#ue4-general
1 messages Β· Page 1150 of 1
im trying tu use multi convex hulls for physics and have my grooms physically reeact to those
is there even a particular channel here for groom based questions?
They might object to a channel called #Groom
o-o;
how do i update the Houdini Engine plugin?
In the bathroom stalls I want the doors that
opens 45 degrees
you can walk into to open it
or slowly use the mouse to open it while standing still
and "lock" it, once inside the stall
I cannot find this in any tutorial.
I just got UE5 download and its open, can I take the Outliner and drag it onto another screen? I have 4 monitors. also I asked this yesterday, but can i have a separate window open that only shows the "active cineCamera Actor at full screen on a separate monitor?
what I'm trying to create is the active cine camera full screen on one monitor and a 4-up on another monitor (perspective, top, front, left)
yes, window > viewports
gives you an additional viewport that you can open full screen on an additional monitor
what is the correct way to clear out a Grid panel?
if I clear out all children, I can't seem to add anything to it
something magical about these buttons - they would not be removed -
that is baffling
I am trying to use level streaming volumes in my level to seamlessly load in the next area of the map when the player turns the corner of a hallway or alley. The problem is that the game freezes for 2-3 seconds to load in all those new assets and looks jarring. Anyone know how to fix this and not load it on the main thread to prevent freezing the whole game? Someone recommended making multiple overlapping volumes that load in less at a time but that leads to issues like the level disappearing on me sometimes. Do I need to test it in a packaged game or will it always stutter like this? Possibly there is a way to load in more objects as I walk closer instead of the entire chunk of the level at once?
If you have control over which arguments are used in the launching of your game, -nohmd should fix this.
I have this issue after Building Light. I tried many things but not working.
So luckyly i Have Backup.
I there any Better way to get Exact same graphics and shadows we get in editor.
Unreal Realtime Editor first time i felt like it's a SCAM. after baking/building light result are completely wrong. Not even close. Means
Some texture gets Dark & some gets White Shaded. Even id same texture, same mesh, same scene, still 1 is Dark 1 is White Shaded. Just because i tried building light...
Give any suggestions or tutorial to learn how to tackle with this situation.
I felt i was in myth of graphics of my game. Suddenly everything changed upside down...
anyone know how to stop a camera going underground when a string arm isn't viable in this situation?
Hey, how do I copy my First Person character blueprint from one project to another without losing the variables and blueprints? When I migrate my First person character to the second project it just isnt the same.
I think you should just be able to migrate and keep all bp/variables. What's missing after migrating it?
Well, everything. I still have the default blueprint with the weapon. Maybe I do something wrong, but im pretty sure I do migrate it to the right project and to the right content folder. I dont know what can be the problem
so you're saying the event graph is completely empty and has no variables after migrating? That's very odd
I'd give it another try and double check the migrate path, it should work
You should provide more detail - is this a player's camera, when is it going through the ground, etc
yes its the player camera, it moves dynamically and the spring arm cant do the collision test so times depending on whats going on the camera will move underground
its attached to the spine_03 bone so depending on the animation sometimes it will make go underground
can't you just parent the camera to the capsule? That way animation won't affect its position
well I want the animation to affect the position
I mean the spring arm, sorry
You might want the camera to move with animations, but do you really want its movement to depend on animation data? Or would it be better to 'move/rotate camera to x while such and such is happening', provide the movement logic manually?
I just got it. I had to manually reload the blueprint π
ah, nice!
@plush yew otherwise you could set up collision channels so the camera only collides with the ground. Depends on exactly what effect you're going for. Having the camera tied to the bone position sounds like it would be awkward/limiting to work with, but maybe I'm not grasping the reason for doing it
This doesn't happen all the time, the camera only moves like that during specific things like doing a stealth takedown for example
Well let me explain how it works a bit more, there is a reference camera that is always following the bone, then there is a timeline that makes the player camera move over to the position of the reference camera
But sometimes that reference camera moves underground and then that's where the problem comes
I see, thanks for explaining π so do you think a custom collision channel could be the way to go? That way you can do collision checks but only with the ground
Hmm I'll try it out but it already is blocking only the ground with how it is now but it won't hurt to try!!
oh, so even with a collision check it's still going through the ground?
when you said spring arm isn't viable, I thought you meant you weren't using one, not that it wasn't working
In that case I'm not sure why it would move through the ground - unless maybe it's moving very fast and the ground is too thin? that might be possible
depends on the animation I guess
it is moving very fast, the character is doing a lot of quick spins and moves
but Im at my desk now so Im gonna test out the collision idea
well, its already set to collide with ground I don't think it'll make any difference
You could try adding lag to the ref camera though
That will make it impossible for it to move instantly
Then the collision check should work
how would I go about that? I have never done that before
It's in the settings for the spring arm in Details
under Lag, 'Enable Camera Lag'
then you can choose a speed, the default should be fine
it means it'll smoothly move to a new position rather than jumping
alright gonna try it out!
hm it still does it, maybe if I add another spring arm to the reference camera and add the lag to that spring arm instead
the ref camera will need to be parented to a spring arm with lag to try this π
what do i do if iwant to extend my water to my entire landscape
im not sure how to make the water itself circle the outside of my landscape
Awesome, you're welcome! π
I think the built in water plugin has limit on how big it can be
hey makoto, I fixed that jerky camera issue I was having finally π
wait seriously?
so it cant fit a full landscape..
Yeah, I've tested it myself before, it didn't fill up my 2kmΒ² landscape
How big is that landscape?
so i need oceanology :3
oh
its super big
lol
i plan on filling that whole baby up with tons of characters cities and systems etc etc etc
its just gonna take a while lmao
are you using world composition?
I personally went with UIWS grids
Oh shit
whats world comp D:<
its the only way your game will work probably :)
stitching together multiple landscapes
World Composition is distance based level streaming, made for open world maps
and loading in things as the player approaches
send help!
Basically chunks of maps streamed in and out, only in vicinity of the player camera, keeping memory usage more reasonable
You have to start over
yay!
And it won't work with Landmass
what
yeah, it won't work with landmass
you might not have to reallly start over
it depends
Landmass, the thing that the water plugin depends on, deforming the landscape
nope

well not ocean anyway at least
i need to die
that goes around multiple tiles
ill probably buy oceanology tbh
I'm pretty sure it wouldn't work
I'm sticking with UE4, so it's not useless for me
but i cant have in unreal 5
but i want to move to unreal 5
but i need to start over
If you use UE5, you're going to use World Partition
ue4 is great, ue5 is too new for me to trust yet
I can't trust UE5 running on low end hardware yet
well iwant level destruct and one other thing cant member e ventually so i have to go to unreal 5 down the line or on reboot
Even though Fortnite is of any proof
so do i use wolrd partition if im moving to 5 eventually
@drowsy snow dun worry if my game successfull ill buy you stonk pc so you can play it β€οΈ
so if im going to unreal 5
do i us world parittion or something else?
unreal 5 you'd use world partition
the goal is to make sumfin like pso1 when you play offline but can co-op with people or pvp :3
but you may run into other issues, since it's so new
so use world paritions on unreal 4 until get unreal 5
depends if you're going with ue4 or ue5 :)
@plush yew, :coin: Heads
lolll
not before christmas they said
I bet it's mid 2022
;>_>
i'll never scratch half of what ue4 can do, I'm in no rush xD
so do i jsut keep building witout a care than move to unreal 5 evwentually
is this your first game?
m game probably wont come out until 2023 or 2024
if so yes
But eh, I'm not going to use UE5 until I brought over my modifications from UE4 and planning to make DELUXE EDITION of my game
cuz you'll learn a bunch
wot
Well I heard that composition and partition are similar

that it's almost just a renaming and reprogramming, but that was a while ago
fine
I do have a machinima project that I plan to move to UE5 ASAP when it released
i go work on dodging and stuff since i cant have cool water
hows the project going bud π
Hey, i have a small question. I am using an old unreal development kit. Trying to follow a tutorial. He managed to scale x y z sepreatly but i can only manage to scale everything at ones. Sry for this maybe really stupid question π¦
Why UDK?
