#ue4-general

1 messages ยท Page 1148 of 1

hoary seal
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What do u guys think about that widget for interact..? my first widget

drowsy snow
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Isn't there an option to change blend space's playback rate in anim graph?

calm widget
shadow estuary
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having an issue where decal im trying to spawn isnt on top of the ground, any tips

dusk nebula
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What's the best way to display multiple cameras on the same screen?

tall crypt
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total noob here... I was asked today by a client to make an unreal project, I have no idea where to start, where is the best place inside this Discord to get started or to see about getting one on one tutoring?

shadow estuary
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anyone have a good way to just slap an emmisive material on a mesh and make it go around the outlines of the mesh

real heath
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You can use a fresnel node, potentially with a clamp

shadow estuary
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i did get the material working ok

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but when i add it to the mesh

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it doesnt show

real heath
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It's quite faint. Is your main scene too bright and over powering it? Try turning off some lights in your scene or bumping the emmissive strength way up to test

shadow estuary
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Do I need to map it to the mesh somehow

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I'll try that

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i dont think the material knows to go on the outline of the obj

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i think thats the issue

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maybe i need to do it with post processing

real heath
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How does it look on the mesh?

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It should only show the outline, it won't show the original mesh AND the outline

plush yew
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i wont call this a limitation but it certainly feels like one lol

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i know this is high level game dev stuff and why most games only let you move the bones around rather than switching blend shapes for most things but surely this has gotten easier over the years right?

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then again Autodesk Maya is still duplicating rigs just to switch between blend shapes in 2022 so maybe this is it lmao

polar sorrel
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hi guys, quick question, any good sites or channels to learn ue4 blueprinting from ?

shadow estuary
real heath
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Oh, yeah that comes down to uv mapping. You can probably do what you want in your base material

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Just take those nodes and add them to your original material

rain ingot
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Can I follow an Unreal Engine 4 course using Unreal engine 5?

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like say I want to learn unreal engine 5 but there aren't that many good courses out there since its relatively new, and I have no experience with UE4 either, Can I follow a UE4 course on UE5 or would it be completely different, I am familiar with C++

shadow estuary
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That helped me tho I think imma have to use postfix or soemthing

real heath
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You can add a scalar parameter as a multiplier and when you spawn the unit create a new material instance dynamic, and then on selection change that paramter

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That's probably the better way as less shaders and less drawcalls are required

shadow estuary
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Hmmmmm okay I'll look into it, tyvm

indigo steeple
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Will it affect a games loading time if I was to sort all of the ammo and weapons and wearables into their own folders for each individual item? Like in my Inventory folder where I keep my Item Database and Structure BP's, if I did a Weapons/Ammo folder and then a Ammo folder in that one and then a folder for each ammo itself. My need to sort stuff sometimes gets annoying and I don't want that to heavily affect my project. lol

frigid thicket
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Is there an optimization channel that's better to post to? If not I had a question about the stats you get from running the stat scenerendering commmand.

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As you can see there is significantly more draw calls for Deferred Shading Scene Renderer but I can't find out what this means online

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It's more confusing to me since I'm currently using forward shading

versed wing
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So Iโ€™m trying to create animations for different characters that have the same UE mannequin rig, (running, attacking etc) is it possible for them to have separate animations even if they have the same rig. Iโ€™ve tried changing the Animations for one character but then they just apply to the other characters as wellโ€ฆHow do I separate the animations?

calm widget
narrow mauve
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I'm reminded why I prefer c++...

proven aspen
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simply collapse it into a function

narrow mauve
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HAHAHAH RIGHT

oak patio
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I definitely feel like there is no way, that has to be like that

narrow mauve
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oh for sure

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there's definitely a better way

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Ive only been at this a couple years

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I'm shit at it still

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I usually do this in c++ but I got lazy and started all this in blueprints and now Im regretting it

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lol

dapper oak
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i tried doing that too and now im converting everything

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yaaaay

narrow mauve
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I feel like the irony is that blueprints starts to become a convoluted mess

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once you get too deep

oak patio
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blueprints is nice and clean and easy until it isnt

narrow mauve
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^

dapper oak
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basically

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you start prototyping stuff and its all going well until you run into one thing that only works in c++ so then youre stuck

jolly rampart
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how do i make enemy ai rotate smoothly? i looked it up and the option isnt there... help?

oak patio
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lerp it, however,if you decide to learn behaviour trees, they have smooth rotation for looking at a target

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if you are just doing it in bp

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lerp from rotation A to rotation B

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using a timeline

rain ingot
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does UE4 and UE5 vfx/particle system work relatively the same?

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or does UE5 have new things added/changed things

plush yew
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is it better to animate in Blender then export it to ue4? i want to animate cinematic animations first before game design

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or do i animate in ue4?

oak patio
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Cinematic sequences are probably best in ue4, but things like weapon and character animation are best in blender

tall crypt
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where do I change the pan function... currently when I click the wheel and drag right, the scene goes left and when I drag down, it goes up?

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when I add a plane how can I dimensionally tell it what size to be? I see the scale and location (xyz) inputs, but there isn't anything for specific size?

raw beacon
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Awesome, thank you! I will try that out ๐Ÿ˜„

remote badge
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What would be the reason for my character's skeletal mesh having incorrect scaling vs just adding the skeletal mesh to the world?

tall crypt
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how do you get that "dude" model into your scene so I can scale the size of my area?

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NM, I got it

raw beacon
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hey, about combining rotations, I now have my UE open, but cannot find any combine rotation nodes. I've seen other people have it in their context menus, so i'm not sure why i'm missing it ๐Ÿ˜ฆ

remote badge
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combine rotator.

raw beacon
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I dont have a combine rotator showing in control rig

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I see a combinerotators in animBP

small pewter
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Hey, I have a general question : Imagine a game like Fall Guys, instead of having each minigame being on its own level, will it be possible (I think it's possible but the question is more like in terms of optimization) to have all the minigames on the same level (in different area of the level) to prevent people from having loading times ? Like I would like to not have loading times and at the same time I don't want my game to be laggy, so is it possible ? Maybe by spawning and despawning the minigames assets when not needed ?

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Please ping me if any answer ๐Ÿ™‚

devout gorge
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Hello. Is there a way to render out an image sequence from the level sequencer while the level is running/playing? the reason is there are some actor animations that can't be placed in the level sequencer, but I want to capture their animations in the render. thanks

plush yew
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is there a good channel to discuss character creation systems? I have been creating a tool runtime tool for daz and reallusion users, what it does so far is detect your library, pull in clothing hair morphs and auto populates a in game ui you can customize your characters with, converts hair cards to particles and a lot more features ima leave so this doesnt become a wall of text

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the hurdle ive reached is morphs bones do not follow the morph vertex positions, this is normal they never were meant to do that anyway

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however in some games they do so you can apply morphs that affect the characters height and such

valid depot
plush yew
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i noticed there is a function called get skeleton ref pose
does this mean i can have multiple skeletons and my character bp can update its skeleton bone x,y,z on the fly?

