#ue4-general
1 messages · Page 1147 of 1
https://i.gyazo.com/f07b067268187bae174bac2c1cd45ab1.png Something like this?
There seems to be some offset
Return value of lerp + return value of Z (get relative transform)
gotcha.
the real question is
this works, however if I put in "54" which is how much it increase if I manually increase the Z, it shoots into the sky
so I need to use like 2 here instead for it to behave the same. why?
Why are you multiplying 10000 to the forward vector?
Sorry, I forgot what the original problem was?
Yeah, so the window closed, the Z is -706. If I bring it up to the "open" position, it's the original -706 - 54
<@&213101288538374145>
however if I apply the same -54 to the lerp, it shoots up into the sky
:triangular_flag_on_post: Juan Pablo#9367 received strike 1. As a result, they were muted for 10 minutes.
Hey, sorry I lost track of what problem you were stuck at originally.
I am so overwhelmed with my code right now. I can't seem to think
Your lerp should be between 0 and 1, to get that do (current-min) / (max-min)
This is the first time I ever saw anyone gotten a strike ever on Discord.
Well with it at 1 it works fine, now I just gotta do some logic so it increases if its closed, decreases if open.
You can use the same math, but start at the max value and change your current value by whatever * -1
is there some kind of "if" that I can have a condition input, offset input and offset output?
- JetBrains 2022.1 EAP3
- 4.27
- Windows 10
If condition, set the output offset to this, else set it to this?
Set a bool to the value of whether your window is open?
Yes I'm doing that
Or just set the direction you're currently going.
Then you can change it midway no problem
having an issue, i am shooting a projectile, applying damage, and making the hit char ragdoll when hit as well as disabling character movement component
when i do it multiplayer on 1 guy it seems to behave correctly, when another guy shoots the first, it registers the hit but doesnt enable ragdoll
or disable movement
any ideas where i should look
Listen server?
Sounds like a replication issue.
hmmm
It's working you you do it because you're the server.
maybe i need to call a function that is multicast that calls apply damage?
yeah that was my though
You don't necessarily need to do that, you can have the damage just replicate out
But the effects, like disabling the movement component and applying the ragdoll, that should probably be a function
It sounds like, however, that your shots aren't even being routed to the server from a client in the frist place
the projectile is replicated i think
let me see
no it doesnt
i added replicate to the projectile BP and its components tho
Controller or character is fine
anyone have a sphere visible trigger set up? as in, a sphere follow player and anything inside the sphere is visible (ai or players)
What you need to do, though, is send a Server function (client tells the server) to fire your gun and then on the server have it tell everyne that the gun has been fired.
Currently your code is trying to make a client behave like a server and that's why i'ts failing for your clients, but not for you (who's playing as a listen server)
can you make a RPC through BP
Yes.
Similar to that blue node you have in the middle, just set the other way around
(client->server, not server->client)
You may want to include the current player's firing position in the srever call too
And then use that sent location instead of your server accurate one if they're reasonably close
(There's going to be some slight offset due to lag times)
so i guess im a little confused on how to do that as i THOUGHT thats what i was doing hahahaha
Read the text on that blue node.
Create a new function (or just modify that one)
replicated to all (if server)
so create a function or event
or are they similar things
and im still a dummy i understand what your saying
just not how to implement
Honestly, I haven't used blueprints in well over 6 years.
And it's almost 7am, so I need to sleep. 😛
okay i was just following this
ill keep messing with it
thank you
Np. Good luck!
OK, this combo should work just fine. Say, do you C++ Build Tools installed?
got everything working EXCEPT the projectile is invisable
hmm
I’m trying to make a character select using a Game Instance. This is my one missing piece. In the level blueprint I need it to get the variable but it needs a target and idk what it would be. And yea I know the Cast doesn’t need to be there, was just seeing if it’d word. Any ideas?
Yea i have VS Studio 2022 community edition with UE extensions and C++ build tools
the last suggestion before starting to ask for screenshots of your code)
check what MSBuild is selected in your settings
oki that was it
it was blank ? but then from the drop down i chose autoselect MS ....etc
and restarted and now i can see everything
thank you very much @tough solar
dang it! it'd be great to figure out why we've failed to detect your MSBuild. do you mind if I'll drop in DMs in an hour to ask few questions?
Sure
Has everyone seen this google doc of best practices with UE4? If so how do people generally feel about it? A lot of it seems like pretty sound advice to me anyway, but I'm pretty new:
https://docs.google.com/document/d/1kIgOM7VONlPtx3WPiKdNVRYquX-GTduqSw0mU7on5h8/edit
UE4 Best Practices Owner: Stephen Maloney Updated: 1/23/2022 Table of Contents Table of Contents Setup Derived Data Cache (DDC) Team Setup (while in office) Locally (remote work) Perforce Rider Visual Studio Engineers Reflection System and C++ Coding Standard Class Creation UCLASS HideCategories...
can you select elements which are not affected by landscape editing? I want to place landscape around that mesh and make a tunnel
Hey, i'm new (never touched an engine before) in game dev and wanted to make a project on Unreal as the programmer, was wondering if the learning platform on unreal is any good, or should i start somewhere else thanks!
i have to soon run an errand so just send me your questions if i dont answer and ill answer asap 🙂
Can't send you dm's, you need to add me as a friend XD
ok so I wanted to create a widget that when you get near a collision box it opens up a widget then when the widget comes up on the screen you can type a code in, that part i have done, but what i need is to try and set the code that is going to be the one you need to put in to activate the sheild on the first correct input and then deactivate the shield on the correct input again and repeat it.
Ben tristam/gamedev course at Udemy are relly good...
this is what i have so far but past this point im not sure, im just a college student trying to make awesome games for my FMP (final major project)
This one could be better than Udemy
https://www.unrealengine.com/en-US/onlinelearning-courses
alright thanks!
do i download plugin to ue5 or ue5
why is there 2 versions
;-;
and it doesn't even download showing unavailable
hmph
Unreal engine is the best place to start
Ola
Can you please help with a UE5 VR Nav Mesh Bounds issue? I have made a model in Sketchup and then imported with Datasmith into UE5 VR template. I would like to create the Nav Mesh Bounds Volume onto the floor which was imported from sketchup. However, it only seems to work on a 3D shape created in UE
I don't know anything about VR but hope this link helps: https://www.youtube.com/watch?v=CUglHqZJmOg
► Join the Discord: https://discord.gg/xw65fg7
► Patreon: https://www.patreon.com/GameDevXR
► Twitter: https://twitter.com/GameDevXR
► Instagram: https://www.instagram.com/gamedevxr/
--------------------------------------------------------...