In this day and age?
Mhmm not sure if i can use any other. I tried to find the most up to date tutorial i can use. I wanted to create a map for myself playing rocket league
Oh, Rocket League modding
Then it's pretty much unsupported
ya sadly, wish i could use something more modern. But i finally found a nice way to actually learn a little bit more about programing
But not sure how hes scaling the object in only direction cant seem to figure that out
take a look in steams workshop. lots of tutorials there on how to do rocketleague modding and custom map making.
support here is limited to such a game this is engine support.
I think i found one, its also the one trying to copy at the moment but got that scaling issue but maybe thats just a small step i am missing and im just not getting it. But will see if i can someonehow figure out
if you are having a map scaling issue. drag a cube into your map. place all objects onto cube and try to scale the cube to 2.54. If that's to big keep going lower.
Will try thank you
I don't know why Rocket League could've just upgraded to UE4
not sure, would be so nice but maybe one day
Even the new mobile spinoff seem to still use UE3
i lufffyou bunchies but i swear im going to slap you xD
it can be infinite
The only reason why i know this whole ccube thing, i had a scaling issue yesterday xD only solution after 4 hours.
i just had to mess with some hidden sliders
whaaa is this?
i made infinite water xD
lmfao

Slap me xD
nuuu id hurt a national treasure :C
I've been trying to ditch UIWS for a while now lol
and now you can >:3
Had some difficulties sharing it with an open source project
But then there's
Landmass
UIWS is NOT fps friendly.
^
landmass is amazing
And I know why.
best suacy boi
UIWS still use Canvas Render Target, which tanks the performance.
i caved in and bought oceanoligy. Used it 4 times, now it's wasted money π¦
At least I get it from free for the month xD
100% one of the best free assets ever released for the month.
ocean is easy - just add a huge plane, make it blue, make it go a bit up and down
done
caustics, swimmable, wave pattens. underwater dof, ocean foam, floatation.
one plane wont do this.
I haven't found a way to make it work with World Composition tho
^ it's annoying
cuz it's perfect for open world otherwise
is it also incompatible with World Partition in 5?
true, i was kidding :)
i would love to make an open world game
and world comp is easy enough
but its such a huge undertaking
Maybe I got the scale wrong
I haven't tested it with X & Y at 128
I thought I heard they were incompatible before. I haven't tried myself yet
Hopefully snowie will report back π
Pretty sure they are working on porting RL to UE4/5 but it's not as easy as just upgrading, they have to recreate everything
To be fair, they use custom physics engine as well (I just found out looking at the Wikipedia article)
So, oceanology sus?
Not sure if they changed it at some point again but I think it was Bullet
we did talk about this a long time ago. It might of been a port of it, but its 100% more advanced now. the amount of stuff you can customize compared to ocean project is amazing.
I'd still won't rely on it tbh
Now it's environment project btw
Every time you start your project you have one goal.. To fix what was on your mind, but then you get sidetracked to fix something else, then you see something else that needs a fix and this turns into a endless loop of fixing everything....You end up just saying fuck it for the day.
thats good
fix it all
and than add more stuff
thanrinse and repeat
Welp, camera still doesn't like me lol
I just want it to let me rotate the camera around with my mouse, independent from the car's movement
So the issue I found is that Landmass stuff completely bust the streaming proxies, making one chunk's bound covers the entire map. That means one stray landscape have to be loaded at all times. Trying to move the BP brushes into persistent level will make saving futile because the landscape actor it uses stays on the first chunk.
It's a complete bust with world composition.
would unreal be good with making 2d games? just wondering, because the lighting system is really easy to use and blueprint is even easier
its more work than if you did it on Unity and the tools for 2d are pretty barebones but it can be done
Yes.
i got two very different answers there
Its good! Its just not as complete of features as Unity would have for example
but it is doable and you can make a really solid 2d game in UE4
I've been using Unreal Engine for 5 years, and I know it's possible making 2D games in UE4.
im looking to make a game that is based around the idea of the game Rounds
but im wondering if its easier
like
would it be easier to use unreal or easier to learn c#?
I'd say it's easy to do things in UE4.
You can run away with a functional game with just blueprints
Hi everyone, I have a question for you. Could you recommend me the best sites with offers for developers?
Please do not crosspost without prior redirect
so world partition than?
I'm new to texturing and I can't find a texture channel so I'm not sure where to type my question
yes
which one?
yes
ahh thank you!
tf is a profiler?
do you know C++? do you know blueprints? do you know UE?
I know a little bit of c++
learn UE first and then you can choose what to program with
ok
Probably.
I don't plan to use UE5 for open world game use anytime soon
Depends on what your project needs
found it easier to build initially with visual blueprints then convert to c++ as needed
also was an entertaining challenge to convert them
know that Unreal Engine is using c++ strict 19 or so. meaning it doesn't have the more modern c++ features
Could've save some money with this
https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c
thats ok
but im not converting
im starting with c++
UE4 uses C++14
UE5 probably has C++17 and C++20
Ignore the title.
and whats the course?
udemy
that's a good one @timber yacht. Though some of the course content got updated/removed if you compare what videos were available at different times
Sure hope it's worth the money π
cool
there was a six hour sale and it took 85% off
It's fake
its always on sale, if you pay more than $9 you paid too much
how?
Udemy's discount is a scam
Because the original price is that range
udemy is ALWAYS on discount is what we are saying
ok
i see
99% off of 1000$ is a good deal... unless its always that price
It never be $100 per course
ok i gtg see you guys later
its a 35 hour course
Compared to hours of free courses on Unreal Online Learning, yeah nah
Starting to suspect this is a udemy sales ploy
its always a sales ploy at udemy
main issue I have with Udemy is it's hard to figure out which presenters are actually good or not from the demo~ provided for each course. particularly if their teaching style resonates with you or not
its a starting point
nothing wrong with Udemy, it's just them being them
I mean compared to something like LinkedIn Learning Udemy is Harvard
but yeah with all the free content that Epic gives out, it's weird people starting with UE4 go to Udemy
LinkedIn courses can be a dog pile though. Even stuff paid via corporate accounts
It would be a comedic stretch if one of their ploy is to have their sales pretend to be a newbie in dev forums and slowly promoting udemy
For me its because the company I work for got us an Enterprise license to Udemy, and you have a slow day you get bored, you go oh hey look a course on something interesting for $10, sure
we had LinkedIn learning before and it was certifiable garbage
also Udemy gives you a nice little certificate to post on your LInkedIn to make it look like you know something
I dunno if there is any perfect learning, someone had a good point tho if you can find something that resonates you and you learn I guess i doesn't matter where its from
For everything else, it's more understandable
But specifically for Unreal Engine, there is free Unreal Online Learning, and because it's provided by word of god, it has higher chance of being more high quality.