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i know this is over most peoples heads and a lot of games dont include this feature because of how complex it is but if anyone understood what im talking about please share your expertise

devout gorge
storm parcel
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When using Set View Target With Blend, there are black borders during the transition. How do I fix that?

plush yew
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ok this seems to sort of work

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TArray<FVector> MyOffsets;
TArray<FName> MyBoneNames;

FReferenceSkeleton NewSkeletonRef;
FReferenceSkeleton RefSkeleton = MeshCmp->SkeletalMesh->Skeleton->GetReferenceSkeleton();
TArray<FMeshBoneInfo> SkelRefBonesInfo = RefSkeleton.GetRefBoneInfo();
FReferenceSkeletonModifier SkeletonModifier(NewSkeletonRef, MeshCmp->SkeletalMesh->Skeleton);
TArray<FTransform> BonesRestBonesTr = RefSkeleton.GetRefBonePose();
for (int j = 0; j < MyOffsets.Num(); j++)
{
FTransform boneTransform;
int32 SkeletonIndex = RefSkeleton.FindBoneIndex(MyBoneNames[j]);

if (SkeletonIndex >= 0)
{
    // get rest bone for this bone
    FTransform boneRestTr = BonesRestBonesTr[SkeletonIndex];
    boneTransform.SetLocation(boneRestTr.GetLocation() + (MyOffsets[j] * Value));
    boneTransform.SetRotation(boneRestTr.GetRotation());

    // update pose transform
    FMeshBoneInfo boneInfo;
    boneInfo.ExportName = SkelRefBonesInfo[SkeletonIndex].ExportName;
    boneInfo.Name = SkelRefBonesInfo[SkeletonIndex].Name;
    boneInfo.ParentIndex = SkelRefBonesInfo[SkeletonIndex].ParentIndex;
    SkeletonModifier.Add(boneInfo, boneTransform);
}

}

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if there are any game devs here or just hobbiest with a deep understanding of unreal engine could you give me some pointers on making bones update with morph positions

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basically what im trying to create is a skeleton that morphs with the characters blendshapes

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but this is very poorly documented in unreal engines faq and not used on many games because of this

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im very new to C+ so if this can also be done with blueprints id like to do that

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and i realze this is actual game dev territory and i wont find much solution in a hobbist space but im hoping someone smarter than me will see it and be like "ah u dum dum this is all u had to do"

plush yew
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I'm trying to import an .uasset from an unpacked game that is on version 4.24, I tried to open in in 4.27.1 but it didn't see it - is there any reason why?

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I'm trying to download the right version now from github

reef turtle
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Hello. Need a bit of help in unreal. I have a flickering light setup for police lights in my scene. I need to offset the lights so that red and blue lights are not flickering together. I am using a time node and some some sine function. Just need to find a way to offset one. Here is a screenshot of my material setup. Thanks you for the help.

remote badge
reef turtle
brisk obsidian
# plush yew TArray<FVector> MyOffsets; TArray<FName> MyBoneNames; FReferenceSkeleton NewSke...

About to head off for the evening so can't go too in depth but a couple of comments to hopefully get you started:

  • You're passing in NewSkeletonRef to your ReferenceSkeletonModifier but you never assign it anything so there's no reference skeleton to modify.
  • You're making a copy when you assign GetReferenceSkeleton you'd either need to make your variable a reference or you'd need to assign the modified RefSkeleton to your mesh at the end with SetRefSkeleton
  • Even if you did make it a reference you're modifying the ReferenceSkeleton on the Skeleton asset, this won't affect your mesh as the SkeletalMesh contains its own RefSkeleton. You probably want MeshCmp->SkeletalMesh->GetReferenceSkeleton()
  • You're calling Add on the modifier which is used for adding new bones however it looks like you're modifying an existing bone so you probably want to use UpdateRefPoseTransform instead
  • If you are indeed adding new bones then you need to ensure they have a unique bone name
  • The Modifier only applies when it is destroyed so you'll want to wrap the modification in a scope using { } and then only use the new reference skeleton outside the scope at the end
reef turtle
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Thank you so much

hoary seal
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Since the preview update its been giving me this every time I play

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any way to fix?

neon bough
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so quat1 * quat2 is the combination of both

shadow estuary
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trying to put a decal on the floor where cursor is but its not showing up, i think its UNDER the floor

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any tips?

trim trail
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is there a way to install ue4 without epic launcher and without compiling source from github?

plush yew
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this will speed up, right?

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It's taking like half a century

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(building ue4 from source code)

oblique tangle
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hi all! i've got an issue with widget edges that's doing my head in, and was wondering if it could be fixed in engine
pretty much, the widget edges don't have AA being applied to them (makes sense), but it's resulting in really jagged edges, is there any fix to this?

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probably can't see it in the image unless it's opened up

sharp crest
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Of that img

sharp crest
oak patio
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I mean a nice juicy 64 core threadripper might, but its a tad extreme

shadow estuary
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when i put the decal draw on character it works

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but on controller it doesnt work

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i am using it to spawn a decal at mouse position because a player has many characters

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is there a better way?

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maybe put it in a ui widget or something?

tall crypt
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can someone explain to me why I even though I saved this project (see image) and it even shows this image on the project thumbnail... but when I open the project it's just the default Unreal scene?

rigid spruce
tall crypt
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where in Project settings do I find this?

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okay, i found it, but I don't understand what or why it is saving "versions" and then not loading them?

shadow estuary
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you can have many maps in unreal, hows it supposed to know which one you want loaded by default if you dont tell it

urban flower
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yo thanks alot

timber patio
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has anybody met the problem that every time when I reboot my computer (at home), then compile my project , will takes about 180 - 200 seconds to compile , but after that , I edit some file and rebuild , the compile time get back to normal (about 10-30 seconds) , the same project on other computer , also just takes 10-30 seconds to compile , so weired

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plus , I do not edit engine source code

timid meteor
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yes

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i cant manupulate mine meshes anymore

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help pls

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in an instant my pivot point disipeared

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its back

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lol

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didnt do anything

small ridge
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how can I clamp the falling velocity of a character? using the character movement component

urban flower
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are many models on the quixel website free?

timber patio
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I'm not sure. Compter at my home is powerful than other , the main difference is CPU , at my home is AMD CPU , others are Intel

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RAM at my home is 32G , the other two is 16GB, all of them are both SSD

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the weired thing is reboot computer at home , then the first compile time takes so long

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if rebooting emptires cache , why the other computer rebooting , compile time at the first time is same as other time ?

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thank you , I got it. May the reason which cause this problem is I changed derived data cache file to HDD (at my home) , but other computer remains at SSD

timber patio
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yes , I checkd the config file , no infuluence , problem not solve ๐Ÿ˜ข

urban flower
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im so glad that many pixel bridge models are all free, i can now finish my project lmao

drowsy snow
sullen cloud
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i reduced all my textues in editor. So will they be reduced in the Sphipped package too? Or is another step needed?

drowsy snow
sullen cloud
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what am i missing?

drowsy snow
sullen cloud
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yes

drowsy snow
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Then adjust the Max LOD Settings on each texture groups in a platform config

sullen cloud
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i dont have texture groups`

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i check

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its evrywher 16000 something

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i just want all are 2k

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i changed alreaeydy all with the max texture size

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but the GPU impact is 8 Gigs memory on packaged

drowsy snow
# sullen cloud i check

I sure bloody check them. The categories are your texture group size, and they're not read-only

drowsy snow
sullen cloud
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oh so jsut put there the wished max texture value?? @drowsy snow

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yes seems like it ok i try this thanks a lot

calm widget
# timid meteor didnt do anything

That's not the pivot point though. That's the translation gizmo, which appears on the pivot/object origin. Either way you press G, hides/shows scene icons, grid and such.

urban flower
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for some reason i deleted a landscape and made a new one but now ue became really laggy

calm widget
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Not a lot to go on

real bolt
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Hello, how would i reference a slider from blueprint utility widget ? I am able to cast it but i dont know what object does it wants as an input

drowsy snow
rotund scroll
drowsy snow
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The problem is that Editor Utility BPs are basically Editor objects, and could be irrelevant in packaging. It should be ed-util widgets referencing to some actor in the map, not some actor referencing ed-util BP

sullen cloud
drowsy snow
rocky epoch
sick patio
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dumb question: there's no such thing as one box trigger to open up all the sliding doors, individually? or do i have to make 12 box triggers and 24 on overlap bp?

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or should i just put "use other door" on all the other doors and just allow 1 sliding doors to open LOL

grim shadow
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Hey, anyone know how to make an burger making system? Like, you need to place bread first, then something and then something to make it work

opaque yew
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word it properly, compile the idea and then ask again

kindred depot
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Is there a way to bulk edit collisions? like remove all from every selected ass4et placed?

tawdry python
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is there a way to fix the rotation of a skeletal mesh when you don't have the source mesh?