Thanks, i've hecked out that video but I dont know if his floor was created in UE or imported
*checked
guyz whats the best approach to do partial transparent materials like glass
this is the building in question
here u can see its too much transparent
reading the doc meanwhile
Maybe a dumb solution, but could you try increasing the opacity?
Isn't that what you would want?
masked blend mode doesnt render it
Yea, I can't help you with VR.
and using translucent ones only for decals
Its weird because the Nav Mesh Volume appears on the bar counter that was imported from sketchup using datasmith, but the Nav Mesh doesn't appear on the floor
Your nav mesh volume is not even the right shape
um, that's in Blender? 🤔
OMG I didnt even notice that!
yes
Did you try in the Engine?
Can you zoom it on the material shader?
With a material created with the help of docs
its just same material cloned to use one for alpha blending
wait i open ue
and show it there
On blender I think I have a solution.
What if you use a color ramp and then mix that with the original texture?
ye that could work
but i dont pay much attention blender side cuz the file stays with me
the team gets only the ue version of the product
oh
cuz its unable to reflect
and I can see some tiling pattern
dont worry will get rid of that
like there is a horizontal line on top of each window? Not sure
just imported
I have never seen a window that doesnt reflect.
How does your material look like
i can see reflections now
Your railing doesnt seem to be perfectly attached with the window
the window railings. The white ones.
ooh
i extruded em
the windows
so its strange
as i said i havent touched much after import
so there are bugs
decided to start with this tower first
example xD
does anybody know how i can enable the media capture via blueprints using the composition composure
I noticed something here which is rather odd..
There are some white patches on the road and also on the green grass and further on the right
i have a super simple glass shader but as u can see that will not look too impressive was hoping for different mirrors
It seems like a vignette was added and then stretched onto the ground. Which looks a little fake to me.
xD
Considering its a racing game and players would be moving fast so I dont think that would matter
that is so strange
Yeaaa
and also the road texture isnt updated
Its more apparent here
in a long time
aah I see
Sorry, to bring this out tho
nah first we fix the tower windows
then other things
so lets not get distracted xD
What's the different between vertex paint and weight paint?
Yes. Let's not...
I am the king of distractions
its the same thing
so lets see what approach we take
control via a node?
same material
see
so we can modify one instance
how to get masks texture? I added Masks in download settings and export settings in bridge but didn't get any such thing after re downloading the material and exporting it.
I think yea create a master material first tho
and then create an instance material
a new master material?
Yea. Atleast you would have full control on that
already loaded
Can you open the material?
Let's change some material to parameters so that you can play around with those in the instance material
its megascans material with custom stuff
oh
it seems as tho your first issue is solved where its not very transparent
it is solid boi
thought of using translucent mode but this material doesnt work with it
what's boi?
What if you add another material layer on top of it and make that layer transcluscent?
can i do that?
I think so..?
thought was only useable for landscapes
thats why why there is 2 copies of exact material
cuz the alpha doesnt render well
on full thing
Hmm
translucent material then?
Yeaa
ok will let u know if it works
Fingers crossed!
imma try this one as it could give me the look i want
Looks goof!
good*
Buut... I think this method could potentially lead to some performance issues
Lez see
me too
Simple question how do I prevent my player from looking up and down? I only want them to be able to look left and right.
You should have this in your character BP
Thank you!
Welcome
Hello. How can I solve the noise problem in the clouds?
Oooh looks good
is that like an observation building? cool
But you gotta check your performance
That's not good.
If you add more buildings of this type
Then it will slow down the game pretty quickly
maybe we should go the ez way and just use standard solid
2
There is another way...
If you can play with the LODs, it should not affect the game so much and you wouldnt be sacrificing much on quality either
idk
Maybe even the FOV of the player would help UE automatically optimize
Yea I dont think it would affect so much
You would have to export the game and test it
well to me i think we should save the performance
as its gonna be used in a racing game
so maybe we can get away with it
If I were you. I would choose performance
Exactly
thats why i packed most of the details on textures
anyways
so we can save as much performance as possible
to use it in other departments
Working on a platformer right now. What's the best way to approach jumping and dashing mechanic in Unreal?
hey guys im new here hows it going?
3D or 2D
Ola
2.5 D.
Chara is 2d but surrounding can be 3d
got a question
how can i import assets from extern sources into UE5?
import button doesnt work
and putting them through the explorer doesnt work either
anyone knows how to fix this error ? the things its pointing to is just this, I`ve never seen or use it in my life
just out of curiosity how do large gamedev teams get away with sharing assets if thats not allowed
say there are 50 people working on the same enviornment, do all 50 people need to purchase the same assets to legally make their game? Or is it understandable to use a company account to purchase all the assets and somehow state there are multiple users of that asset?
the EULA of Unreal makes no sense to me but there are triple a games using marketplace assets so im curious how that even would work
i think if you buy something through a companys name that every single worker in the company has the right to use it in the name of the company
thats fantastic if true
i mean thats how it would make sense
were only 15 people so i feel we would get more slack but if thats the case i will pursue more info on it and then try to come to a conclusion
If the company buys marketplace assets then anyone in the company can use them in the company's projects. The exception to this is code plugins which must be paid for each person that will be using it [floating seat licence]
thanks omega
Has anyone worked with https://www.youtube.com/watch?v=o4kBYQMqoDk Downtown West Modular Pack - UE4 I couldn't get their example map to load anything but street lamps and street signs
For more high quality images and a list of artist credits please take a look here.
https://www.artstation.com/artwork/q9BVEy
Download it now! For free on the UE4 Marketplace
https://www.unrealengine.com/marketplace/en-US/product/6bb93c7515e148a1a0a0ec263db67d5b
Music:
Hearing (Artist: Sleeping at Last)
is it my computer?
ive loaded it a few times, worked fine for me.
That solution wouldnt work as you are directly setting the rotation, which doesnt use the CMC
You just need a sphere collision with a begin overlap and end overlap node, cast it to the parent class of whatever enemy, e.g. BP_MyEnemyMaster, then toggle visibility, do the reverse on the end overlap node
am i doing something wrong? what could it possibly be?
or should i just shut down everything and restart
i dont know, unless you manually moved it, it should work. though its very heavy on the rendering part.
Hey mates. Anyone know a way to turn a sky box 90 degrees? So horizon is vertical rather than horizontal?
maybe it's secretly rendering and I need to wait or something?
uh did i do this right?
Are you using premade cubemap for the texture?
Why do you plug RGBA to Roughness?
I don't ... I'm having extreme personal problems ... I might not be thinking right. Help me (with the material, not my personal problems)
I was trying to remember a tutorial on materials and he did all sorts of stuff
he use the red and green?
am I making any sense?