Sure, the rewards are just badge, but I can say the knowledge is more applicable.
getting a portfolio piece, code or art or video, is nice
I recently found that. I started with the Udemy course, I learn some basic concepts my imagination runs wild I end up on Epics material spending several hours trying to get text to align the way I want it to
hard to just show knowledge in a portfolio π¦
Even I'm still learning new stuff from UOL with 5 years of doing UE stuff
it might be because UOL tries to keep doing new stuff π
yeah but a lot of suits only care about that. The person interviewing you don't know what any of it means, they just know you were willing to use your own money to learn something. And to them that has value
I have a very dumb question. If I get the distance (float) between my location last frame and my location this frame, what unit is that? cm (unreal unit) per second?
well it would be in CM, but not in seconds as your tick would be less than a second
the only dumb questions are the ones that go unasked
ahh, so its cm per delta-time
thank you π
yeah you can probablydo some math to figure it out
could uh.. even get velocity? I think thats a thing on the character
I'm totally drawing a blank on how to convert that to mph or km per hour
the advanced vehicle template has a speedo doesnt it? I know the learning example vehicle project does. maybe steal it lol
I know there is a speedo somewhere!
It has speedo going on
this is why I like just hanging out in here sometimes, cribbing the speedo is a good idea
oh wow, I can just use USceneComponent::GetComponentVelocity instead of caching last frame's position
work smarter not harder
Oh, C++
yep yep, which i why people need to play with all of the learning material epic gives out
all 3 vehicle projects have a speed, I dont know if its accurate but it is there
ah they cheat
Does UOL have anything on how to optimize the GPU utilization for the editor on Linux, and how to install marketplace assets and plugins via Linux, or are we on our own there
well the codes in the component in C++ so you can steal it right from there then do the multiplication
I think linux is the badlands unfortunately
im pretty sure from what I have seen people use windows for the marketplace stuff then move it over
I take that back, EGS has lutris support now https://blog.gamedev.tv/ue4-marketplace-linux/
Ah yes, I use Lutris EGS for the free game every Thrusday and their huge sales, totally forgot Unreal Engine Marketplace might be viable for moving assets to Linux. I tried installing them all to a single project in a shared drive between Windows and Linux, but that only seems to have been marginally successful
if you download them, they go into the vault cache and you can share/copy that folder
Yeah I noticed that but it saying Cache made me think its temp files
nope it's a cache of the entire thingy you downloaded in the event you need it again
intelligent
it can be until you realize you have the valley of the ancients in 2 places on your drive and you run out of space lol
I haven't tried any UE5 stuff. Waiting for the green light on Linux compilation.
yes, yes, I have Windows and it would be so much easier to just do it there, but I have so many workflow optimizations on Linux that don't work in Windows I go mad
Hello I have two problems, the first is that my vs code is working but when I try to type in cl or g++ nothing comes up, is that a problem or not? The second problem is when I click on PowerShell to change it to cmd the option to change it isnt there.
I am assuming you are on Windows. If thats the case did you install VS Community 2022? If you didn't you don't have cl.exe and g++ is for Linux
oh yeah im on windows but im using visual studio code right now not community
then you need to aquire cl.exe, becuase VS Code doesn't have a compiler included, the course you are taking has you install VS Community first so that you have access to its compiler from within VS Code
oh ok
how do I aqquire cl.exe?
install vs community, or install the C++ tools seperately
I did that too
it might not be worth the trouble using VS Code when VS proper is what the engine is tested against
ok
man I don't know how CMD works but in Linux you can put in the path to the compiler and have it execute in the directory that you are in within the terminal
what maniac decided to rotate the top view 90 ccw???
Also, how am I only noticing this now
Idk where to ask this but when i right click my menu disappears. this happens randomly, how do i fix it
is there a console variable to be able to clearly view full map/landscape when zooming out? It's perfectly clear, and then everything is clouded and not visible.
virtual memory probably runs out, restart UE4. Or get a shit load more RAM
i have a lot of ram and i have restarted it
Well good luck I Guess
look at the pinned messages if you are using a nvidia card
maybe itβs a a very subtle rebellion against whoever decided X should be forward
it's blasphemhy
if its virtual memory you wouldn't need more ram, you would just need to expand the page file (Windows) or add more swap space (Linux)
i beleive its less forward and more the fact that traditionally in a graph view X is the horizontal axis and Y is the vertical, which matches the ortho views
but even then down should be Y+
so... dev rolled a D6 and picked the winner from that?
lol
It's just funny that I never noticed this until now
oh, I see, you mean with the top view
yeah I said it bad before, the top view I'm fine with
yeah i noticed it at one point then never went back into ortho lol
just trying to fix up the tumbling on my planet... lots of trig
specifically looking at axis to see if I need to "flip" my trig
Well something about memory in UE4, either way when you say load a mesh in UE4, it's then always loaded until you restart from what I understand, hence constantly opening things causing huge memory usage until it runs out and for me at least, right clicking causing flickering and I just restart.
Fine for me because it's a 30 second ordeal.
I think you are right, about virtual memory though. I notice that my swap space gets fully consumed when I use UE4 and most of the time I never see my swap get more than like 100mb usage at most
π€£
Also to clear up confusion:
- Visual Studio is the IDE with compiler for programming languages, C++ included
- Visual Studio Code is just a text editor with programming syntax highlighting (in the same vein of the likes of Atom, Sublime)
Microsoft isn't that well known for good naming conventions, but it could've been worse ||cough Adobe||
it was a smart marketing ploy
Visual Studio is the respected name for most software devs. So they wanted to cut in on Dreamweaver, instead of coming up with a name that was unique they just called it Visual Stuido as well to make it have that brand recognition
ah ok
im currently experimenting with blueprints and i think my stroke had a brain
what is the best way to pull the length of a string that is stored in an array?
I went with something like this
srand(time(NULL)); FString CharArray[5] = {"array", "things", ...}; int32 Randomizer = rand() % 5; FString ArrayValue - CharArray[Randomizer]; int32 HowLong = Len(ArrayValue);
hey guys i have an question, may be stupid or not idk
well here my question, do the loobby system on the ue4 have an actual login process?
i can jump in/ join on my other pc but don't know it works for different ips
does anyone have any experience with replication behaving differently depending on how you connect to a server?
thank you!
Is there a way to let player sculpt their own landscape in play? Or to change my default mouse cursor before play?
So what I am trying to do is to have a clip to show the sculpting of landscape in a video. I want to a hand to be drawn to the screen as the mouse cursor and edit the landscape.
I've tried both directions, one is changing the mouse cursor after click play, that way the cursor can be changed, but landscape can not be edited anymore. So is there a way to give player access?
Another is changing the default mouse cursor before click play, that way I could edit the landscape and record it. But the thing is I can't seem to change the cursor before clicking play, no matter it is hardware or software cursor, they both only work in game I guess.
Does anyone know how? Please help. I've been smashing the wall and my table for too long now
π π π
-
No, you can't sculpt landscapes in runtime. (At least not without resorting to other methods, like voxel)
-
Changing cursor is possible, if you use UMG widget as the cursor. For hardware cursor that use Slate, C++ (and possibly engine modification) is needed.
So 2 should be the direction I am going for? Where do I modify it? Do I need to go in the source code?
Is there some sort of keyboard shortcut for slowing down the increments when dragging a float value in the inspector?
shift|ctrl|alt don't seem to be it
If you use software cursor, you don't need to go that deep.