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the issue is that it's messing up with my component rotation now the roll is the pitch and the pitch is the roll

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yeah but you can't change it for characters no?

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I think I'll save the original rotation and apply it every time I want to change the rotation of the mesh

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I could change the rotation from import settings but it's kinda sad that you can't reimport a mesh without exporting it

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but since rotating a mesh seems to kinda be the golden standard I can't assume other meshes won't be rotated too

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yeah ๐Ÿ˜†

tall crypt
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I have two of the "third person characters" in my scene... is there a way to look through their "eyes"?

rotund scroll
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add another camera component, use the SetViewTargetWithBlend node

sick patio
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@plush yew can you answer my question?

tall crypt
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@rotund scroll I see where I can add a camera with the Cinematic "placed" menu... is there another menu option that gives that option you mentioned?

tall crypt
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sorry, I only started using this yesterday

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@sick patio thanks, watching now

rotund scroll
sick patio
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yes

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ok ok ok, i answered his question, now balance it out and answer mine?

rotund scroll
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I think if they're new they won't be able to answer your question

rose tiger
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how do i make specifi collisions for a mesch for ue4 on blender?

sick patio
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no, you are not new, no?

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that's a blender question

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i mean, i know the answer, but i'm lawful good. i must adhere to strictly unreal engine questions here

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@plush yew is there a such thing as one box trigger to open up all the sliding doors, individually? or do i have to make 12 box triggers and 24 on-overlap bp?

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is that a node?

oak patio
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Thats how i di triggers ans buttons, make a general event in a master class, then cast to it, using an object reference i set in the editor

sick patio
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oh so the player is ... wait

oak patio
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If you wanted multiple doors to be opened by 1 trigger, make an array of references, and for each

sick patio
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i don't want all the sliding doors to the supermarket to open, just the two he's trying to go through... right?

oak patio
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I can give an example in about an hour, but im in class rn lmao

sick patio
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oh my, i can wait

oak patio
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I can show you in an hour, but it would look a bit sus if i open ue4 when im meant to be doing c++ in class lol

sick patio
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you can DM me in an hour. i am in no rush. i work for myself

oak patio
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Cool cool, ill probs @ yoh in this channel cause its there for other peolle as well then

sick patio
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ah excellent

oak patio
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Unless anyone else takes the wheel before then

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Dumber version: get all memory addresses currently active in the OS and try them all for a door pointer

sick patio
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woah, that sounds like programming, we don't take kindly to no programming round here

oak patio
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๐Ÿ‘€

sick patio
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an array of doors? wait... i have sliding doors, regular doors, and turnstiles. are you saying i can array all of them, in one array?

oak patio
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It can

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But your smart version si basically what i said

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You just have an array of doors to open, then add object references to it in viewport

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Then on overlap, loop through that array, using those doors to cast to a master class, and call 'open'

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Then you just specialise open for each child

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Works for buttons too

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Bonus points if you just have general interactables, cause then you can use the same trigger for doors, windows, traps etx.

sick patio
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all of these "doors"

oak patio
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True

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But its not like the cast is that bad

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They look nice

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Its not spaghetti

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How dare you

sick patio
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yeah my purpose is NOT to have 100 blueprints just on doors

oak patio
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Adding none doors wouldnt do anything anyway cause the cast would fail so no biggie

sick patio
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this would be #4 too?

oak patio
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Those precious 2 seconds

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But ueah just make a master class like lorash said

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Then an array of it

sick patio
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i'm lost on you two

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or you two are losing me

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ok so i need to learn about arrays, transforms, parents,

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SIDE NOTE: one guy said make a camera ... thing to slide open the door, with keyframes

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is he for more movie making?

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and he did collision, not trigger box

oak patio
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They probs meant a timelien

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Trigger box and box collision are basically the same

sick patio
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Hey guys, in today's Unreal Engine 4 Tutorial, I'm going to be showing you how to create an automatic sliding door, which opens when you walk in-front of it, and closes when you walk away from it. It also plays a sound effect as it opens and closes.

New Matinee (Level Sequence) Tutorial: https://youtu.be/-aApmzxl874

Unreal Engine 4 Tutorials P...

โ–ถ Play video
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@oak patio i thought you were in school? did @plush yew distract you?

oak patio
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Potentially

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But my project is nearly done for the semester anyway so no biggie

kindred depot
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this is where i learned how to do this ๐Ÿ˜›

sick patio
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he's using matinee legacy?

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is it just ANOTHER way to do it?

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i had never seen that done before, until today

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oh

slender egret
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My lighting always does that for a bit too! Sticks at 0 then moves on surely but slowly

sick patio
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ok so then the question is, is there a reason to use squencer for this?

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yes

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sequencer is artist friendly?

slender egret
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holy nice landscapes batman

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theres some really great free water packs on the epic marketplace

oak patio
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A timeline may be nicer as everything is in one place but thats just personal preference

sick patio
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wait, i have a ... tangential question. i notice that ... artists? ... do time lapse environment videos, and they do stuff like place road, sidewalk, side post, electric post, power lines, all 100 times, each by hand, and i'm like... do they not know about splines? ... and is that because i'm learning blueprint from mathy people, instead of artsy people?

oak patio
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The only thing splines are good for is fences, change my mind

slender egret
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@twilit hill heres the water from the Water Materials Pack

sick patio
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so cuppatea and lorash are mathy people

oak patio
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Maths was my favourite subject

sick patio
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splines are good for literally making a whole tunnel environment portions, and portion of road with sidewalk stuff and then varying all of that, to create a totally non tiled environment

haughty hound
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Hello, if i drag & drop an extra pawn (the same im controlling), is there a way ingame to unpossess current and possess the new one?

oak patio
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But domt get me wrong, i am doinf more than my fair share of graphic design and modelling

slender egret
oak patio
oak patio
sick patio
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oh?

haughty hound
oak patio
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Ah, yeah if you have a reference to it you can just possess the secind

sick patio
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@plush yew so just do the mathy way, not the sequencer way?

slender egret
sick patio
oak patio
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Wrong reply but eh

haughty hound
kindred depot
sick patio
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wait, i thought it was a tutorial

slender egret
kindred depot
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LOL

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nope.

sick patio
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awww

kindred depot
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its a paid asset that has exactly what you where saying

sick patio
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oh you copied the guy?

slender egret
sick patio
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i mean learned from him

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it

kindred depot
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Yeah, i learned how the animation blueprint and blueprint was done with that door just from that asset.

sick patio
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I was trying to make an endless runner, and a guy made one, and I think he made a 3 node spline, with buildings and FENCES and streets and obstacles, with splines

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he didn't explain how, so I gave up

mental helm
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Making systems with splines isn't too bad, a lot of getting the length, looping placement of assets, figuring out if you want them just placed or deformed, adding start/end pieces, etc

oak patio
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I think the only time i used splines was to make a wooden palisade

mental helm
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I've used them for hand rails, skating rails, roads, background neighborhoods, etc

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You can always convert them into static assets if they start taking a long time to generate or modify

sick patio
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but could you, do like that guy did and make a road, with sidewalk, with lampost, with mailbox, with wall, with building, and vary it all, at each iterration of the spline (if i'm making any sense)

mental helm
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Yup. I often use the input splines to generate the spline that actually deforms meshes, or have a road spline that generates a sidewalk spline you can then tweak, with driveway splines going to houses

kindred depot
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I really wish this guy sold or released this asset.

oak patio
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Never really dine them that much outside of the basics, cause I did want to use a spline for my roads, but my issue is the sidewalk wouldnt line up

kindred depot
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i just use modular snap system to line up sidewalks with world offset mats

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ez pz.

sick patio
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ok speaking of animations, could I set and in game, clock (tracking the literal time of day, in the game) and have stuff automatically... lights go out at 10pm, and come on at 8am? doors open and lock, same time, etc?

kindred depot
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yupp.