If it's channel packed (combining attributes to individual colour channel), you should use one of the individual colour output. Metallic, Specular, and Roughness are scalar parameters, in a sense that they only accept black (0.0), white (1.0), or in between.
Hello , can some one help me. I have a 20 gb project and i want to send it to my friend online, is there any way to decrease project size or like package a level and then again transfer it to the again use it in project. 15 gb is used by megascans assets that i have used.
Do you used source control (Git, SCM, P4) already?
so should i plug red into specular and green into roughness?
the grey thing is named "gloss"
the grey texture
Plugging red into both attribute works.
Normal takes RGB, so keep it that way
oh thank you for being patient with me
last question for tonight. I did something wrong here.
or am i supposed to shift the material, so that the hole faces down?
Where do you get this model from?
Megascans shouldn't be that defect, unless you picked the wrong textures
oh uh this asset https://www.youtube.com/watch?v=t_aOwF1qh4o has links to bread, that he says he has shadows, where they are supposed to go in the store and he provided links to sketchfab. The asset is simply called SUPERMARKET on the marketplace. So I was trying to follow exactly what he said.
A short video from my supermarket environment available on UE4 marketplace.
Yeah, figured. I know Megascans have bread, and shouldn't be that defect
Hey guys, I'm trying to make a responsive material where I can update the two colors manually but I can't get the material BPs to work. I've got two masks for the material and a master mask for everything. Can anyone see where I'm going wrong here?
on the sketchfab page the bread is perfect, and you can use their 3d viewer to move the bread all around. so i don't understand
Collection of baked goods 3D scanned using Rigsters photogrammetry rig. 4 Breads, 4 Bread rolls, and 4 pastries. Data processed using Reality Capture and Zbrush.
Topology count varies between 500 - 900 polys per object. Either triangles or quads.
Included Files
x1 .FBX including full scene
x12 .OBJ individual objects
Textures x12:
Albedo...
I wish I were smarter
Just pick the ones from Quixel Megascans, it's guaranteed to have no defects.
cool
@drowsy snow just got up the sky with default scene
I figured it out. he has 2 different OBJ models. thank you a million.
Oh, my bad, I misread it as sky light.
I rarely dealt with the stock sky sphere, so if you rotate it and no change happens, that would mean editing the material (make sure to duplicate it as opposed to editing the engine file directly)
Yer rotating it does nothing. What's best thing u reckon to make a sky rotated by 90? Hdri maybe? Or gonna have similar problem?
I don't have similar problem, as my world is earthly, and I use Sky Atmosphere.
Hdri is one option, but you can try duplicate the sky sphere material and figure out on rotating it 90°.
A funny hacky way would be to rotate the camera 90° but it's not practical.
It's a contest where I can't move or rotate camera
Ohh, kinda like one of those hackathon thing I guess
can I ask what phys material is?
Hi! I'm working on a multiplayer game which I eventually want on a dedicated server. A host/"listening" server seems logical and makes sense - but setting up a dedicated server is like a brick wall to me.
Can I develop using a listening server and transfer to dedicated later or would it be a big mistake?
Physical Material
Useful if you want to have different logic based on the surface it supposed to represent
Generally yes, but if in doubt, always profile the performance with stat unitgraph (and use RenderDoc if you have to)
how to get masks texture? I added Masks in download settings and export settings in bridge but didn't get any such thing after re downloading the material and exporting it.
There are situations where you have to use multiple material slots, there are situations where you can just run away with textures to control the PBR attributes.
Hey! I currently have this lamp which has a point light inside it. As you can see the light isn't really emitting outside of it as the light being blocked by the mesh, I'd like the light to go through the mesh and still cast shadows so it looks like it's coming out of the lamp. I tried googling and they suggest things such as "unlit" and whatnot but I don't think it really matches my question. I'm sure it's easy but I'm overlooking something, thank you in advance!
If there is no simple way I can just remove "cast shadows" but was thinking a bit of shadow for realism is also cool
You can have the lamp one sided (no face inside to let the light goes through) and enable two sided shadow.
I think you can also resort to subsurface, though I'm not entirely sure how to set it up

I’ve gotta ask: has anyone tried out a way to handle vinyls on car customization?
Wdym by "vinyls"?
You could add decals, or change the texture in a dynamic material instance
Decals on cars. To be added during the course of car customization.
Color isn’t a problem. You can handle the color and textures by creating appropriate sliders.
Thats what i mean, you could make textures with each decal and change then in a dynamic material, or add decal materials onto the car
Thanks!
You can also make use of render targets, but make sure to watch the frame time (stat unitgraph) when updating it.
bump
like enable a layer that secures those meshes to make a tunnel shape landscape hole and then disable it to sculpt some of the landscape over the mesh to make it look realistic with ground coming out and not like typical room box walls
with voxel landscape it's kinda possible to make that kind of hole
but with default landscape it's a mess lol
Make the hole, and use a static mesh to fake the landscape.
static mesh and fake landscape?
🤔
with foliage you can select areas that are not affected
so I thought maybe there's a way with landscape too
hey guys i want to learn how to transition from Cinematics to game-play where can i start?
@ me
Is there some option to prevent the "main tab" from showing up in case that i click on an "secondary tab" ?
Wdym by "secondary tab"?
Like when you drag a tab out of the main tab to the second screen if it makes sense
Or like generally when you drag a tab out so that such a separated window opens
My Sources Panel in the Content Browser shows lots of content. I remember there being a way to trim down what it shows but I forgot how
question how i can prevent NCPs colliding with my Player?
Enforce the rule of social distancing, and hope your NPCs aren't antivaxxers.
Hold up, let me trademark the term Social Distancing Simulator 2020
Kidding.
Depends on the context of colliding here.
You can add a check for distance to player. If it reaches the treshold, then stop following until the distance is larger than the treshold.
Is it possible to set a VectorParameter of a material via level blueprints?
Yes, but this scenario makes more sense if you're setting a material param collection
That's exactly what I'm doing
so im a complete beginner at unreal engine and id like to know where to start, ive messed around and gotten used to the controls but i have no idea what to do
read the pinned notes in this channel
oh thanks
Hi everyone. I have a tricky question. I have a house model and I have open the roof to see inside from above (like in The Sims), but I dont want sunlight to pass through the open roof. I want it only to pass through windows. Any ideas how to do that?
just block the windows with an invisble plane that casts shadow
I was wondering if there's any feasable way to use UE4 to make a VST (DAW plugin)? Or atleast some interface that will translate from Unreal to a DAW
Passing light through windows is OK and wanted. What I dont want is the light to pass through roof.
set the roof to not visible but leave it as casting shadow. I think not visible mesh still cast shadows
Sooo....