Though it is affected by framerate.
There's none, unfortunatelt.
Can it be added before play?
Yes.
Really? How should I approach it?
π
I suppose there should be a way but I just can't find it. Even tried on construction in blueprint and still not working. Every tutorial I found is all about change it after clicking play
I have an ai for a horror game that i'm developing in which whenever it sees the player it goes to the most recent point that he saw it. The issue with this is when he is close enough to the player in which he should collide or capture it, he staggers because the location it should move to is being updated as the vision is so if the player moves, he cant catch them
how can i make it with a visual approach but chasing works??
if i only use a target actor then my ai will find hiding places without effort which is not what i'm going for
some one help me I destroy my player character when enemy kills him but the AI throwing error after my player destroyed because of missing refference,How can i check for Null in get player Character
Maybe do it in behavior tree and use blackboard key? That shouldn't be hard according to your describtion
tbh i dunno how to use behavior tree, i dont know how i'd port my spaghetti but idk
Hmmm, according to your description, in behavior tree, you could customize patrol point and make it visible in your world for you to drag, and set conditions to decide whether AI keep patroling or begining to attack. That might be the only way to achieve your intention
An AIMoveTo node just not enough to do the work I guess
i have an idea but if that doesn't work i'll give it a shot
I ended up setting it so once a distance is reached in which you can't escape the sensing interval is set to .1, in which the player location is updated more frequently allowing for collision
Some one help i made a simple InterpToMovement script to make my enemy go front and back but how do i make him to rotate to the moving direction
You need a rotation variabile for changing the rotation
can u explain more
form were do i get rotate value to set that to the char
I don't know what you need
But you are using only a vector variable
You need a rotator variable
i need my enemy to move from 1 point to another point back and forth
how do i do that
i did this and it works BUT the char is not rotating to the direction of movement
There are functions here that return rotators
still not rotating to movement direction
i believe it's because of windows/xbox pc capture solution (accessible with windows key+G)
you might want to disable this option
k thx
What would be the best way to tie in bone position changes with morphs
I can get the axes for each bone that needs to be moved when applying morph targets that signfigantly change the players body, now i just need a way to make a morph target UI affect not just the morph but the bone locations
i understand this is complicated but appreciate anyone who has an insight into how this works in games that have character creators, even the just released Elden Ring forgoed this kind of system for character presets and morphs that dont affect the bones because of how complicated making something like this work is
and that's why people wont share it π
and it's not really complicated if you think about it
basically what you got to do is get your weight painting job done well π *scnr*
uhh...
i know that was being fececious but hope you know the difference between skinning and weights lol
Anim blueprints
:triangular_flag_on_post: Akshay Gadekar#4829 received strike 1. As a result, they were muted for 10 minutes.
Whenever I import a 3D model I just made in blender it exports like many seperate layers instead of 1 mesh, anyone knows what im doing wrong?
yea you have to combine them to one object in blender (CTRL + J in blender when having selected multiple objects)
maybe theres some export/import option which automates that job for you, but i'm not sure about that
there is an option to combine the meshes when importing.
hi, i cant seem to find a option to scale the material ! can some one help where the option is?
you scale the UV coords that are used at render time
either by altering the UV on the model, or by multiplying the texcoord with a scale factor
hmm π ok i have no clue where to do that... i was watching tutorials that are pretty old and there was a setting called "surface properties" but i cant seem to find that setting any more when i click the mesh
hmmm that makes sense, I am just a total numbhead on 3D models so makes sense I am messing it up
the thing is my logo exist out of curves in blender so control J doesnt do anything herer
Convert them all to meshes.
i think the "combine meshs" option on import in unreal is the easier way for you
wait what, we can do that in unreal?
hidden under the rock!
Ben! your a life safer
I know watching tutorials is the best way, but sometimes its things like this that users like me need to search for hours and hours! Really grateful
andersonmat posted that hint, not me π
How to use Jump start, in air and end animations?
Including direction and jump while walk/run...
Does anyone know how to mirror both eyes/displays of a VR headset to the preview window in UE 4.27? I have some weird stuff happening with certain things not rendering in the right eye like reflections and such but can't seem to find a way to show it to others.
I found this post https://forums.unrealengine.com/t/vr-mirror-standard-output/333970 but when I type those commands in the console it changes nothing.
Sorry, missed that channel. I thought it had something to do with unreal itself. I use Oculus though so I will look for a way to display both eyes there
I could of course always use steamvr, thanks
Someone asked about this a few days ago and this tutorial was linked: https://www.youtube.com/watch?v=ph2ExmC1LA0
Hey guys, I have a rotation set on a BP which works fine, I just need it to rotate in the opposite direction does anyone know how I can achieve that?
Multiply Z (Yaw) by -1.0
Hero, thank you
Thanks for that Geoff... now I have a different question, I have set interpolation time to 0.4 for speed in my Blend Space, and due to that the animation first starts with slow walk and speeds up to running but the initial animation doesn't match the speed at which character moves, how to match it according to interpolation time
Hey is it possible to record the viewport with UI elements for gameplay? I did some research and people online were saying Take Recorder, but that appears to not working well for recording gameplay including UI elements(mouse cursor, health bar and etc). Is there any way to do that?
Got another annoying one I can work out. I'm trying to get the eyes of a character BP to look at a focus point. I've got it working but when I move the focus point the directions don't match up. I originally assumed I'd put the XYZ in XYZ but that didn't work so I started crossing the wires to try and test. The best I've got now is Up is Left, Down is Right, Left is Down and Right is Up. Any know how I can sort this, been driving me crazy
Not with the more recent versions with UE4.
Before 4.12, there used to be Matinee that allows for editor gameplay recording, but has since been deprecated in favour of Sequencer.
Take Recorder is more aimed towards live virtual production, like recording mocaps, in mind. Safe to say the gameplay being recorded is a side effect of it.
is rtxgi busted in unreal 4.27 or am i not using it right
everything is set to movable
yet there is light indoors
without windows or lights
the two console commands are on
and raytracing is turned on
and default rhi is set to dx12
this has to be bugged right? Pretty sure i havnt missed anything
So using another screen recording software might be the only option?
does someone have ue 4.27 and can replicate this?
I want to report this as a bug if it is but im waiting to know if its something i did wrong or indeed they broke it lmao
Anyone know about this?
It's off the timing in the animation window itself, or in gameplay (like character)
I'm assuming you've made absolutely sure the origin of your eye mesh is correct -
Try using just the eye mesh, blowing it up to a big size, and test that way, with the eye by itself
Do that for two of them at the same time, with no relation to each, but just next to each other in the world
In blend space I have idle at 0 speed and run at 600 speed, interpolation time is 0.4 so when playing it, when I move forward, the animation start looks like idle -> walk -> run, but the character starts accelerates at 600 directly, so the animation and acceleration doesn't match
Ok I'll try that idea...
Gave that a try this was the results
You can see the focus actor top left, which is where the eyes should be looking
Getting this while trying to ask a question on answerhub. Basic trust level.
What could it be for?
You want to use a texture mapped to the eye that has lines so you can see the pattern,
I'll try to find my look at rotation I use, but it's just for the head, not the eyes,
@shadow ravine This works for me
Does this not just do left and right?
yes, sorry I forgot I was handling the vertical rotation in the animation blueprint
This is hacky AF but all I have to offer -
you might be able to figure it out, basically they look up - the boolean is flagged when the game start, because the object doesn't move
You might try doing this in the animation blueprint perhaps
they are lifting there arm up to "aim" the phone
why is it glitching when walking on the wall side
Am I just stupid? How do I sort the online learning courses by date?
hey guys I have some problems with a skeletal mesh ,where can I ask some questions?
