skylight by 90 degrees? So that horizon is vertical instead of horizontal?
Hey fellas, cant figure out why socket moves away in central aim offset, but working fine in top and bottom position.
In animation itself and aimoffset looks fine also
For some reason socket moves away from the hand bone
you just gonna have to hope that someone replies to your offer. A bit more info about the gig and project may tempt people
People will tell you to keep using the job board #instructions, idk what the frequency you can post the same listing for is, but probably not more then once every 72 hours or something like that. Also try reaching out to someone through through #hire-a-freelancer
Would anyone have one have a better way to go about this... I'm trying to make a trace toggle visibility. Basically I want the AI/players inside the trace circle to be visible but once outside to be hidden.
Have you tried Fiverr? It's hit or miss but sometimes you get something good.
never tried that platform and don't plan to... the way it works sounds like a scam and ur wording doesn't make it sound any better... prefer upwork if anything..
Oh, ok - I thought you couldn't find anyone. Sounds like you don't have an issue.
well I do hbave an issue I can't find anoyne
lol
I didn't try on fiverr cuz it's not a good solution
I think
lol
Idk
Fiverr is definitely not a scam, there are good people on there and fiverr has measures in place to ensure you are refunded completely in the event something goes bad with the contracted person, and in the event the work is not up to what you specified
๐
thx for the info ๐
Check each profile carefully, just like you would if you were hiring someone. Hit and miss probably means don't expect more quality then what's on their profile. And yes, there are lots of people overcharging for simple things because the demand for those things from people not as tech savvy are high enough to charge those prices
Never had a problem with fiverr, but my suggestion is put more info in your offer, or learn the skills yourself
I might try it
this guy says he makes fx but he also says this lol
like how could u say u can make fx for both engines
sounds like he will do a terrible job in both in that case
People can learn both things, there will be a lot of transferrable skills
But it also depends in your budget
there r like 3 ppl making ue4 fx on fiberr, suprized there were any tbh
is my budget for him to learn how to do the job

okay I'm going to sleep Iw ill look at this tomorrow ๐
Your budget depends on the quality of skills you receive
not really
If you only gonna pay like ยฃ5 for an effect, it probs wont be any good
if someone sends me his portfolio and then I negotitate down the price it doesn't mean the quaity will be lower than his portfolio stuff
if it does and he doesnt tell me then he is a scammer
lolz
No but there is a pretty direct correlation
Higher skilked workers require more pay
That is a correlation
well ye but generally it's better to look at the portfolio than the price they are charging to see the quality
Indeed, but it is also important to consider budget
I would also give it a bit of chance, you didnt give it an hour before you started giving up... it may take longer and multiple posts to find someone, in which time it may be easiet to learn
Is there a way to condense a sphere trace by object, down so there is a single trace line horizontally
Why not just do a line trace
i need a circle around my character so
im in top down and im trying to basically draw a trace circle around me to toggle on/off visibility
Ok so whats the line for?
once an actor enters the circle they are visible, once they leave they are no longer visible
That still doesnt explain why you need to condense a circle into a line
You could also just use sphere collision, and check overlapping actors
Checking overlapping actors is great as well as you can filter by class
Add a sphere collision to character
Then however often you want
Check overlapping actors of the sphere
Filter by enemy
For each
Turn off visibility
Not sure the cost of getting overlapping actors on tick tho
like this? the "visivilityToggle" (yes i miss spelt it lol) is the sphere bp.
im prob not doing it right.
When my character is interacted with by another character i need it to slowly rotate in the direction of the character that is talking with her.
For now i can only rotate it suddenly using SetActorRelativeRotation.
This rotates it to the correct orientation, but it goes too fast.
How do i make this rotation happen slowly?
You add the component, then in the bp, on Tick or on a timer, check for overlapping actors on that component, filter by whatever class you need, then loop through all the actors, and set visibility
Alternatively you could have a begin overlap event
So that everything that enters turns visibility on, then in end overlap turn everything off
That would probw be better actually
Use a timeline and a lerp
.
Shouldn't a timeline node and set actor relative rotation be enough?
You may have variable rotation, which a timeline wouldnt handle, so if instead you have a timeline from 0 to 1 over an amount of time, and use that in lerp from a rotation to b rotation, that will allow you to go between whatever rotations you want
But i changed the rotation to be slow in the character movement. So this turning of the character must be somewhere? Or no?
idk why im having such a hard time. idk if youd be willing to set this up? im a visual kind of learner lol.
or help step by step
Is there a way to set the relative Z location, but keep the X and Y as current? if I set the new Z, it works but it sets the x/y at 0
been stuck on this for a little while tried a bunhc of different things but I'm stuck, short of doing some math that I don't know how to do off the top of my head lol
trying to get the bullets to shoot at the exact location of the mouse
YOOO that is DOPE looking
Few questions:
- what version of Rider are you trying to use?
- what's your UE version?
- what's your OS?
it basically boils down just to this
which seems pretty standard to me, just getting fwd position of char but my math skills arent strong enough to troubleshoot the obvious issue with the above vid. Lmk if any1 has any ideas thanks.
messed around with just trying to grab exact location of mouse in world space w/ no luck. oh wait
Yea that's a much better way of doing it.
also the bullets are spawning exactly out of the gun muzzle socket as opposed to just a set position in front of the char. I removed any gun rotation though which in my mind should have resolved any issues w/ inaccuracies, but I must still be missing something.
You can split the struct pin between X, Y, and Z and then just use for 'Z'.
hey @plush yew do you know why I can't get my window animation to work properly..? I tried just setting the relative position to the current z + 54 but then it sets the x and y to 0
yeah I tried that
so then I tried this, setting the x and y to the current x/y
which..kinda works..it makes it so it doesnt teleport to x 0 y z, but the z is increased by a lot for some reason.
You are setting relative location
right
Try world location?
well I need it to increase 54 from its current
You need to get the current Z value
and then add the lerp rotation to the current 'Z' value