I was designing a level that took me 2 - 3 hours and I forgot to save! I ran out of video memory!
I might PUNCCHHHHH THIS STUPPPIIIIID iwughipahbrgvianv;rvnoi .......
check the shadow pass switch in a material and/or bRenderInMainPass in primitive
anyone here fancy hooking me up with a 8 directional movement character un armed ? just a favour to make you feel youve done a good deed for a day 🙂
Hello guys İs there anyone know unreal engine light build
Hmm, shadows. Great idea 🙂
Can you share your BP with the print string?
Do you not know how to build light?
what did you do?
can you share the error?
sure
Can I see your enum variable?
Try using "Switch:
Switch on E_PrintString
Oh yea.
uum*
hold on
you have to reference it to an actor first.
Hey, not sure if this is a good channel for this question but...
Im trying to start up the Signalling Webserver for Pixel Streaming and it errors out because it can't find my NPM modules. I have installed NPM in the default location and installed Express. But I still get these errors.
how do I reference it
nvm
found it
@plush yew
its working another project but not working my project
why did could be like this
its not working all maps in my project by the way
Click on the down arrow next to build and select "Build lighting only"
ı did
I really can't figure this out. The only way I see it is if you just create 3 print strings and hardcode the value into them
but again not working
In that video you clicked on build
Which will build other stuff as well apart from lighting
Ok that is definitely weird.
You figure it out? I haven't used it but looking at the log I wonder if you need to set a path variable or maybe move some files to a location it expects to find them.
When I put a light on the stage, it does not show me the warning that the light should be built.
I double and triple checked the path variable and its correct. Thats where Im struggling
Something else is triggering
reboot?
tried a reboot also
in order to have it install Express I had to correct the path and an old install of node.js had the path in my roaming profile which was superceeding the new path. Once I changed that I could install express fine. So I presumed the signalling server would work then
I even tried repackaging the project
You seem to have a static mesh in your level that does not have an actual static mesh assigned to it. It's an empty acto
actor*
Try clicking on that empty actor with static mesh and delete it or add some static mesh to it
ım tried before but ım trying again now
@scarlet birch can you please help me debug something rq
I can delete these once the megascans are added to the project, right?
Duplicate the level
and from the outliner
start deleting all the static meshes with that name^^
Search on the outliner
and after you have deleted all of them, try to build it again
Can someone help here I'm so confused I've just bought a new laptop with better specs of my old one and my frame rates have dropped dramatically. I'm running the template map and getting 16-28 fps. My old laptop would be hitting 60-120 fps. Is there something I've missed on the engine settings or if anyone knows of anyways I can check what's going on?
CPU: i9-11980HK (5GHz)
GPU: GeForce GTX 3080 GGR6 (16GB)
RAM: 32GB
If anyone knows what's going on here I'd appreciate any input at this point
Update your graphics drivers.
does unreal 4/5 support vdb's for say fluid/fire simulation explosions? or do you have to recreate it with niagra system?
Thermal throttling, old drivers, could be it's not using the dedicated GPU,
+1 on thermals. new hardware more heat harder working....
not only that but laptop thermals are notoriously bad
mmmmh
recommend getting one of those cooling tables that has a bunch of fans on to help circulate air
I have a 2060 RTX and it works at 60gps
fps*
I'm pretty sure you would need to update your drivers
and change some power settings
Mine is at "High Performance"
My guess would be it's using the UHD Graphics and not the dedicated GPU.
i never said fps, i said thermals are bad
if they keep it on a blanket or something then thermal throttling is probs gonna kick in
Hello I am making a space station themed level with a female lead and another female friend (very much like alien isolation i know) i am a guy so i cant do the voice if anyone who wants to do a voice acting bit probably no more than 5 minutes i will credit you in the level and on the portfolio thank you this is for my final major project
whihc is why i reccomend a cooling pad, it solves the bad airflow and thermal issues of laptops
I have this model I got off sketchfab and I was importing it and noticed the lightning doesn't appear https://sketchfab.com/3d-models/alien-a070595f4d784e0895c96ccd670e5a72 I tried in Blender and the armature/animations for the lightning is there but there are no planes or anything attached to allow the material to display, is there a way to fix this? Thanks
I am using UE5 but it seems like something with the file that I need to fix
damn some people are hella skilled at modelling
Truth
Okay this has got me to 60 fps so that has helped but still should be hitting higher than that
What's your power settings?
Yeah I have got one of those and it definitely helps
gotta treat a nice piece of hardware like that right
My power setting have been set to "High Performance"
Why is your GPU not being used?
Default settings with the laptop 🙄
I bought an ROG and its default settings were good. I immediately saved them to my keystone
NO
I HAVE FALLEN INTO THE TRAP
i ahve had a 144 Hz monitor for 2 years
and its on 60 hz
i didnt think it would happen to me
😂 😂 😂
Shiiiiiit
I have had it for 2 years now
PSA: check your windows settings
What do you guys suggest I set the CPU and GPU settings of my laptop to?
I can see the difference already, my eyes have been opened
This is the CPU
dont mess with OC software
This is the GPU
that isnt the issue
yeah if you like buying new laptops cause the old ones blew up
Nah I'm not about that life 😂
but if you start tryina OC you gonna have a long history of BSODs
That's how true legends are born
Honestly, these are pretty good settings. But if your UE keeps crashing because it ran out of video memory (which happened to me today and I lost 2 hour progress) then you might need to change some settings.
it also has a bad habit of birthing true idiots
Yeah I'm just lost as to why this is happening now
Dunno what else I can test to try and troubleshoot it
Close any heavy background processes
Especially antivirus softwares
Only one I can see running is Microsoft Defender
It's liekly trying to use your integrated graphics instead of the gpu
i suggest looking up how to change default GPU in windows
hi everybody
Gave that a try but still struggling with the fps for some reason
Check for any windows updates
Direct X updates
as well
and prob .NET
then restart
your device
ola
Okay I'll try that, thanks
i need a hand please
not that kind of hands but thanks
you gotta specify what hands you need
I do have right hands if necessary
lol
Just done a few updates for them all which I thought was going to solve it but still getting the same results... This is stressing me out now 😭
Are you on UE4 or UE5?
UE4
In the viewport if you get 60gps that means you can expect around 150fps when you package and export the game
I'm only getting 60fps when opening a new template level. My main project I was working on before upgrading my laptop, I'm still hitting 16-38 fps when my old machine was hitting 120 fps
Someone said no? Idk why?
Ok uumm I'm not entirely sure why that's the case?