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hard to accomplish tho

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ultra dynamic sky can do this

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but not the clock system but you can get the time of day with uds and make the asset work with the time of day coming from uds

sick patio
#

so something like this... but stuff IN the world does all that https://www.youtube.com/watch?v=x3xBtPIVWEs

This video explains how to create a day/night cycle in Unreal Engine 4, including a moon and working clock, as requested by isaiah games on discord. Topics covered: Material functions, post-processing, blueprint scripting, level blueprints, HUD elements, animation timelines.

LINKS:
Moon Tutorial - https://youtu.be/thF80XvnqMo
Colored Fog Tutori...

โ–ถ Play video
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uds?

kindred depot
#

paid asset.

sick patio
#

oh ultra dynamic sky... got it

oak patio
#

I just need to make a system where it can detect closed loops and fill with sidewalk, and detect intersections and choose the right mesh

#

Not even sure if its possible

#

I suppose i could just pain a sidewalk onto a land scape and that would solve it

full knoll
#

Hey peeps, where is the best place to find experienced animators?

oak patio
#

Probably somewhere like Dice, but for a real answer we have job board channels, read #instructions to get startd

kindred depot
oak patio
#

Cause im not sure how i would line up the square mesh with a curved road

#

And ideally it would be automated cause it would save me a lot of time in future projects

kindred depot
#

do the best you can, then like i said use a material that is world aligned so you can overlap the meshes with out them having a seizure.

#

then you just right click convert to static mesh

oak patio
#

Again

kindred depot
#

the curved yes

oak patio
#

I dint know the best way

kindred depot
#

this was my downfall as well on my first sidewalks, lesson learned ๐Ÿ™‚

oak patio
#

How would that work kn somethinf like cornerw though, where the sidewalk would stick through the road mesh

#

Would i have a road with side walk attached, then fill in manually

#

Then have my material world alligned so no z fighting madness

kindred depot
#

you make REALLY TINY squares to cover it up and i use a rounded mesh that came from block out pack. That was it does not poke out.

oak patio
#

Cause otherwise it woukd be a procedural mesh is the only way i coukd see that working

kindred depot
#

or old school bsp

oak patio
#

Or iw there any point in the sidewalk mesh, wheb i coukd just flatten a landscape to the curb level, and then paint the material on

#

Cause there will be a landscale too

#

Just road on top

kindred depot
#

your game ๐Ÿ™‚ your ideas!

#

try and see if you like the way it looks

oak patio
#

Alrighty theb

#

I need to look into world alligned materials, havent done anythinf with mats other than copy an outline mat, and the standard base colour, roughness, normal

#

I cannot type on phone i stg

kindred depot
#

they fix that stupid overlapping issue

#

should be done with ue by default... tbh

oak patio
#

Now that sounds wonderful

kindred depot
#

you know when you put a same materialled mesh on a mesh and it glitches?

#

yeah fixes that

oak patio
#

Yeah z fighting

#

Oooh

#

I want to get a waveform from the ingame music and use it as displacement to deform the sidewalk

#

Reactive side walk

kindred depot
#

sounds cool af

oak patio
#

Absolutely useless, but would be funny

kindred depot
#

i mean, everything is worth doing. might be useless but if you wanted to see it happen and want to make it a reality do it lol

oak patio
#

I may one day when i dont have any serious things going on, but with uni deadlines coming up and a steam release i need to work on, my time is stretched thin

pallid talon
#

In the new UE5 Preview 1, there is no longer an option in the Project Settings for "Extend default luminance range in Auto Exposure settings". Which means high lux values will always get blown out. What is the fix for this now?

wispy heart
#

Hey guys quick question, if I wanted to get the name of the texture that has been used on a tile in a terrain of unreal engine, how could I do that?

tender ember
#

Hello I was wondering what program do you people use for terrain creation? are there any good free ones? or maybe you use 3D software like Blender, Max or C4D

wispy heart
#

No no that's how you would do it within Unreal Engine itself, but I want to do it through the code in visual studio.

#

Do I access the current landscape instance and search it to obtain the texture names?

drowsy snow
wispy heart
red condor
#

I'm having an issue where after respawning my third person character the character's camera sometimes starts jerking around. It happens consistently, on the third respawn and then every 4th respawn after that. I'm destroying the last character before possessing the new one. Any ideas what could be causing this?

oak patio
tender ember
oak patio
#

Yeah you can definitely get good results from that

tender ember
#

I found tutorials on height maps but all of them require a lot of steps and further photoshop/other editor work. and for example in blender it's just one click

red condor
#

blender has the ANT landscape generator addon

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(free)

oak patio
#

There are heightmap generators, you can paint your own heightmap, or learning the sculpting tools can be good

tender ember
#

yeah but when I bring it in UE it's going to be a mesh and not a landscape mesh right?

kindred depot
#

i used to use this to make terrains in ue xD https://www.worldpainter.net/

oak patio
#

You make the terrain in ue4

#

You just supply a heightmap

red condor
#

but it should be doable since it follows heightmap conventions

tender ember
#

yeah heightmaps are so fun to work with

red condor
#

I do like the sculpting in UE4, it all depends how much landscape you need

#

A small level would be fun to sculpt, a giant world would be long-winded

kindred depot
#

voxel plugin is the most amazing tool to sculpt with lol

red condor
#

i need to take a look at that one

earnest gyro
#

Is it good to go through all of the unreal online tutorials or are there some that are more important then others?

kindred depot
#

worth every penny.

tender ember
#

I'm just starting out in UE as an environment artist so I wanna know all the tools available. as well as landscape creation. so before I start learning auto-landscape materials and RVTs I need to understand how to create a high quality landscape mesh first:)

tender ember
earnest gyro
tender ember
#

for example I'm not a gamer I use UE for cinematic purposes so I don't watch tutorials for game creation etc.

earnest gyro
#

right

drowsy snow
#

Though they have yet to make courses on Niagara (or maybe my search results were spotty)

sick patio
#

QUESTION: in an adventure ... with slight rpg elements. where you play a character... wake up, get out of bed, get dressed (fairly instantly) grab toast, walk out the door, get in the car and head to work: what is a good setting, for real life time to game time, where you can do that morning sequence to go to work for an in game hour, and get to work, and not be like sims ... where the guy sits down and 30 minutes just passed by.

kindred depot
#

is there a way to increase the scale of the map, with out adjusting the characters height or the objects height? every time i move scale up, it unlocks from a position that its located in

sick patio
#

landscape mode?

kindred depot
#

I have no landscape, its all static mesh.

#

all statics lol

drowsy snow
red condor
#

I think the question is about time scale

sick patio
#

in game time, vs real time... what's a happy medium?

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not rushed, but not an actual hour to hour

red condor
#

(sorry that shouldn't have been a reply, bad at discord xD)

red condor
sick patio
#

right now my sun is running a marathon across the sky

drowsy snow
sick patio
#

well right now, my game world... or this level, is the default landscap size, which is 8x8... ? pretty big?

red condor
#

rethinking my reply, it depends on more factors really

kindred depot
#

To fix my issue, group everything. then use scale gizmo.

red condor
#

like what the player is waiting for to happen, how much it should feel like a 'wait'

sick patio
#

well i don't want the player to get out of bed, grab toast and the it be already noon

drowsy snow
tender ember
red condor
#

it will depend on the types of actions, the feel of the game, whether its realistic or cartoony, etc

tender ember
#

super easy

red condor
#

Maybe the easiest is to try it in real time first and then see if it feels fun

#

If it feels like a drag, speed it up

sick patio
#

i'm thinking Heavy rain... almost exactly that feel,

#

i think heavy rain day and night was static to the scene, no?

red condor
#

yep

sick patio
#

so maybe skip the dynamic day/night?

drowsy snow
#

So basically you don't have to worry much about constantly changing day night cycle.