I really need some help as I don't understand what's wrong
I am running in some kind of bug for days now it drives me mad
I see an option to sort by release, is that not the date released? To the left of the search bar
When im making a teleport on the tree hump to the water it works, when I make it to the right platform it doesnt
You can post questions here
Hi Jaimy, what do you mean by 'making a teleport'?
@red condor I don't see that. I'm searching the online courses. I select the sort and the only options are: Default, Title A-Z, and Title Z-A
dropdown looks like this here
@red condor Yes. https://learn.unrealengine.com/home/library
@red condor ah no...sorry different pages
yep different pages haha :)
@red condor so I can't actually sort them by release when I'm in the online portal? Only on that main page?
It looks like it unfortunately
so I have this problem with the jacket I'm trying to put on the metahuman, idk what it is as the skeletal for the jacket looks fine
bummer
when looked at separately
but in the metahuman blueprint it looks distorted like crazy
any idea why that might be?
I'm not sure as I haven't used metahuman yet. Hopefully someone else will help π
π€
Does a Camera Actor get affected by a Post Processing Volume automatically?
maybe something to do with physics?
I have a simple question, I am working on a fan film and spent about 3 months developing morph targets and a rig for my movie, with plans to render it in Blenders eevee, after hurdle after hurdle dealing with its awful indirect lighting system I have decided to switch to render it in Unreal. Id like to incorperate some controller driven movement with it. I have some really nice animations built for the ue4 manny default dude as all animations for unreal are but I want to use them with my character without forgoing my rig. Can I somehow create a proxy of a rig so it can use ue4 animations and let me use the ones ive been making for the original?
the base of the rig was generated with rigify
i added a bunch of drivers but i feel like its not too far off to make it work
also when I make animations should I retarget them with the built in tool or is there a retargeting tool that does a better job, i wouldnt mind paying for something that does it well
Hello Geoff,
so I have added a teleport on click function to the tree hump. When a player clicks it it should teleport to another place on the map ( respawn) but for some reason the place I want it to teleport to doesnt let it
Curious, does UE have a way to attach "scripts" to "game objects" the way Unity does it, or will I need to create a new class that extends AActor, which uses the "script"?
yk whats wrong with this server
everyone asks questions
but it takes two years for somebody to get an answer
It's actually better than the Unity server imo π
It does require some patience but I am really glad with all the help I can get
btw , sorted this out β€οΈ
To answer my own question: "Add Component" was right in front of my face lit up in green, so yes, UE does have a way.
Are you saying you can teleport to other destinations, just not that one? If you make a tree elsewhere does it work fine?
Sorry if I'm being dense, but what is the bug? The fact the landscape material isn't showing up?
If so it looks like it has unsaved changes, is it compiled/applied?
What I mean is that the thing I click on to teleport is on the right place, just the destination I set seems to depend
So I have put this as the destination but it doesnt let us teleport there
but here for example works fine
aha right
is it possible that the player is blocked at the teleport location? is it too close to the ground maybe?
boom π₯³
This is a great step forward^^
awesome!
I would make a suggestion too
rather than typing numbers into the location fields, you could add a 'scene component' to your tree blueprint at the other end of the tree (the teleport destination). Then you can 'get world location' of that component and plug that into the location to teleport to.
This would make things easier for you
It also means you could move the teleport location for any individual tree in the level editor if needed
No more finding and typing in values π
There is a guide in the unreal docs that translates ue4 for a unity user
nice @plush yew! that's much better, I forgot you could do that xD
anyone know if there's an option of some kind to enable a collider clipping fix even when an object is still?
So basically, if one object is inside of another it will "fix" itself by unclipping and just offsetting the position slightly. However this only happens on movement of said collider.
I've tried always create physics state with no luck. Can anyone help me?
(Fixed)
look up 'custom time dilation'
OK thanks
anyone know how to accept player text?
like the player will enter his own name in a main menu
BP
If you search 'player input text' you will find plenty of tutorials π
https://www.youtube.com/watch?v=sQNx0utpV68 looks like just what you need
"Constant crashes with groom"
Hey all. UE noob here. trying to apply groom from Yeti to my alembic caches (animals) and i get constant crashes. Happens both in my scene and a blank scene.
These are to showcase student animation work with our groom and ziva muscle sims (hence the alembic and not skeletal mesh)
Its very sporadic. sometimes it lasts more than others. Recently its crashed almost instant. As soon as i get a spike in my VRam it crashes. Never at any time have i been able to render anything.
pc specs:
32c ThreadRipper
3090
96gig ram
UE version 4.27
Driving me crazy. would appreciate any optimization tips or tips on GPU.
Attached is a snippet of the shot im talking about. Ive also tried this on the recent UE5 preview version and that crashes as soon as i drag the binding asset over.
thanks in Advance
Anton
Trying of to think what to do for a game made for a FPS. I donβt wanna do TDM or SnD. Anybody have any ideas
is there a way to automatically make a UML Diagram for my unreal engine project?
Has anyone implenented a knockback system that they think works really well? We're using LaunchCharacter (and considering addimpulse) but we get issues like this https://media.giphy.com/media/y8HRhgAwBFTMvV0lUe/giphy.gif
it works as expected on level ground, or attacking from above
but below or in air gets silly
Hi, Iβm doing a project and am currently trying to implement a simple sound mechanic but am super lost and not necessarily a coder. Is there anyone I can reach out to over DM to help out?
People don't generally like it if you DM them. Just ask in here?
My Unreal is stuck loading at 75% π©
It'll be compiling shaders probably.
Leave it for 20m
Limiting the velocity of a game mode?
π
game is looking good! how about checking and limiting the velocity straight after the launch?
Well Iβm currently working on an art experience rather than a game.
But I am trying to make it to where each of these trigger boxes are changing my AIs color, and depending on which boxes they hit, a specific song, or audio is played.
I got the color to work, but I am struggling constantly to get the audio to cooperate in the same fashion
is there a way to array a mesh
like without blueprints i mean when youre building your level
or copy paste repeate in a given direction
seems like a pretty basic function im sure unreal has a key for this
Thanks! yeah that's a possibility. We're thinking of just going back to a more hard coded version thats less physics based.
can you show the blueprint you're using to trigger audio?
I don't blame you, it can be really tricky to get satisfying physics movement for characters π
Define "struggling get the audio to cooperate"
There are plugins available, such as 'level design assistant'. Not sure if you can do it natively, but I don't think so.
ha i agree
though I think there's a popular free one
personally I use blender as a level editor
much quicker, for me at least
Yes, I wrote up like 3 separate ones to test so please bare with me π
So it looks like Windows is not allocating any time for it. The ellipses also seems to stop animating. I'm not sure what's happening.
0% of CPU:
I have had long waits at exactly 75% before
Click the little expand arrow to the left
my events are unplugged because I was testing everything π
That's a weird one.
yeah, I've never ran into this before
yeah, Im in the process of several fixes
hopefully there's a fix somewhere. I do remember getting it but it carried on loading eventually
I'm struggling to view these personally, can you do screengrabs instead?
might just be my old eyes xD
Yes π my bad
Tip: alt+printscreen to only printscreen the current window
Hi team, i never remember, what rotation/scale do we need to do on a fbx exported from Houdini to Unreal?