It's definitely weird
Yeah I'm lost
I hope you didnt get scammed and the seller sold you a fake GPU
No no I got it from Dell's website
That's not how that scales, it'll be different per game, per pc
I am obvio talking about his own pc. When he exports the game on his own pc ,he can expect higher fps
or she
Does the laptop have a mux switch? If you enable it it should disable the integrated GPU and forcibly use the dedicated gpu
Yeah F1 I think, as it puts it in high performance which I think is changing the GPU
It's an Alienware X17 if that helps at all
Apparently it's a bios option that was added late last year
From what I can read, the 4k model has it unsure the others
I just got this for the first time
Normally that means the gpu had a long enough frame that windows decided to drop the context
Yeah the editor just crashed
I have the 4k model but is the F1 not the hybrid switching? Or is that something else
I have no idea what F1 is
Okay I need to look this up, it's saying that it's enabling Alienware's High Performance mode
Just seen this on reddit think you were right:
"Make sure you are plugged in A/C and f1 enabled/turned on. When performance mode is turned on, you get the full 130w to the 3070 gpu, just make sure your BIOS is up-to-date."
I think I have been saying that from the start. To change power settings to high performance?
Or is that a different thing?
Different, this is hardware level
Specifically, laptop not windows settings
Oh
Just wondering, is there a way to make UE not frame dependent?
if the FPS is running at 60 it goes normally
but at 30 it goes noticeably slower
Just gave the BIOS update a try and still getting the same results 😭
the actor just doesn't move
Now the actor moves slow when the game is set at 60 FPS
just realized that FSR does some weird stuff and makes the projectile look like its going slower
as the motion blur is less on 30FPS
FSR boosts performance a ton
@remote iris
theres certain plugins i need to wait to get ported to 5
It doesn't matter how fancy your pixels look if you can't make stuff
Also pretty much any gameplay code plugin can be ported to 5 easily
Is there a default FPS on a template level as I feel like that's only getting 60 fps when I've hit 120 fps on past projects
the plugin im using for rendering clouds
im waiting on that
i didnt take it on high res
Lens dirt overlay?
Idk why you are struggling on an Alienware. That is hella weird
Alienware is a gaming laptop with good graphics
If it's a flat 60 just raise t.maxfps in the console
its just me taking a quick screenshot
win + shift + s
the grain is added in post process
Not sure. He did post the specs but I guess he deleted it
how can you make it so when a mesh touches you, you take damage?
every yt tutorial I followd hasnt been diong anything
You can use a Pain Volime
Volume*
So, it's not good?
or properly optimized?
It's deprecated in ue5 and you should make your own
That's omega overkill for a newbie though
I did not
It's worth looking into for multiplayer projects though
what is GAS?
oooh right
Yea I am new to UE
So a lot to learn
1 month new
if that is considered new...
So why would I ever want to create my own thing if everything is already been done before? Moreover, even if I do create my own system it's definitely not going to be better that what epic games implemented
Yea I will look into it. For the game that I am making right now I am mostly using prebuilt stuff
An asset flip game.
Yea I will give it a shot for my next game.
Gas has limitations and quirks that might not fit your ideas
this did not help, but I am not sure I used it correctly. this is my case, I dont want th cylinder on left to cast shadows inside the house, or not even sunlight to be visible there. just through windows
Can anyone explain me how to make models like this where one side is rendered and the other side is literally invisible?
What should I even search on google to get the tutorial to make models like these?
if you use shadow pass switch, plugging 1 on base pass and 0 on shadow pass will make it render but not cast shadow
0 on base pass and 1 on shadow pass will make it invisible but still cast shadow
then plug into opacity mask
Backside culling
Thanks!
Anyone have any experience with control rig? I have been rigging a character the past couple days, and just realized that CR imported my eyebrows on my models backwards (left is right, and right is left) however in the skeleton tree of my model, it is showing that the eyebrows are labeled correctly, so i'm not sure why CR is seeing them backwards
I just solved it by modeling roof and hiding it as was suggested by someone else. Thank anyway
Its generally quite easy, you just make a model of a wall, the delete all the faces you cannot possibly see
Would Unreal Engine immediately hit the best fps possible for the machine it's begin ran on or is there a 60 fps cap somewhere?
does anyone else always get jumpscared by the "launch on computer" sound😂
Its something to do with normals
rather than deleting faces
The face becomes completely transparent
from the back side
No trust me as someone that has dine this exact thing for their current project
You dint have to manually set the normals
oh
If you work from a plane, or work from a cube then remove redundant faces, the outcome will be the same
So, if I have a cube and I want backface culling then what would be the redundant faces?
its quite easy to picture, maybe some images would help
say i have modelled my fancy wall to be modular, it is quite clear what faces i dont need
You don't need the face at the back
now its set up for that
Ooh ok
and theyre modular so you just keep pasting them over
sometimes its easier to work from a plane to do those walls, but sometimes i like working from a cube
But the advantage of backface culling is that it really helps in level designing as it does not interrupt the view when we would look at it from the other side. So, we can have a hollistic view
Yea and it's pretty easy to do it in blender
indeed
You wouldnt be rendering those triangles anyways using backface culling right?
that is backface culling
those walls typically dont have some magic rendering technique
they just remove the unneeded faces
If they only remove the unneeded faces then how does it render the faces from the front side but does not render any faces from the back side?
because there is only one face
faces can only point 1 direction
it can only have 1 normal associated with it
Yea I got it now
cool cool
general rule of thumb is delete all faces you can never possibly see (without breaking the game)
cause thats easy way to save on poly count
also less chances of mishaps with ngons
So, whoever is modelling is responsible for this right?
yup
not the programmer?
alright cool
I am not a modeler but when I do get one, I will keep that in mind.
Is there a shortcut to focus on a node if your Zoom level is too low ?
now the programmer/designer can force 2 sided faces, in the engine, but cannot, without difficulty, say ignore these faces whihc you cannot see
you can stop rendering objects, if you cannot see them, but to do that on a face level is harder
generally when you get a modeller you shouldn't have to tell them that
its one of the main things to go by, never have unnecessary polys
True
There is this asset on the marketplace called Factory Environment Collection. I made a room with that and my FPS went down to 20 on the viewport.
It had no backface culling and it was probably using all 4K textures
which slowed down my viewport heavily
to be fair, your fps will probs improve drastically in a packaged game
but a lot of those assets say theyre game ready, but some are needlessly high poly and needlessly detailed
I do really like those packs, I just don't use them because I would have no real way to supplement assets to it
because I wouldn't have the tools or know how to make something as nice
and it would stick out
Yea thats exactly my issue as well
For some reason all my lights are turning off after building the lights?
then when I move them, they all turn on and then when I rebuild they all turn off again
basically your using realtime lighting until you build, once you build you move to stationary/static depending on your settings and your setup is really bad and you can see it once its done building
its possible/probable its not the lights that are turning off but the items that are being lit are not set up right
Wdym, they are not setup right?
like I didn't position them correctly or?