#

Just set the sun rotation after certain quests.

sick patio
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oh i wanted the world to be alive.... shops to close, street lamps to come on... at dusk or whatever, so the player got the idea of the passage of time

red condor
#

aha

sick patio
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and the streets to empty

red condor
#

so it's open world?

sick patio
#

to create ... a sense of forboding

#

not ... really open world.... wait... a lil bit?

drowsy snow
#

The one game that's came to mind is Mafia 2

sick patio
#

with boundaries?

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ah yes mafia

drowsy snow
#

It's an open world game with fixed times

red condor
#

Can you pass time?

#

by resting, like skyrim?

sick patio
#

and technically it was open, but you HAD to get somewhere and do something

red condor
#

yeah, you'll need to adjust it probably as you make your quests

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and based on how much you want the player to feel like they're rushing

drowsy snow
#

That's very similar to Mafia 2
The time passes based on the quest

sick patio
#

um i wanted everything to occur in one day... and 90% of the game to happen at night (because ... horror)

red condor
#

ah interesting!

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in that case the time ratio will determine your workload

drowsy snow
#

Reminds me of the final sections of Final Fantasy 15
The game is night all the time until it's completed

sick patio
#

i might be .... biting off more than i can chew

red condor
#

well maybe haha

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it's easy to do

#

if you know it takes place over a single day, at least you have a limitation there

sick patio
#

i might as well make skyrim horror?

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lol

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joke

red condor
#

if you make the time ratio x4, you need 6 hours worth of content for a playthorugh

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haha

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xD

sick patio
#

i'm setting the event tick... delta to... 4 and it's blazing across the sky at breakneck speed

drowsy snow
sick patio
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or i'm not understanding

drowsy snow
#

That kind of vibe might be what you're looking for

red condor
#

I'm not referring to sun speed at all

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but the sun moving at x4 speed shouldn't be that fast xD

sick patio
#

ok i'll look that up, never even seen 15

red condor
#

the sun moving x4 is still pretty dang slow

drowsy snow
#

Like holy shit the latter part felt kinda depressing to play in person

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It's constant night time, monsters everywhere, the bros started to split apart, sacrifices are made...

sick patio
#

here's what I have and the night and day function are the same

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so are you saying ... per quest... adjust ... the time maybe? like ... do quest ABC and by C it's midnight?

drowsy snow
red condor
#

I think the whole game is time limited

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once the day is over, you're done

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unless I'm misunderstanding

drowsy snow
#

That doesn't sound fun tbh

sick patio
#

oh no i'm not... trying to limit... I was trying to

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uh

#

have the day proceed

red condor
#

ahh

sick patio
#

I think mafia proceeded with regular day/night no?

red condor
#

yeah ignore everything I said then xD

drowsy snow
sick patio
#

oh

drowsy snow
#

Basically time changes only when you complete the quests

sick patio
#

let me go look at mafia and taht ff 15 then and probably heavy rain again?

red condor
#

yep, if there's no actual timelimit, just move the sun after each quest

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you have no choice, becasue you don't know how long the player will take

sick patio
#

wait... and the 2 males in that game where they break out of prison, by the end of the game it's dusk and night

#

that was fixed too?

drowsy snow
sick patio
#

oh

red condor
#

time is an illusion

#

at least in games

#

and maybe in real life

sick patio
#

then day/night is really for open world, rpg adventure?

red condor
#

pretty much

red condor
#

if you need it to get to night at a certain point in your story, you can't leave it up to chance

#

if the player waits til it gets light again, then progresses and its suddenly night, it would look weird

sick patio
#

so the game mode can just set the time to... afternoo... boom dusk ... boom night?

red condor
#

sure, or at key points throughout missions if they're longer

sick patio
#

ok

red condor
#

do this, it gets a bit darker

#

(gradually xD)

#

but not past the point where you want it to for where you are in the story

#

that's the complex option

sick patio
#

then i have to learn ... what ... time of day looks like. got it

drowsy snow
#

My preference in this scenario would be either:

  1. constant day night cycle, but in key missions, freeze the time, and in the later parts, gradually become constant night (FF15 route)
  2. fixed day night cycle, with progression based on linear quest completion (Mafia route)
  3. Daytime serves as cutscene, the entire game is night time with no time progression.
#

I think those three are reasonably fun and plausible.

red condor
#

but it can still just be set over one day

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with the light changing throughout

sick patio
#

now i'm remembering all the games that had day/night and it... it's all a light... vampire the maskquerade ... day and night ... was all forced. they weren't real days and i didn't really go to bed at night. somtimes the day lasted 20 minutes, sometimes 5

red condor
#

yup xD

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video games

#

game dev has a lot of those realisation moments

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you are pulling back the curtain xD

sick patio
#

ok guys thanks

broken lily
#

anyone know why I am getting shadows like that?

red condor
jolly anvil
#

UE5P- Anyone know how to get android to show up as a supported platform to configure for VR?

broken lily
red condor
#

does it look the same if you set your light to movable?

broken lily
#

oh no

#

it looks normal

#

when I set it to movable

red condor
#

cool, so I might be wrong but I think this could be to do with your lightmap on the mesh

#

have you made a manual lightmap UV for it?

broken lily
#

the ground is just a plane

#

I have not imported any meshes

red condor
#

aha gotcha

#

so yeah its to do with scale I think

#

you could increase the lightmap resolution for the mesh

#

or use multiple smaller planes

#

or use a flat landscape

#

or use dynamic lighting

#

or import a properly lightmap-unwrapped mesh

broken lily
#

thx appreciate the help a lot. I will probably just use the landscape

red condor
#

I think that's what I'd do too ๐Ÿ‘

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and np! :)

full knoll
#

can a <@&213101288538374145> please message me i need some help,
Thank you in advance ๐Ÿ˜„

#

or admin either will be just as good ๐Ÿ˜„

maiden swift
full knoll
maiden swift
#

If you need further assistance, DM me so we can keep this channel clear for Unreal things.

full knoll
#

so I am asking if one of the staff can please help me

maiden swift
#

Like I said, send me a DM if the instructions aren't clear. ๐Ÿ‘

drifting cloak
#

howdy folks need some help will creating c++classes to link up arr to my unreal project.

I honestly have no idea how to do it, my experience with C++ is arduinos, and i was informed that such a process is complicated

#

feel free to ping me with responses

tired abyss
#

Does any of the infinite blade assets come with any animations? looking for some blocking stuff

plush yew
#

i was watching a tutorial on a sliding blueprints door but the tutorial used matinee acgors and i believe they were deprecated, so i was wondering what i shoild use instead and how id implement it

drowsy snow
tired abyss
#

rip, was looking for some melee swing blocking animations

#

"place holder"

#

i mean

#

not blocking as in blocking a projectile

#

lmao

jolly anvil
#

Do we know which sdk ue5p wants for Android Oculus?. Same q for visual studios.

red condor
remote badge
#

Quick rigging question, do these bones look fine? The animation is horrifically glitching out in UE

red condor
#

janked bones

remote badge
#

I'm using Send to UE plugin and I tested it on the default character rig, worked fine

#

I've also rigged a basic gun

#

This sk mesh freaks out though

#

So I should just start over and try again?

red condor
#

I had problems with Send to UE and skeletal meshes

#

but standard fbx export works fine

#

if you set the settings right

tired abyss
remote badge
tired abyss
#

thats for unity mostly

#

well most situations

#

but normally, a good practice for ue4 is to have a root bone at 0,0,0

#

as far as i remember

#

thats why mixamo stuff shatters in ue4 for retarget and other things

#

because theres no root

red condor
#

These are the blender fbx settings that work for me with blender/ue4, for skeletal meshes and animations

#

in case you want to try without Send to UE4

#

(note you can save as a preset once you've set them up)

remote badge
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no change

remote badge
#

not the mesh, just when I apply an animation to it

red condor
#

your scene size needs to be adjusted

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i think

red condor
#

i can't remember but i think it should be 0.01 (corrected) meters - whatever the Send to plugin sets it to by default

remote badge
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the dimensions are realistic, I've tried messing with different magnitudes and units but no luck

red condor
# plush yew i dont know how id do that

In this video, we'll learn a few fundamentals like:

  • What is a Blueprint Class?
  • What is a class in software development?
  • What is inheritance?