Okay, this has the audio stuff I was trying to put together, and the material/color change that I got to work. Is this view a bit better?
looks much better π
Have you tried adding breakpoints to see if things are being run?
no, but I usually run a Print string to see if they are
The audio worked on one of the blueprints but it was set to "Do Automatically" So I checked it off so that it could be only on the overlap from the AI which isnt working yet
So it looks like these are attempts to do different things? You should probably take them one at a time, describe exactly what you want to happen and what is (or isn't) happening. That way it will be easier to get help.
By the way, if you need a more robust audio implementation and want to do synced/layered/dynamic sound then I highly recommend FMOD π
OK, so my overall idea is to create a system where the AI characters are representations of emotions.
So, what they will do is as they overlap these trigger boxes they will:
- change color
- change the song playing in the background
- and their animation will change
So for example, a box is triggered
The characters turn red, there is βmadβ music in the background, and they are stomping
Does that help understanding it? Iβm not wanting to do several different things, I just tried to make it several different ways to try and make it work out for me
that definitely helps, yep
how should the song change? just one stops and another starts?
interesting idea btw! I like it
I was going for that yes!
Thank you Geoff
If there is a way to loop it and have the volume of the "not called" ones be at 0, that would be even better, but I am just trying to keep it simple for now
i understand π
the simple version should be easy. You want to have a single actor that handles the sound. You can cast to it and play the music you need. You might need to stop the one that's playing. There are plenty of tutorials on triggering music. For the more complex version - if you want the music to stay in time as it changes - FMOD's unreal integration is a good way to go
becasue Unreal has some issues with timing and syncing that fmod solves
And FMOD lets you do much, much more if you want to - it's worth taking a look.
Is it a Plug-In
they call it an integration, there's a separate software that you set up your audio events in (fmod studio)
And then it syncs to your ue4 project
it's how dynamic music in games is done, usually with fmod or wwise
they're both 'free'
(unless you make a lot of money)
But fmod is much easier to use.
Nah, Im just a student with no money lol
then you're good to go π it's well worth checking out for your kind of project, up to you if you want to invest the time in learning another software though of course xD
Im a beginner at UE as well so XD it's pretty ruff out here
my advice is try for the simplest implementation first while you're beginning
so first, get music to play in an actor, get it to change when you press a key
the audio component can have a sound assigned to it
so when you use 'Set Sound' and select a new file I think it'll just start playing the new song
(I use fmod so I'm not sure)
but once that's working, you can expand to having it happen on a trigger box, etc
if you take it one step at a time you'll know exactly where it's going wrong, and then you'll just need to ask for help on that step
but I think you can do this pretty easily. A single blueprint actor, maybe called 'Music Manager', with an audio component, and try 'set sound' to switch the music
any advise on how to export unreal engine 4 to web best?
Geoff they should make you a moderator here, you really putting in effort to help people! Respect
ha thanks! I've gotten some good help myself too, and picked up some random tips
today seemed slow for answers so I thought I'd try and help things along - but i've never exported to web sadly :)
What are you trying to do, Iβve used PixelStreaming with great success but I am mainly making configurators.
well its still an experiment but what ive been doing is making an interactive information map in unreal that gathers info about our platform ecosystem (as well as project partners) you can redirect to certain webpages / websites, etc
Its nothing to complex
Have you tried to do it in WebGL? And host it yourself ?
tbh its the first time im building anything ever in unreal engine, but yes planning to host it on one of my vps servers
I cant spot the entire export to html option to begin with haha
I bet Im missing something as in tutorials I see the html5 option there
Have you seen this? https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/HTML5/GettingStarted/
looks like there are some required steps for html5
Native HTML5 export is futile, as it has been discontinued since 4.23
The community effort also stopped at 4.25
If you're on recent UE4 versions, don't bother looking for native HTML5 export.
The alternative for HTML5 export is pixel streaming, but that's essentially running your own cloud gaming server
As I said above, it's been long since discontinued.
So I would need to downgrade this to 4.24?
ah, that's unfortunate :/
The fail rate with Native HTML5 export is so high back then, I wouldn't even bother.
I know, because I tried. It isn't as good as it seem.
its just an informatic map to ( not a real game ) so it might not be that bad for what we trying to do
what would you advise me right now, downgrade the engine or tha pixel streaming thing
Same thing. I tried to make 3D anatomic viewer for a website back then, I had no success get it running across devices.
Personally I'd advise switching the engine entirely, if you can't afford the servers for pixel streaming.
I am very confused
Windows SDK must be installed in order to build this target
I have previously successfully packaged a project
Yes.
Are you upgrading the engine version?
no
blueprint ball
Ive seen some unreal engine stuff in web that is more advanced and heavy then what we make so I just wanna take my chances on it but without the option of exporting to html its gonna be tough xD
If you're referring to stuff like MetaHuman Creator, that's pixel streaming.
nice Katamari remake π
i don't know what to dooooo
i can't build my game to windows because it wants me to have an sdk that i have already
So this one would still support html 5 right?
Yes, but... Good luck remaking the entire thing there.
its not going to let me report it to that?
whats the best way to exclude this material from motion blur?
Nope. You can't port things you made into prior versions.
Yes as I mentioned above itβs generally pixel streaming, it can be expensive too depending on how many streams you need.
Nope.
Unreal JS would be at best trying to use JS as gameplay scripting, not a fully fledged export config.
You can make your own and then if you are happy with it look at providers if it makes business sense.
Iβve been using this company
MONKEYWAY is a Munich based boutique agency, specialized in the delivery and support of digital projects, with a strong automotive footprint. small. driven. pragmatic.
I just honestly only wanted to use a map for interactive informational purposes
If you want to put WebGL natively, FWIW might as well make it in Godot
or ||Unity||
yeah I might hire someone one day to do that, for now I just wanna find a way to still use what we made in unreal first..
I dont like the way other softwares like unity ( even godot ) works, unreal is more easy to work with
Those has been proven low fail rate across devices, compared to Unreal's more limited and high fail rate native HTML5 export (even back then!)
its just a metaverse concept anyway for our DeFi Platform
what pricing range are we talking?
Might be suitable for our purpose here
How many users are you expecting to be using it simultaneously?
I dont expect it to reach 100 users simultaneously anytime soon
Well I think you can get an AWS cost of about $1.20-1.50 per hour. So if a typical user is using your experience for 15 mins letβs say, then that would be 4 users per hour = 1.20-1.50
Depends on where you live I guess and what deal you can wrangle with whoever is going to host it for you, if you are not doing it yourself.
this doesnt run on a vps or dps?
But I assume you use it for a game or something right? something that probably takes up resources, etc
this is just really more of a map to click on logos to redirect to another webpage
it say lightweight to a certain extend
No not a game, and also quite lightweight.
Even if itβs lightweight you still need some sort of machine to run it.
Doesnβt have to be a giant RTX one, all depends on the experience.