Yea my lights are static
I couldnt find this online, but is there some way to put comments on individual nodes?
Like the normal comment block, but its just a bubble on a specific node
Hover on the upper side of the node, you should see a button to create comment bubble
OH thanks!
for the past about two hours i have been following all of the courses
is there one about actually using blueprint to make logic for my games?
i understand everything about the ui
just not blueprint itself
if you have any recommendations ping me or dm me
See pinned message for this channel above. Don't worry, no link to Udemy.
blueprint kickstart?
(#ue4-general message)
by the way, how can you get a reference to third person character
go into the level editor and click on the player, right click in the grid and click "create reference to (name)"
i think
so do you mean the player start?
hmmmm...
if it is your default character, then get player character will always do that
Hi
I'm new to unreal engine, and am currently navigating the interface
But I was wondering if anyone could help me with replacing the textures for the terrain here
if anyone knows how to do so, please lmk
where is this in ue5
for the past few hours I've been following some courses, but is there one that teaches you about the actual blueprint language? I understand all of the UI, but none of the courses explain using blueprint to create logic. ping me or dm me if you have any answers
plenty of em
like blueprint kickstart which someone linked, but there is other too
Nnevermind, I believe i've figured it out
Anybody know what I can do to fix issues with these "jagged" lines in my render? This is with tsa and a spatial count of 7, which is the most I've been able to get it reduced. Using other settings makes it go away entirely, but causes a similar issue to show up on different objects.
have you guys experienced some volume weirdness with the lake/water actors? I get a lot of issues where the water post process covers some of the range of the spline but not others, it seems pretty random but i can't tell why its doing this, any tips on tinkering with it so that the volume is properly working at all depths?
How do I prevent the message log from popping up every time when exiting PIE
I'm using easyswimBP actors for the water here with a mannequin that can swim, and in some regions they just fall right through where the post process falls off
I freelance making visualisations, when making models in 3ds Max I create versions by simply naming my scene as I go: 'myScene-001', 'myScene-002' etc.
What is the equivalent in Unreal? I can copy a project but that's a lot of data being copied. Cheers.
I will duplicate and back up my projects, but most will recommend perforce or some other source control
Well my M1 Macbook air is coming and I'm really excited 😁
Just wondering is there anything I should be aware of or patches to get UE4 properly running/working or better for M1 on macos..?
Ty!
I'm having problem in my built app. I just want to input a valid email but the '@' character is not showing. I can input the character in the unreal editor but not in the built file. Am I missing something?
Anyone know why an collision object channel would change or be overided at runtime? I setup a gun in my game to be on its own object channel and now for some reason when I run the game it defaults or overrides to physics body
I am just starting to learn ue, haven't downloaded it yet, should I get ue4 or just go with ue5?
If anyone has experience with Perforce for version control, do you know how to associate your workspace files with a different depot?
Does anyone know how to fix this
I can't go to the next or previous step in the tutorial
since it's offscreen
Nvm figured it out
Any idea why my character is clipping through the ground when i try to place it in the scene ?
So im trying to regify my model and for some reason when i exported my blender model to ue4 the bones are huge! how do i fix?
Okay I know this is going to sound dumb, but what is the best way to move materials and textures together so they don't disconnect?
They only have copy, and advanced copy but I need to Move them to new folders
They won't disconnect. But you can just drag them to the new folder.
But if you are trying to move each into their own folders, Materials and Textures?
I thought about moving them into the same folder but that won't work
If you move them, everywhere that uses them will update the references
Why wouldn't it work?
Right now it's copying the files and making duplicates
I swear I didn't see that option, let me check again
Is there a way to remove an item from an array and have it update the length of the array? Currently it just removes the item and replaces it with a null value which keeps the length the same
That should work fine. Maybe print the bool to make sure its actually removing the item
Hey. Hello unreal family. There is a problem im having that is probably easy to solve. I have epic games launcher on my c drive. Ue5 on my d drive. And c drive is full. Is there a way to import assets via the launcher by using a drive diferent than the c drive?
Thanks, I've used perforce and didn't dig it, but I better dip into it again.
🆙 🥺
Because the origin of your blueprint pawn is in the center of the character model. It pops up into the correct position when you place it, so is it still a problem?
How can you move the blueprint pawn then ? Because when I move it in the scene with alt+middle mouse button and the 'set offset ...' ut still spawn using the center position
When you alt+middle mouse move the offset thats only temporary. And I think if you 'set offset' that will only be for that single instance of that pawn, so when you drag a new one in, its a new instance and wont have the offset. You'll need to edit the actual blueprint to move it permanently
Thanks, I'll try that tomorrow, but from what I've seen it's not going to be easy
You can try the Spawn Actor Node, but your list looks like it has multiple types.
Hello, I have a simple cube and a box collision around it. I want it to print a string when I click on the box collision. This is the blueprint
First person character blueprint
I'm a newbie and I think the solution to this is gonna be something very simple.
I'm trying to add an image to my widget and it's just not letting me drag it in
Does anyone know how to make yarnhub-style animations? I have spent hours trying and cant get it right
As in the youtube channel yarnhub?
Yeah I have different types of objects in it and different spawn systems for them. I have been able to spawn meshes, but I can't get actors even through casting
Since when simulating physics disables collisions??
I tried to simulate physics for the mesh, the whole capsule collision loses collisions.
It just happened randomly. Was working fine before but now the character goes through the floor
FPS template ^
I did. I gave it back to having collisions so he wouldn't fall
so im trying to create a physics asset but this keeps happening anyone know how to fix it ?
There are so few tutorials on creating skeletal mesh animations in Unreal, is it even worth doing or should I rather learn to do it in a separate program?
It makes me sad that there is no Fixed Windowed Ratio option in UE4
When is the best time to unload primary data assets from memory?
how to fix window aspect ratio? I just want player resizing window /w fixed aspect ratio.
Does somebody have a sample or link using UE5 MassGamePlay plugin?
packaged the project, tested it out again and the issue is now fixed! all box brushes appear in the level when playing from the executable, will make sure to use project packaging more often to solve any possible issues from now on, thank you for the help
Check out the built in processes
They are your best bet besides the test code
Just make your own processor class and it will be used by mass
It's a little rough for me so far though
Same-frame components require some stupid workarounds
I'm almost certainly missing something though
only few MassEntity test code exists in source code, no test for MassGamePlay.