You'll then learn how to build a door in Blueprint scripting using a timeline and trigger volume.

As mentioned in the video, if you want to learn more about fundamental object oriented programming ...

โ–ถ Play video
remote badge
#

It either makes the mesh huge/tiny, or the mesh is properly scaled and the animation becomes tiny

plush yew
#

ok thanks

red condor
#

if you have the sendtoUE enabled, the scene will be set up correctly and you can still use standard fbx export

#

that's my exact setup. It took me a while to get everything working

remote badge
red condor
#

are you using the fbx export settings I posted?

#

also is the character and armature's scale 1?

remote badge
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Yea

#

If I multiply the scale by 100, it goes back to the original problem

#

Normal scale but anims are messed up still

red condor
#

don't multiply the scale, that will def mess it up

#

it needs to be scale 1

drowsy snow
#

Apply the scale.

red condor
#

yup

drowsy snow
#

with the animation already being done, I think it's too late. The unit scaling has to be set up as early as possible.

#

Once there's LocRot keyframe, it has to be redone.

red condor
#

yeah, all transforms should really be applied to make things not wonky

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and that would mess up anims

remote badge
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also these aren't my animations, just from the starter content, they work fine on the default character

remote badge
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I make sure the naming and bone structure is in the same style

drowsy snow
drowsy snow
remote badge
drowsy snow
remote badge
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I did that, and then scaled up 100x + applied. I'm trying to just import the skeletal mesh and use it in place of the default sk mesh. I don't want to duplicate all my animations and anim bp with retargetting since I plan to expand those in the future

loud pike
#

Any idea why i cant see the static mesh in the Blueprint but i can see it in the scene ?

red condor
#

oh sorry

#

i misread xDD

#

are you zoomed in too close?

#

try zooming out with the scrollwheel

loud pike
#

i created the BP as a child from another BP

red condor
#

you might be inside the mesh

jolly anvil
loud pike
#

i can see it in wireframe ๐Ÿ˜„

amber shuttle
#

press F

red condor
loud pike
amber shuttle
#

easy ๐Ÿ˜„

drowsy snow
red condor
#

yeah my process above is for custom skeletons/animations btw

#

ymmv

drowsy snow
remote badge
oak patio
#

looks fine to me ๐Ÿ‘€

plush yew
#

how do i find how far an actor is off the ground?

remote badge
red condor
plush yew
#

how do i do that, im new to blueprints

lucid grove
#

Is there a way to set delay before transition in animation bp?

plush yew
#

wait nvm ive fixed it

red condor
#

perhaps using a 'delay' node

drowsy snow
#

imma sleep kthxbye

lucid grove
red condor
#

I meant you could do it outside the animBP

#

it depends on how you have things setup

#

is there a bool variable that allows the transition to happen? Say that's set in the character - you could delay the bool being set

#

before it gets to the animBP

#

you could add another condition if needed to not mess up your existing logic, and delay that one instead

#

does that make sense?

remote badge
lucid grove
red condor
#

yep - that's why I'm suggesting to do it in, for example, the character blueprint

#

so if the transition rule is ExampleBool must be true

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and that bool is based on a bool the character has

plush yew
#

can someone help

red condor
#

then when you want to change the value in the character blueprint, you just add a delay before you do

#

that way the animbp won't get notified until the delay is up

#

and your anim is delayed

plush yew
plush yew
#

ok

jovial quarry
#

I recently made a few updates in BP to one of my characters in my game. PIE used to load in a seconds or less but now takes probably 15 seconds to load in but runs smoothly once it does. Any idea what I should look into to correct this issue? The items I added are simple nodes on the character objects I was already updating in my gameplayability.

plush yew
red condor
# plush yew

this looks okay to me, are the curves set up properly in the timelines?

plush yew
#

idk

red condor
#

the float curve in the 'close' timeline needs to go down from 1 to 0

#

if its the same as the first timeline itll just go up again

#

o wait I'm wrong

#

because you're reversing it from the end

#

hmm

#

i did the tutorial a long time back unfortunately, but it worked

jovial quarry
# plush yew idk

Can you show me what's happening? You say it goes up too high, what does that look like?

plush yew
plush yew
#

but its the same if u know what i mean

red condor
#

ah

plush yew
#

instead of putting a number in i got the location so its the same for all instances

#

basically instead of manually finding out the z value i just got it from the "getactorlocation" node

remote badge
#

yea all of them are skeleton and root/pelvis are animation scaled

plush yew
#

but i dont know what im doing wrong

jovial quarry
#

can you show me your timeline?

plush yew
jovial quarry
#

It looks like you are just moving the door too far based on the size of your door.

desert flare
#

Hey, do anyone know about a good tutorial/guide for how to implement a moving vehicle with physics for unreal?

red condor
#

ideally you would have a precise mesh size and travel distance

plush yew
jovial quarry
#

Update the values on your timeline

plush yew
#

to..

jovial quarry
#

something less?

#

you'll have to play with it to see what it needs to be

red condor
#

make sure you understand the concept of the timeline, and the values it is affecting

jovial quarry
#

play with the values on your door Z axis and see what happens

plush yew
#

i changed the last frame to 0 and it went half way and still went too far at the end

jovial quarry
#

setup a little trigger or something and then set the values to different itnervals to see what happens so you have a good understanding of what's actually ahppening

#

Youb asically just copied code from a tutorial and are stuck at "why doesn't it work? I want X to happen."

#

instead of seeing it programmatically and fixing it

red condor
#

the question is how far do you expect the door to go? the engine can't guess, you have to tell it.

plush yew
#

what im confused about is why it goes extra far on the up and not down, even though i change the values?

jovial quarry
#

"too far" isn't a thing

#

it's going wherever you set it

red condor
#

one thing worth noting is the video is a simplified example

jovial quarry
#

you need to play with this to see what is actually happening

plush yew
red condor
#

you might find it convenient to use a spline like I mentioned before

jovial quarry
#

setup some way to change the values ingame

#

It probably isn't man. You just don't see it that way.

red condor
#

then your timeline can move the door along the spline and back, its easier to visualise the distance

jovial quarry
#

You are directly changing the actor's location. The engine isn't doing anything else or bumping it up or down more or less

red condor
#

this shows how to move something along a spline

#

if you combine the two videos, you can get something working just how you want it

plush yew
red condor
#

but you'll still need to set everything up correctly. The spline simplifies things visually

jovial quarry
# plush yew well i dont know what im doing different on the door closing than going up

You don't appear to be doing anything differently. But we can't see everything so we can't say what the deal is. If your door isn't lined up correctly or isn't the correct size to fit that opening, it may be giong just as far one way as the other but still looks funny. I would do what Geoff said as I don't think moving your actors around directly like that is probably the best way but honestly I haven't done much of that myself

red condor
#

I gotta go eats, good luck ๐Ÿ‘

tender ember
#

I can't delete a folder it says failed to load assets and whn I open the lot it is empty

jovial quarry
tender ember
#

it's all bridge stuff I tried reinstalling the bridge but it keeps on downloading some parts of the stuff and disregarding others

#

I asked for help but they said to reinstall so I guess I'm gonna do that again

tender ember
tall crypt
#

I downloaded the UE 4.27 from the site... but when I launch the epic gamer launcher it shows me UE 4.23.1 ?

quasi lake
#

hello!
can someone pls help me, i've disabled all print strings in my project somehow (probably accidentally pressing some kind of hotkey)

#

how can I turn them on back?

plush yew
tender ember
tall crypt
#

NM, just figured it out... I have to get use to the way EU works

plush yew
#

hey does anyone know how do i fix this bug where it doesnt show my components

jovial quarry
jovial quarry
plush yew
#

should be like this

#

sometimes from time to time it just bugs out and i cant see my components in some bps

jovial quarry
#

I've never seen that. If you delete that actor and start over, does it still do that?