I own some decent VPS and DPS machines got a huge server setup here to sec making a photo
Well I mean the tools are free you may as well test it out, nothing too loose
This thing is about 2 meters tall, perhaps I can run it on there then with some additional modifications
This was the culprit:
so im trying to package my project and it says that systems just crashed not sure what to do
is it possible to make a character blink without using a face rig or morph targets in UE4.26? just curious
I own a rtx 3080 but if you say that will do the job in combination with a good online VMWARE Setup then ill get some of those rtx giants on the side
I prefer the one time investment over a monthly plan
No.
||However, if your character's eyes are 2D texture, you can hard pan the UVs to switch to the blinking variant||
You said you might have 100 simultaneous users, so that would be 100 cards
I see
so what to do if you downloaded a mesh
but instead of one mesh
it comes out as more than one
how do you use that mesh
That indeed doesnt stick within budget then lol
Thatβs why we use AWS
Yeah but paying $2 an hour is also not worth it
You could opt to setup some cheapo mid range hardware 100x and run them yourself.
I would just make it in another tool then.
Yeah, FWIW Native WebGL is more of Unity or Godot's thing
can I atleast port a map from unreal to those environments?
Annoying thing is that I GET unreal engine, unity I just dont have a feel with and godot is not my favorite either. I like construct 3 but unreal engine is much nicer to work with
might have to decide for that cloud solution
If getting to run natively on WebGL for lower cost is an option, I'd rather force myself into Godot and make the WebGL application that way.
I think im going to atleast finish the entire thing in unreal first and make support it for windows / mac /mobile first then and later on remake it in another environment
Who knows one genius might even come up with a html 5 solution anyway cause hes such a pro at rewriting interpretation code and finds a good way for these kind of simple projects in unreal regardless (wont get my hopes up though lol)
Hello guys, i have a question.
ΒΏIs there a way i can copy those 7 frames of animation and paste in at the end reversing it, to create a perfect loop with the first and last frame? (It's a Mixamo Jumping animation and im trying to create the loop )
https://github.com/UnrealEngineHTML5/Documentation
I already pointed out this community effort, however it is stopped at 4.24, and requires building the engine from source. I say it's definitely NOT worth the effort going through building engine source just for HTML5 export alone for a minimap (and the time you spent might be best used to pay hourly for AWS or learning Godot)
I agree 100% with you. But with the goals we have for our company it makes more sense for me to keep on learning unreal for now and have the interactive webmap done by someone else in our team later. Meanwhile I still think unreal engine is the best engine out there ( despite the fact it not being for web Ill work around it and move my priorities). It still allows us to do great marketing and I know how to work with the engine.
But definitely agreeing with you that for the sole purpose of web its better to switch to another framework
Is there any solution to editor context menu disappearing/filling completely black? Roughly every hour or two i have to completely restart ue4. I notice it always begins occurring after some type of video playback on my machine whether youtube or local media player.
I noticed in pins it says to try graphics driver version but that does not fix the problem for me.
I just can't build my project. I have the windows sdk so i have no idea why it isn't detecting it
What Windows SDK versions you have installed?
4.27 requires Win SDK version 10.0.19041
i'm not sure how to check which version i have, but i found the right one
Hello, does anyone know how to add drifting and skid marks on the ground when in a vehicle? I cant find any good tutorials out there.
is there any plugin for unreal to have a dockable browser so you can eg. watch youtube videos inside of unreal?
i just use a second screen
Use a second screen or put your phone upright lol
You can even grab the cheapo 1366x768 displays just for putting YT
Anybody have some good ideas for game modes. I have all the weapon creation and stuff setup. Itβs a FPS
As in Game Mode objects?
Okay, not game mode objects then.
Do your own variations based on Capture The Flag. I'll wait (or not)
i thought about doing that. im also gonna have two teams, attacker and defender, and defenders have to move a "VIP" to a certain area protecting him. if all defenders die or the vip dies, or if they run out of time. if they kill all attackers or reach to the target point then they win.
For opening things, would it be better to set the relative transform inside the event graph, or make an animation then call the animation..? I'm voting for the animation cause then you can just play it reverse, would be more simple/clean right?
Any idea how to fix the delay in my actor sequences?
My "reverse" takes like half a second before starting if the window is already open all the way. If I spam the button to open/close while its mid animation its fine but if I want until its all the way opened (play reverse closes it) theres a delay
sometimes the delay is longer actually..
anyone know what this means? I think it may be the cause of my crashes when pressing play
Try building the reflection (Build button in the toolbar)
Also look into the crash log to see what actually cause the crash
I checked the crash log but none of it made sense
Post the callstack reported by the Crash Reporter
the crash log ue does when it crashes, or the one thats saved in my crash files?
The former
(make sure you don't end task UE4Editor when it's suspended)
I have 50 Player Spawn's all with the same exact X position though when I press play the characters spawn with a different X
The problem with that is because my game is Top-down so I need to have every player all on the same X
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000003e8
ucrtbase
ucrtbase
ucrtbase
UE4Editor_Core
UE4Editor_BullCowGame_3108!UBullCowCartridge::BeginPlay() [C:\Users\stlou\OneDrive\Documents\UnrealProjects\BullCowGame-starter-kit\Source\BullCowGame\BullCowCartridge.cpp:11]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
Have you installed the debug symbols for the engine?
probably not since I dont know what that is
That's going to make the crash reports more decipherable. Without it the engine doesn't know what to blame.
It's very crucial especially when you're developing Unreal C++ projects.
where can I find it
You can add it via the launcher, modify the engine's installation
please help whenever i open a file in my ue4 it does this
tryna do Ai and this shit is messing up
Anyone
wish i knew
Maybe I could make Collison boxes for the player to stay in
yea maybe
ue4 is what i know and its what i like
FUCK i just wanna make ai but its more A than I
well cant login XDDD
damn
i have no idea whats up with my stuff
folder should have a blueprint it did a bit ago and now poof empty
how to separate click and hold button input?
I want ADS to be like pubg way, click to change to aim animation and hold to go to gun lens cam
Does anyone know if there is a limit to how much water you can put on your map
I added a bunch and it caused problems and my project crashed :3
does having 8 gb of RAM make things slower in unreal?
Now i want to play death animation can i tell like move to this state form any state Or should i needed to draw transition form all other state to death animation state, some one help
Not necessarily, but Windows's malloc can put Unreal Editor processes into virtual memory using your storage media, which is slower than RAM
One way transition to death, remember to remove loop in (animation). You should really try out some tutorials it helps you understand all basics
Is that ok , is that a right way to do @primal tendon
Yeah sure... that looks fine
No.
At least not in real-time.
You could bake the simulation in Houdini and somehow export it as vertex animation or alembic data, but it's massively complicated especially for dynamic animations.
anyone know why my SetConstrainedComponents isnt working for my c++ Physics constraint?
ok so how do I rebuild this again?
I been trying to use a Daz3d to unreal engine plugin but it brings over all the materials as material instance but I want to edit some of the materials but I would have to recreate each of the materials by hand is there a way to convert a material instance to a full material
under Build
ty
all g π π
can someone help me with this weird landscape painting bug?
Hello, does anyone know how can I make an animation play on button press? Right now it starts instantly when you play
- Do epic games provide Free Multiplayer Server like Steam?
If any Other Please suggest which service should i Use. - Is there any restriction for usage for steam / Epic games Server?
Is this wise?
I am trying to implement multiplayer session via steam
Tried it, cant even rebuild it with these plugins oddly enough
How can I generate a path(spline) from a point to b point, based on Navmesh data, at runtime?
Just Create Copy of Project before going for this. Backup it.
Then Hit Yes... See what happens...
No.
I don't think Steam/Valve provide one either.
But the online services libraries are free and interchangeable to other storefronts/platforms
I've tested One test project with steam
Just not sure about if there is any user limitation or something.
