#ue4-general

1 messages ยท Page 1153 of 1

dusk nebula
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you should continue to debug your events then

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it's likely that you're having multiple problems at once, so just work to narrow it down

plush yew
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set it to that but doesnt trigger at all

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wait

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door just doesnt close

dusk nebula
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on the mesh components of the door actor you should set them to "world dynamic"

plush yew
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so the door or the trigger volume?

dusk nebula
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that drop-down is where you select what the object is considered, and in the collision responses, you set what the collision box does in response to those

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you do not want any of the meshes to trigger an overlap, so you would set them to not be pawns, if they're set that way currently

plush yew
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right now it only triggers once but the door still doesnt close

dusk nebula
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what exactly is not working?

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does the event for that fire?

plush yew
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oh im stupid i had the location to go to set wrong for when i removed the timelines to make it clearer

dusk nebula
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hint: just use one timeline and play it backwards if the door should close

plush yew
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okay

dusk nebula
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currently, you may notice that if the timeline is halfway open and overlap ends, it snaps to the end point and then plays backwards

plush yew
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yeh

dusk nebula
plush yew
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but it works otherise

dusk nebula
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something like that

plush yew
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thanks it works now ๐Ÿ™‚

dusk nebula
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no problem

harsh ocean
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So i'm not sure where to put this but, whenever I build my lighting it says "Lightmass crashed" The message log is here: https://pastebin.com/fV70wJLx Any help is much appreciated.

maiden sundial
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How can i let the epic launcher know the new location of the engine ?
I've moved it to a different disk

dusk nebula
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you may be required to have the engine in the same directory as the launcher, but otherwise could you try to install the engine to the location that it's already present in? I'd almost imagine that it would just verify the files

plush yew
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yo I need a bit of help

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when I opened my project, my map is just not loading in

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that eye thing is closed and I cant view it

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and it just doesnt load in

dusk nebula
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are you opening the correct map on launch? check project settings

plush yew
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Like I have my main menu as a separate level

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when I pressed play it just opened a black view

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and the map cant be opened

maiden sundial
dusk nebula
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if it's not too inconvenient, just back up your project files (just in case) and then reinstall the engine where you want it

dusk nebula
plush yew
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The main menu level shows

maiden sundial
plush yew
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but I cant get the MAIN LEVEL itself to open

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Just looks like that

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and the eye on/off thing doesnt work

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no freakin idea what is this about

dusk nebula
# plush yew

what's in your world outliner? seems like it's an empty level lol

dusk nebula
plush yew
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yeah it wasnt the last time i used ue

dusk nebula
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are you opening the correct level?

plush yew
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yeah

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like ive been working on this project for a few weeks and it has always worked very well

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now out of nowhere its almost like the level is deleted

neon grove
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when packaging a project the default quality settings are set to high
is there a way to change that?

plush yew
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anyone know a fix?

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happens every time i either load map

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or set new default map

forest patrol
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I have a problem importing models, i copy uasset file and paste it into my project but it doenst show up in unreal engine, does anyone know why?

remote jasper
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Even though my material is a basic one, the texture doesnt appear on the landscape, i also get these black spheres so no preview of the texture on other material functions.
Is this because my pc is garbage?

karmic merlin
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Hello, for some reason my ACharacter-based AI Actor (it's AI ะกontroller was written on C++) doesnt play running animation when executing MoveTo() from Behavior Tree. But he still changes the direction he faces. Does anybody know what might be a problem?

dusk nebula
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the rotation is set by the controller, while the animation will be played by the anim BP

fading sand
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Don't know if this is the right spot for this question, when trying to post to the UE forum answer hub I keep getting a "You are not permitted to view the requested resource" and it wont post my question. Has anyone had this issue before and knows of a fix?

plush yew
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Is the Skylight in Unreal Engine 4.27 broken or am I not using it right
I have a sun-movable
a sky atmosphere-movable
a skylight-movable set to realtime capture
a ddgi volume with 128x128x128 probe count
however when I fly into a room that has no doors or windows it is lit up entirely by the skylight

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turning off GI doesnt affect it either

faint meadow
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Unless u were to shrink the skylight itself and place it inside of the room, as it essential acts a reflection capture

drowsy snow
toxic lily
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does anyone know if there is a way to "lock" a bone in place in an animation?

ember igloo
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Guys does anyone have a tutorial anything which could help
I want to make star citizen aspect game
Like planet creations, space with interior and fly and space travel if anyone have any source which could help me plz let know@

exotic thicket
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You're unlikely to find a tutorial which covers all of those things.. your best bet is to start learning smaller parts and then figure out how to put it all together. In general, making a game like Star Citizen is very ambitious even if you know UE fairly well

hidden tendon
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Guys I have a simple ue5 scene with a metahuman and a few lights but I keep getting DXGI_ERROR_DEVICE_HUNG since updating to preview 1. I have the latest drivers for my 2080 SUPER. Any ideas? Thanks!

hidden tendon
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This is in the log when my UE5 preview 1 project crashes my gpu, if anyone would be kind enough to take a look

wild hemlock
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how do you correctly export from blender to unreal?