#

No idea

plush yew
jovial quarry
#

I'd try reinstalilng the engine or something

#

not sure

plush yew
#

ye i'll probably do that, thank you anyways ^^

sharp crest
#

seriously just go to windows and the missing windows

#

reinstallnig imagine ๐Ÿ˜ญ

plush yew
#

yes i tried but there is not such a window for it

sharp crest
#

wdym???

plush yew
#

or i just cant find it

#

which would it be ?

sharp crest
#

it's literally these

plush yew
#

i cant find those in windows

sharp crest
#

also you can go to window and reset layout

plush yew
#

oh okay

sharp crest
#

here's mine.

#

try to enable all of those

plush yew
#

ye its that thank you

sharp crest
#

๐Ÿ‘

timid spade
#

i use dual render scopes with rendertexture and scenecapturecomponent2d

#

how can i add the prism effect near the edges of the scope lens (rainbow effect) to my ue4 game scope

fading hull
#

for some reason when I load this asset into my map, the move thing(X, Y, Z) axis mover is far away from the object, is there a way to fix this?

fading hull
#

What do you mean?

timid spade
#

are you using blender

#

or what r u using

fading hull
#

No, this is UE5

timid spade
#

yes

#

but

#

i meant for the model

#

how did you make it

fading hull
#

I didn't make the model, it's from a asset pack, I just wanted to make some maps

#

Soul City

timid spade
#

all models have origins

#

the origin is where the centre of the model is

#

youd need to put that model in blender or maya (for example) and move the origin to where youd like it to be

fading hull
#

Can I change that in Unreal Engine?

timid spade
#

otherwise youre stuck with that

#

not that i know of

#

pretty sure you cant

amber shuttle
#

yea you cant

timid spade
#

origin is part of the model

#

so youd need to edit that in modelling program

grim ore
#

you can change it using the new modeling tools

#

theres a dedicated pivot tool

timid spade
devout gorge
#

Hey, does anyone know if it's possible to use udims with opacity mask? I keep getting this error just on a basic material when pluging in the opacity mask.

#

Thank you, hacky will work.

amber shuttle
#

i was just banned from gamedev discord for being straight

tender ember
#

Whatโ€™s up with UE4 and Quixel Bridge Megascans? It doesnโ€™t import half of the stuff I checked. Constant problems with it and Iโ€™m reinstalling it for the 3rd time now. Does anyone else have any problems exporting from it?

timid spade
sinful tendon
#

Is there a tutorial on how to make a tower defense game or can someone tell me how to spawn an enemy and have it follow a waypoint system.

amber shuttle
#

i believe there are plenty?

sinful tendon
tall crypt
#

what causes there to be "light" on the inside along the edges of the wall and roof... the geo is overlapping?

sinful tendon
#

What's the best way to learn more about how to use blueprints. i bought books and watched tutorials but the resorses don't seem to be enough.

austere whale
#

does anyone know if they used

#

that like iphone ar scan

#

for the segments in this video like at 0:10

red condor
#

I'm having an issue where after respawning my third person character the character's camera sometimes starts jerking around. It happens consistently, on the third respawn and then every 4th respawn after that. I'm destroying the last character before possessing the new one. Any ideas what could be causing this?

jolly rampart
#

when i am making the enemy shoot missiles, how do i make it only collide with the player? ask for any screenshots if needed

drowsy snow
drowsy snow
drowsy snow
# jolly rampart

What about the BP code you have right now? Also you don't seem to show the logic you have in action.

timid spade
#

you need to set up your enemy to follow waypoints

#

regardless, its pretty easy to do (if you just need something simple)

#

i will dm the series to you

#

it helped me a lot

timid spade
#

you can make it so certain things wont collide with each other based on their channel

jolly rampart
#

that is something that i was unaware of

steep flax
#

Hi, any one have any opinions about mixing low poly with a higher poly grapichs?

jolly rampart
#

depending on how you execute it

drowsy snow
steep flax
# jolly rampart depending on how you execute it

i like really new to creating games and i have been looking at "synty studios" low poly assetpacks and i really dont like how the ground and water look and was thinking of changing them to highher quality

jolly rampart
#

it all depends on how you execute it

#

that goes for anything though

steep flax
#

i mean i cant seem to find any other asset packs that have a huge selection that are not low poly.... could just be that im new and dont really know how to or where to look

drowsy snow
#

Are you an NVIDIA user?

#

Bless the reds. See pinned message section.

drowsy snow
steep flax
#

is there like a generall rule about buying or using free assets for the meaning of publishing the games like how do i know if they are free to use for anything? @drowsy snow

drowsy snow
steep flax
oak patio
merry bison
#

In my endless runner game I'd like to continuously spawn a floor in front of and ahead of the player and destroy it once the player passes it. What's a good approach to achieve this?

In my mind I'm thinking of counting from the player's world location and add a number to that then spawn a floor there.. Is that a smart approach or is there a better way?

drifting cloak
#

anyone know of any tutorials that can help me with adding arr module to my ue4.25 project?

I understand that I need to use C++ in order to create an SDK for it. but I have little experience in such

merry bison
#

Tbh, I've thought of this too. Maybe like having a bunch of them "rotate".

#

I'll fiddle around with this approach I think.

#

Thanks

drifting cloak
#

Application Request routing

#

yeah, because i know it's complicated and people saying "it's complicated and hard" doesn't help me sovle it

#

i was shared a github page but that involved creating SDK from exsisting games and that's not what i need.

i need either a sdk specifically for arr module to mesh with 4.25
or a tutorial to help me create them (the latter would much be preferred)

merry bison
#

Question though, before I start changing my code. With the tiles moving, wouldn't my player actor also move with them, backwards?

drifting cloak
#

i have iis 7.0
from what i've been told is that i need to use C++ and vs to create my sdks for the project

#

oh, okay

#

that's what i was told.
My goal is to put in the arr module that unreal asks for when i try to open the project

rare frost
#

Hey! Can anyone think of why, in editor, using "Join Session" for the Client and "Create Session" for the Server would work fine. But creating a Listen Server via the command line, and a Client that joins the server by command line would create replication errors like "No owning connection for actor".

drifting cloak
#

wdym? as in the arr module is on github?

rare frost
#

Maybe it has something to do with using 127.0.0.1 instead of my computers local network IP. this is all LAN, btw.

drifting cloak
slate vessel
#

Can anyone tell me why the grass has this odd shadowing at its base? I don't think it used to do this either that or ive only just spotted it

plush yew
#

I would like some advice however, about materials character customization blueprints and some things regarding the getskeletalrestpose component. I feel like if i could gather a handful of amatures we could make something gainful and legitamate

#

Yikes

#

no

#

daz to unreal bridge is super broken

#

diffamorphic allows you to get it into blender

#

then you can do the rest form there pretty easy

#

i delete the daz skeleton

#

and just use autorig pro

#

its pretty good

#

and then from there i add more drivers

#

like the base is good but then i add corrective morphs n stuff

proven aspen
#

I'm shocked at Blender's competence with linking scenes to a master rig. You can even add new constraints to controls. It's really impressive. Way better than I was able to do with max xrefs. I wish it was better about things like multi-selection, though. And they really need to move away from the "rig controls are bones" thing.

neon bough
#

why do you swap the skeleton for your own?