EOS is more like library for handling stuff related to networking, so you don't have to worry about rolling your own networking system
I'm Confused about EOS. Can I host my multiplayer on EOS?
or I have to setup Separate server?
Servers are still up to you.
Again, EOS is not a dedicated server provider, but more of networking library. You provide your own dedicated servers, and let EOS do the detail works for the networking
Okk Got it So It's just a Library/Script app which controls Networking.
Means Server is mandatory.
am i correct>
Yes.
Though I don't know if servers provided by Valve allows for third party networking libraries, EOS included.
I tested one Multiplayer test project using steam. But not sure it was running on Steam server / Locally hosted on Host computer?
I'm pretty sure it's the latter
I can't think of a situation where Valve has the ability to provide dedicated servers with no extra charge
I tested it on two separate computer connected to internet. Also connected using steam overlay.
They are charging allready enough... They charging 30% Which is not small share,,,
Wasn't it 30%?
- 100$ for each realeased game
This is what Steamworks docs has to say:
You can host these game servers yourself, or allow your community to host them for you.
I've seen no mention of Valve providing dedicated servers, at least on publicly available docs
Got it i'm reading it all.
What i tested in past was a Peer-to-Peer Connection.
Well, just what I suspected π
My game Have Maximum 5 Players in one Lobby/Match. So i think i can go with Peer-to-peer.
Also called as Player self hosted and other player join as client.
OS Drive is Super-Fast
I got 2nd Storage
Is it better to have the engine on the OS Drive and Projects on 2nd? or 3rd?
got a new pc
I won't advise doing Unreal Engine stuff on OS drive, at all.
Personally I always have them on secondary partition, so if OS drive/partition goes to shit, not much repair work has to be done, and UE stuff can be continued right where it left off.
Even clean reinstalling Windows can preserve anything but the OS drive/partition.
what's the problem? textures in far away look weird when you are moving away from them
they kinda disappear
scene is not that big to be having problems with view distance
seems like it's atmospheric fog that's causing the problem
but still
but view distance still has problems
grass was too thin
as you walk lights still change
it's not stable
post process is too heavy probably
20 fps on that scene lol
but no way
I think it's the sm_fieldgrass
it's heavy by default
what's the shortcut for quickly turning the selected node to development or off or on?
that depends on your editor preferences, iirc theres no keybind by default
hey guys , any advice on how to make better cloth materials?
Thanks, figured it out. Found Mathew's tutorial on the subject.
Someone know how to start recording with the take recorder when hitting a key or event?
I have this map which is pretty big already, but somehow I keep wanna make it bigger and bigger as things progress. Is there any kind of advise on what the limit should be (I am using quite a few meshes but even more foliage on the islands here and there
yeah , ig that's the hard part:))
I think this is 4X4 Km Map
Does anyone else had problem/bug with animation not working unless moving the mouse a little bit? It seems to be connected to the directional light somehow, building the lightning seems to fix it most of the time but now it doesn't. So annoying!!
Alright, if I fill up the ocean with islands and stuff will that be doable in normal cases or is it best to leave huge amounts of spaces for environmental background purpose?
You should use WaterPlane Texture and underWater Post Process effect.
This is what I currently got
but when zoomed in its actually already huge
So im wondering if I keep on filling that water with islands and places to go if it will be a crash case scenario for multiplayer interaction
or even single player for that matter lol
I always tend to make maps to big and then have them to be to heavy
It's only 3x3 Km Water Ocean so you just need optimise Props and Trees. Water don't take that much hardware
ahh oke, you comfort my concerns then haha. This will also work for mobile in your opinion?
using low poly graphics mostly
If u are not planing to use water simulation or vehicles. Then Use WaterPlane with underwater post process.
Does anyone else had problem/bug with animation not working unless moving the mouse a little bit? It seems to be connected to the directional light somehow, building the lightning seems to fix it most of the time but now it doesn't. So annoying!!
we dont even use underwater view I think I used a plugin for the water
Also always Every take Backup considering it will crash one day. If its taking too much resources then you think about this.
- Use low resolution texture as much possible,
- Use LOD's for every props
- Merge same meshes to reduce draw calls.
- and keep adding island u want.
In that plugin folder there you will find water plane which gives same result it's just simple plane with Exact same result outside water.
If u don't want to go under water then there is no need of postprocess
Thanks I will check that out!
um how do i animate this door?
is there a way to bake lighting to the metahuman?
it's a blueprint so idk if I can , as changing lighting and then baking doesn't seem to affect him
Whats the ScreenLayer that UE4 uses for its VR Elements
I doubt this is possible - the metahuman is designed to be dynamic, the same as you can't bake lighting on a characters skeletal mesh. Are you trying to use the metahuman as a static prop?
no but I notice that it could look a bit better without activating raytracing
and btw , how do I see what exactly changes when clicking these buttons?
Hey guys! Does anyone know why my emissive cylinders and particle systems are not reacting to my camera depth of field?
Open the editor widget blueprint yourself and see the BP graph.
It's not a custom C++ Slate editor utility.
thanks
Thanks ππ
someone have some c++ books to recommend pls
I'd like my character to still be able to jump if they've -just- run off a platform - is there a built in way to do that or would I need to roll my own?
Hi getting a crash error inside unreal when enabling ray trace to the projects no matter if ue5 early acces or ue427, last drivers, directx installed.
Please some help
More output *Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 924] ShaderCompileWorker crashed! Assertion failed: IsValidIndex(Index) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h] [Line: 323] String index out of bounds: Index 88609 from a string with a length of 88609 0x00007ffffacc7807 ShaderCompileWorker-Core.dll!FDebug::CheckVerifyFailedImpl() [] 0x00007ffffb555815 ShaderCompileWorker-ShaderCompilerCommon.dll!DispatchCheckVerify<void,<lambda_ec5b1af1e06bfd9670a4e045e9c34ff8> >() [] 0x00007ffffb5475c4 ShaderCompileWorker-ShaderCompilerCommon.dll!RemoveUniformBuffersFromSource() [] 0x00007ffffa7df01c ShaderCompileWorker-ShaderFormatD3D.dll!CompileD3DShader() [] 0x00007ffffa7dffc3 ShaderCompileWorker-ShaderFormatD3D.dll!CompileShader_Windows() [] 0x00007ffffa7dfc41 ShaderCompileWorker-ShaderFormatD3D.dll!FShaderFormatD3D::CompileShader() [] 0x00007ff6191993ea ShaderCompileWorker.exe!ProcessCompilationJob() [] 0x00007ff61919a51e ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() [] 0x00007ff619195d17 ShaderCompileWorker.exe!FWorkLoop::Loop() [] 0x00007ff619193865 ShaderCompileWorker.exe!GuardedMain() [] 0x00007ff619193aaf ShaderCompileWorker.exe!GuardedMainWrapper() [] 0x00007ff6191a1798 ShaderCompileWorker.exe!wmain() [] 0x00007ff6191a2a58 ShaderCompileWorker.exe!__scrt_common_main_seh() [] 0x00007ff88d9e54e0 KERNEL32.DLL!UnknownFunction [] 0x00007ff88f9e485b ntdll.dll!UnknownFunction []
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll*
Its a 3080
does anyone know how metahuman perform on a oculus quest 2 in standalone mode?
Does anyone know how to solve this issue where my character scales for no reason (when I press the "isCrouching" boolean) ? https://gyazo.com/09c64f12d4e734e4f5a85ea806bee30d
Did the keys to change brush size change in Preview 1 of ue5..?