1 make entities with the same fragments as the queries in massgameplay
2 they run (if the processor is on)
Get the mass subsystem in your code and start making new entities
Or use a massspawner
Better off asking in #ue5-engine-source anyways
everytime i import a model in unreal engine there semes to be like an invisible barrier that prevents me walking closer to it or jumping on it is there a way to fix it or smthing?
Best just to make it in DCC tool.
Hi, I want to hide and unhide Actor1 when I click on Actor2. How can I do this?
My current idea is to use OnClick Actor2 on my level blueprint and then make it toggle visibility of Actor1, but I can't find the correct blueprints for that.
Check the mesh collision.
Hello, i'm working on 2.5D a platformer right now, and I want to create a coyote timer/ghost jump mechanic. What do you think is a good approach at solving that problem?
yeah, dumb me for not looking into youtube
Update: found the solution on my own but leaving it here in case someone in the future stumbles upon it through the search function.
I used something called "Set Actor Hidden In Game". There is also "Set Hidden In Game" if you need more control. Feel free to ask me anytime about explanation of this if you are reading this from the future
Quick question, I have a beginner project with 2-3 things that I want to back up on GitHub so in the future I can refer to it. Its just a personal learning project.
Should I just create a repo and upload the entire project folder on it located at C:\Users\y2crest\Documents\Unreal Projects ?
Hi all, does a shipping build of ue4 have a log file to say what has caused a crash???
Or is the crash file like taken out on a shipping build manually to save game space and processing power ??
it has a crash log and a minidump you can debug saved to %appdata%
Is this still a thing even if the crashreporter program is usrd
A game I'm playing is crashing at a certain point and as I have made a mod for it I need to see what specific about my mod is causing the crash as its only crashing for some but not others
Hi, I'm new to unreal and have been having the same issue with both UE4 and UE5 where, when i try to build the lighting i receive an error message saying "Failed to initialize Swarm. Check to make sure you have the right version of Swarm installed." I have tried googling a fix but so far nothing has worked. Any advice would be greatly appreciated
Hi! I've been curious about linux support for ue4. If a game is developed by other developers on Windows but then downloaded to Linux, assuming it's recompiled, with the tool chain for compatibility, it should run. But what about the inverse? If a game is developed in Linux for ue4, then sent over to Windows, compiled, would it run?
I'm sure you can't compile from Linux to Windows, inclined to think you can't have Windows SDK API on Linux
Besides, compiling from Windows grants almost maximum compatibility, minus Apple stuff
So in short, develop it Windows, then send the compiled game to Linux? Can't be developed on Linux, sent to windows, compiled and sent back?
Or am I just over-complicating it
Pretty much that, yeah
Can you, but I don't have access to the ue4 project or anything. All I have is access to the game it self. I have ue4 and VC but yeah there pointless unless I have full build of original game.
Is there a way to show edged faces in the editor viewport whilst keeping the normal lit view?
Found it. Show > Advanced > Mesh Edges
Arrr but some mentioned in appdata there should be the file from the crash reporter on what cause crash ??
Like cause game to crash
For quick and dirty multiplayer testing with teammates, is there a way to set an custom IP address to connect to?
I downloaded Black Alder tree pack by quixel and tree animation is causing some issues. Is there any fast way to disable animation or do you have to do it with materials individually?
so we have now unreal engine preview 1?
@cerulean hollow It removes the item, but the length never updates. If I loop through all the items in the array they're just blank after removal. I've switched to a Set which appears to be updating the length just fine.
Dang, I thought something big like 4.28 P1
Now with less crashes!
UE4-master still has recent commits, and still has 4.28 version...
Maybe it's the matter of time either UE4-master dissolved into UE5-master or finalised into 4.28 and call it that.
As in when a version is released, there's always a branch made for the next version regardless?
Felt like doesn't make sense ue4-master would just get abandoned with the recent commits when 4.27 branches were already final and receive no further commits
Either way I'll be a good baby boomer and stick with 4.27 for the time being.
So hoping someone may know where I am going wrong...
Have a top down project for testing, made an enemy character that always moves towards the player.
I have an on hit on the capsule component that will display text.
The on hit only seems to trigger when the player moves into the enemy, but never when the enemy moves into the player....
The enemy ai stops moving but the hit trigger doesn't occur...
Anyone have thoughts on what i am doing wrong ?
what does unreal use to calculate the falling velocity of the a mesh? I'm trying to clamp the maximum falling velocity to a cap but i can only get the velocity of one actor
How do I prevent the message log from popping up every time when exiting PIE
Figured out my issue, had to switch from simple move to actor, to simple move to location.
is there a way that i can have a specific area have an effect like a snow effect and not the whole map? is there a video tutorial?
Hello folks. I just read a new UE5 has been released in Preview stage but it seems I can't find the installation process available on the launcher. Any info about it?
I couldn't even find that page your on to install
I guess they are working on it to correct some issue...
this is from the Epic Launcher -> Unreal Engine -> Library -> Engine Versions + 5.0.0 Preview 1
That's where I looked at but it doesn't list it, and yet my launcher is up to date already.
Does the launcher not give an engine as available if silently checks for the computer requirements and they do not match the minimum criteria, perhaps!? I really hope it ain't the case...
have you tried restarting the launcher
I really hope ain't this the case, it can be the second most devastating news I can get today, after HP Support just let me know they are gonna refund my newest laptop because the missing piece prevents from repairing it and its cost by now doesn't cover the cost of any valid substitutive machine... this can potentially gonna ruin all my plans and projects.
Yes, I did.
I highly doubt it works like that
I hope you're right
does array size matter if you dont loop and just use find and get
Good evening everyone
Where can i chat about errors i've been having with ue lately?
howdy, i am trying to unpak a pak file from ue4.25 and i have a key, but i don't know how i use the key to unpak the pak file.
the unrealpak.exe documentation doesn't show how to use decryption keys etc.
anywhere i should look to learn of such
please @ me so that i can get your response more easily
wydm? as in i need to find an unreal 4 server?
oh, even for modding purposes? purely comedic
Array size definitely matters in terms of space complexity of the game. But if that array is of primitive type such as int or char or bool then prob does not matter that much. But if it is a non primitive datatype such as string or objects then it really depends on what object that array is and how it contributes to the space complexity of the game.
hey guys i have a quick question, if I am using a live video source in unreal then keying out the green screen, is there any way to record that video directly in unreal? or do I have to record it on the device then put it into unreal later?
roger.
thanks for the help
y'all have a good one.
Thanks for responding to my question.
hope you get your issue solved.