#

DAZ rig is pretty neat for animation

#

specially if you have pretty much support for bones driving JCM shape keys

plush yew
#

My full steps is I add the daz character from daz to blender using diffamorphic addon, i create a udim material for the entire body/face/arms/legs so it can be colored n crud all at once in unreal, i then use my hair conversion script to generate alembic groom groups from the hair cards, i do the same for eyebrows and lashes and add them all to the same material group and then make an alpha for them to be customized later, i then use diffamorphic to add all the morphs i want from my daz library and then use gret addon to transfer the bone x,y,z to match the morph targets and create a seperate skeleton for every morph that affects height and then i export to unreal, in unreal inside my character animbp i make a getskeletalrestpose function for each morph changing height and scale so that it swaps to the skeleton that works with it in game. The process is much longer these are just the main steps i can ramble off the top and all of the addons are free, if you have trouble obtaining my hair converter i dont mind sharing it via dms. Also I do not use jcms because it is much better to properly weight paint the mesh than to make morphs for every little pose lol

#

daz is good, as a base. If you use daz as is youll get a crappy product i think it is a good library of resources to use as a base for creating stuff with

#

ill be making a full tutorial on all of this sometime soon

neon bough
#

proper weight painting doesn't replace JCMs

plush yew
#

and then a seperate tutorial on blendshapes and swapping skeletons in realtime since every triple a game with character customization does this yet nobody in the hobbyspace seems to know about it lol

#

proper weight painting doesnt replace jcms
then you need to better wieght paint lol

neon bough
#

no, you have to understand what JCMs are for

plush yew
#

most of the jcms i release for daz are made from exporting as fbx after painting and posing

#

lol

#

bro agree to disagree lol i dont like using jcms

neon bough
#

if you bend your arm, your biceps will "grow", how do you archive that with proper weight painting?

magic field
#

What are some good resources to learn Unreal Engine???

plush yew
#

ben if you really dont know the answer to that question you just asked please learn about weight painting, it will save you a lot of time not using jcms lol

neon bough
#

guess i have to learn what weight painting is...

plush yew
#

mao

#

its well worth it weight painting lets you do a lot

neon bough
#

...

#

i would really like to see an example like this

magic field
#

What are some good resources to learn Unreal Engine???

neon bough
#

just admit that your "proper weight paint makes JCMs obsolete" statement was nonsens

#

instead of attacking me to learn proper weight painting

magic field
#

Thanks!

#

I want to do Virtual Production with the HTC Vives

ember cypress
magic field
#

I'm not sure what constitutes a "Good" Developer but I would like to Focus my attention on the difficult stuff ya know?

#

At the height of difficulty I imagine c++ Programming and blue prints

#

I have experience in Audio Software like Logic Pro X and Ableton

neon bough
#

then unreal dmx stuff might be worth checking out

magic field
#

It really helped me to reverse engineer songs,, Seeing the song structure

neon bough
#

the 4 chords?

slender egret
#

Cant leave/unpossess vehicle? Any ideas?

magic field
#

So i hope to find environments that i can use as a template to learn and tweak

#

Are there any resources for free? 3d Models and 3d environments

neon bough
magic field
desert verge
#

I'd like to make a game like Warlord Organ Trading Simulator, should I work on improving UI art?

magic field
#

Ideally I would find a decent environment and a 3d model that is already skeleton rigged.. Then control the model with HTC vive Trackers.

oak patio
magic field
#

Not sure how much processing power i need..

neon bough
#

not much, check the free stuff on the unreal marketplace there may be some useful things

desert verge
magic field
#

But it hope a GeForce RTX 3070 will suffice

desert verge
#

I'm just horrid at UI stuff

neon bough
#

it will, if you don't do crazy stuff xD

magic field
#

Crazy stuff doesn't even sound "crazy" compiling shaders and lighting??

#

The reason i got into Virtual Production.. He makes it seem feasible

#

One man, Mocap suit and iphone xr for facial mocap

neon bough
#

and maybe years of experience with stuff like that

magic field
#

I can wrap my head around the concept of 3d modeling and environment building

marble coral
#

Hey, any idea if I could put a question regarding some work with a ue4 mannequin in blender in this server?

worldly spear
#

anyone know why when i import an alembic to Unreal I get this weird ghosting issue at render time?

desert verge
magic field
#

Lol some guy named Cory that is groundbreaking in Virtual Production

#

Matt Workman is another person that is highly regarded in the field

desert verge
#

there's another person here that's good

#

Worked on GOTG

magic field
#

I can imagine it's much more dificult to create a game that runs on Unreal Engine than using it for it's environment creation

#

What i really need to do is familiarized with the Menus and master the Key commands

random forum
#

Anyone ever get an issue where whenever they hit the "Browse to" button in an asset, it will REFUSE to send it to Content Browser file system, and instead open Content Browser 2..... not matter how many times you close the window!?

calm widget
#

Any easy way to add.. inertia? Not sure how straight forward that is so i'll just show you. But i want the character to not stop in his tracks when running into a slope.

next sierra
#

Hey yall. How do I fix the lighting in this area?

#

It should be dark except where the spotlight is pointing.

tall crypt
#

If I have this kit of lights in fbx, how hard is it in UE to add actual illumination to these models?

drifting cloak
#

can i get unreal to not check for a particular module?

#

I cannot find this arr module anywhere and want to jsut tell it not to check it.
if stuff breaks then i'll go back, i need this working

plush yew
#

Hi, is there any way to set fixed window ratio when resize window?

#

I'm packaging to Windows 10 but there was only enable/disable resize options, not resize with fixed ratio.

silk sandal
#

Does anyone here know how to do an in game screenshot function that doesnt use the command function so it can be done packaged?

drowsy snow
drowsy snow
drowsy snow
tall crypt
#

@drowsy snow i'm brand new to UE, I just youtube'd what you said above and I'm watching some tutorials, thank you for answering!

#

your diagram looks scary complicated...? is all that needed for one light?

drowsy snow
# tall crypt your diagram looks scary complicated...? is all that needed for one light?

Nah, it's pretty simple, just to unify the settings for two of the light probes so that I don't have to go through the light component in the map for adjusting things. From the top:

  1. Just toggling the shadow casting for the spot light, to save on performance

  2. Set light intensity for the spot light and the emissive bulb light, with the latter 1/8 of the spot light's

  3. Toggling volumetric light shaft of the spot light, to save on performance (used for lighting from the camera)

  4. Set the light colour on both light probes at the same time

rancid lagoon
#

I am trying to make a multiplayer game, and am having trouble. How do i connect to a server that is not on my local machine? I am using AWS computer to host my server files, but when i type in hte IP adress of the the ASW computer, i cant connect. How do i fix that?

tall crypt
#

is there a trick to getting "Bridge" to show up in UE? I've installed it, opened it and UE, and closed and re-opened both of them... still no bridge?

tall crypt
#

UE4... I didn't know UE5 was available?

#

4.27

drowsy snow
# tall crypt 4.27

Close the editor, install the plugin via Quixel Bridge app, make sure it points to your engine's Plugins directory (e.g. D:\Unreal Engine\UE_4.27\Engine\Plugins), and then launch the editor again once it's done installing.

tall crypt
#

did all that, and bridge keeps giving me an error that says unreal isn'r runninf even though I have it open...?

drowsy snow
hybrid sky
#

how do i create a character "mesh" for a pawn where it's just a 2d image?

#

2d pawn in 3d space

dull dew
#

can we shoot with raycasts in unreal?

drowsy snow
tall crypt
#

@drowsy snow thanks... its working now!

plush yew
#

Hi, is there any way to set fixed window ratio when resize window?

#

I'm packaging to Windows 10 but there was only enable/disable resize options, not resize with fixed ratio.

tall crypt