U got crypto.json?
Hey guys! Dropping in on behalf of the Faceware team! In partnership with Epic Games and course author Nick Jushchyshyn... we launched the FIRST-EVER facial solutions partnered Unreal Online Learning course!
(feeling so proud... *heavy sobs)
Course is free with 30-day trials or we have our $179 Indie license. Learn how to execute real-time facial workflows for MetaHumans using Faceware Studio / Unreal Engine! https://www.unrealengine.com/en-US/blog/learn-how-to-create-real-time-facial-animation-for-your-metahumans
I’m not sure where to start, so much frustration. But here’s my situation. I live in one state, my friend lives in another state. We are trying to collaborate on a project together. When setting up multi-user tool, we’ve gone through all the correct steps (using hamachi vpn) and after 2 days of trying to figure it out, I throw my hands up at this point. No matter what we do, neither one of us could find the respective session of who’s hosting. So we’ve pretty much given up on that and are trying to opt to just use perforce source control for the project and work on it that way. Not even this will work, server is set up on perforce, document is in there, all necessary steps have been taken for perforce to recognize the files and - same issue, friend cannot get in the server. We’ve looked through dns, we’ve looked through firewall, everything should be good to go. Of all the tutorial videos, people get it fired right up but yet we are having issues. Why? I am beyond frustrated and don’t know what to do. The lack of information or clear information is disturbing. Please help.
This seems more complicated than it should be. Me and my partner are just using GitHub to collab
and its working flawlessly for us
Wdym?
We are not paying anything
and our repo is private
Shiz
Now what?
Neither me or my partner has money
what is LFS?
Congrats on launching the course! Can you please post this in #released instead? That's our promotion channel for newly released content. 🙌
AH! Can do 🙂
Our project is not so big
So, I think the first project will definitely be fine
From next project onwards I think I would have to look into other collaboration services.
It was the MetaHuman channel and the Unreal-Engine channel. WDY?
anyone know how to make mobile joystick in umg instead of using virtual joystick
So for me and my friend to collaborate with no money, what’s our best option?
Then how come it's still free for us?
What would you choose? Perforce, AzureDev ops, GitHub, SourceTree or any other source control?
Which is the best that you would recommend regardless of the price?
Okay what if we are using blueprints?
If you are using blueprints with GitHub make sure that you and your partner DO NOT work on the same BP
There is nothing at this point. Which is why I want to start with a strong foundation
Like a strong system that works
I am not inclined to learn git.
p4 as is perforce right?
Well for myself and my friend, I am doing a lot of the modeling in blender with animations and things of that nature. He will be doing a lot of the unreal engine stuff, blueprints, putting things in the world. However I would like to be in the engine with and sculpting the world and also placing models in. We want to use a free service to collaborate. What’s the best thing for us to do with our situation? Git?
It wont have a steep learning curve as compared to git. So, I would be okay with that
If it cant tell me that a file has been changed
So, this will allow us to work on the project together at the same time? And also if changes are made when I’m not around and vice versa, they will automatically be implemented when getting back to work on the project?
That's the whole point. To know what files have been changed and whether they can be merged
Does anyone know why the Get All Level Actors node wouldnt be showing up for me? Even when I turn off Context Sensitivity it doesnt show up in the menu
Anyone know were I can get free mediaeval model's? I wanna make a medieval type game but I can't find many good free assets like house parts or stone bricks etc
Epic Games > Marketplace > Search Product ("Environment") > Max Price ("Free") > Medieval Game Environment ("Quixel Megascans")
Good catch they are fixing it and it should be fixed soon
This is for editor utilities only. Are you inherited from an Editor Utility class?
Quixel Megascans have an entire pack of it
Oh nope, I didn't know that haha. Thanks
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...
Hi guys
Just installed ue 5 preview, but cannot get hardware ray tracing to work. My GPU is RTX 3050, everything is set properly except I've turned off sdf generation
Anyone know anything about quaternions? I'm trying to break a rotation value within control rig from a get transform, and feed it back into a set transform, but the rotation gets messed up, I believe it might have to set something with needing to convert to quaternions, but i'm not sure!
hey is there a way to change the references attached to something? I accidentally made a blueprint class of Actor instead of Actor component and really don't want to restart it all
there's a button "Class Settings" in the top menu, click that, then there's a dropdown to choose the parent class in the (new) Details Tab
Does anyone know if Alpha Ch on a Normal Map in UE4 gets removed after pack or what is used for ?
Hi all
thank you!
I'm about to buy a new PC for UE4 and I want your opinion guys please
#hardware if you have doubts on the parts
okay great thank you Makoto !
You don't need Quaternions for this, the problem is how you're adding the rotation. You are trying to apply a rotation by just adding to the axis which isn't what you want, instead you should make a new rotation with your value on Z and then combine that with your rotation from the Get Transform node. i.e. you want to the final rotation to be your original rotation combined with your new rotation around Z. Order is important here, you'll want to make sure the rotation from Get Transform is applied first
Also that Get Transform node will currently get the current rotation and apply your new offset on top of it, if you want to always have your rotation applied to the base rotation of the eyebrow you can just tick Initial on the node
In unreal engine 5 there was this really easy way to make a blueprint for any mesh with options like On Click. I cant find something like that in UE4 any suggestions?
nvm I found it ^^
Has anyone ever experienced the shoulder missing when looking at an animation and know how to fix it?
Im trying to make a multiple choice option and have a user being redirected to a web page based on a specific answer he chooses.
I got this blue print done so far but miss the idea on how to get the multiple question involved in this
Hi, I was trying light up my indoor scene, and whatever light intensity I set (1cd vs 1000cd), it was the same - which was because of extremely adaptable exposure. So I turned exposure to Manual instead of Histogram, and all my lights are super invisible right now, so I cranked them up to somewhat real like values and scene now looks OK. Is it correct to set the light intensity in scene with manual exposure as a "canonical" light setting?
@timid meteor Not sure how you lost the pivot? But you can manipulate pivot with ue modelling tools
It's an okay practice.
What other reference can I use instead of fixed exposure?
I personally went with more limited auto exposure
I am aware that is impossible to tune lights when exposure is changing perception, but I am not sure if Manual default exposure is the correct real-life ratio
You @ the wrong person lol
oops hah. thanks
well second time anyway
What's a good way to change animation speed for sprinting function?
To be clear i've set up an animation BP and a blendspace 2d they work quite nice.
I've added sprinting in character bp that increases the speed over the maximum run speed for the blendspace i have.
Obviously i could change that but seems like there's a simpler way rather than adding duplicates for every run animation, forward, back, left, right, diagonals and changing their playback speed?