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changing the fbx settings axis doesnt seem to make a difference

shut thorn
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Are you talking about making the collision correct?

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If so I think I know the exact problem:
UE4 (by default) generates a really simple, really well-optimized collision shape for your mesh that unfortunately doesn't work in every scenario. This can be overridden to be whatever shape you want.
In blender, you can make a separate object and name it the same thing as the mesh you want to export, but with "UCX_" at the beginning without quotation marks. Make that into the collision shape you want. In your case, you make your shape just by duplicating your existing mesh, (and doing the renaming step) because I'd assume you want the collision shape to be identical to the mesh. Make sure they overlap and are in the same spot.

Then, select your collision shape and your mesh at the same time and export to fbx. If this is done correctly, your mesh in UE4 will have the collision you specified, rather than the default approximate shape.

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@wild hemlock

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If this doesn't work, just ask for help :)

wild hemlock
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theres another issue though

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i cant change the axis of the exported object for some reason

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notice how in game the X axis is sideways rather than forward

shut thorn
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Thanks!
I havenโ€™t tried changing the axis before, so maybe just rotate your meshes 90 degrees to the correct way and hit CTRL+A and select apply rotation (or just rotate both the collision and mesh in edit mode.)

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Itโ€™s kind of a hacky solution though..

wild hemlock
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the collision on the exported meshes are still the same

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haha there was an edge case i thought i ran into - the names cannot be sufixed with _1 because it serves as a different function for ucx

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but renaming it to another name still doesnt solve the problem

shut thorn
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hmmm

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lemme double check how i did this

wild hemlock
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neither does this

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heres the blender file if you're curious

shut thorn
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thanks

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I'll see if I can replicate the issue

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Ok, I have another solution that's a bit simpler

wild hemlock
shut thorn
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I did

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Select this option in your static mesh window in UE4, it'll make the complex collision the default

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and by complex collision I mean using the exact shape of the mesh as it's own collision shape
I would recommend against this in most cases, but your mesh isn't particularly high-poly so I don't think it'd be too taxing

wild hemlock
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aye

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i wonder how that will play well with chaos though

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heres a potential idea - maybe we could separate the faces of the object into

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Bottom
UCX_Bottom_1
UCX_Bottom_2
...

shut thorn
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oh god..
that sounds like a nightmare for yourself to export all that .__.

wild hemlock
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haha of course

shut thorn
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I'm gonna see if there's a way to get this fixed for you

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because I don't get why it isn't working lol

wild hemlock
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i wonder if the issue is with my objects

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i'm new to blender and this is literally the result of the first 3 hours

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so i think i might have messed up the vertices / uvmap or something

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(also really new to unreal :D)

shut thorn
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Oh, you accidentally duplicated the object in edit mode for the collision, then duplicated it in object mode to correct yourself

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but right clicking to cancel duplicating an object doesn't delete the dupe, it just puts it in the same place
its confusing ik lol

wild hemlock
shut thorn
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oop

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you want me to fix that for you? I think I have an efficient way to do it

wild hemlock
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how did you find that out btw

wild hemlock
shut thorn
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I used the L key while hovering over a face (it selects the entire shape it's a part of)

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I'm just selecting all of the objects that are not collision related, going into edit mode and hitting P
it gives me a menu to seperate faces and stuff into new objects, so i just select "By Loose Parts"

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it'll make every part that's not attached to another part its own object

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then I just delete any duplicates

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and then repeat that process for the collision shapes

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(you can edit multiple objects at once by the way)

wild hemlock
shut thorn
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Sorry, I should've clarified lol
you can move the object out of the way and see there's an identical one you created on accident

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but it's in the exact same spot so you had no way of knowing

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I'm gonna fix this for you and send the blender file back here

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they should probably make ESC actually cancel it lol

wild hemlock
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seems like there are ways to check the vertices of the object for duplicates with a simple python script

shut thorn
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oh nice, good find!

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oh wait, I think I have an even better solution for this situation

safe kayak
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does anyone know some overview guide about where to put what kind of logic? some kind of best practice guide about ue thats aimed to people that already know stuff about c++ and programming in general? would favor something written, with diagrams and stuff. ๐Ÿ™‚

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can also be stuff to pay for

shut thorn
shut thorn
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I'm sure there's some kind of resource out there for that though

shut thorn
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thx

wild hemlock
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comparing vertex distances haha

shut thorn
wild hemlock
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ooh blender has batch rename built in with ctrl f2

shut thorn
safe kayak
wild hemlock
shut thorn
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lol ye

wild hemlock
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actually its super cool that you can use python to script stuff in blender

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must resist the temptation for now though xD

shut thorn
wild hemlock
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literally just spent 4 days in a cave writing my own markdown parser using parser combinators in python to generate anki flashcards

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dangerous yak to shave xD

safe kayak
shut thorn
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No problem!

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just make sure to set this as such

wild hemlock
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thank you so much!

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hmm do you think having the origin of the objects at 0,0 could be a potential issue?

shut thorn
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I don't think..?

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also you're welcome :)

wild hemlock
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wow

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splitting faces actually solves the collision problem

wild hemlock
shut thorn
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Alright that works I guess lol

wild hemlock
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i'm curious to see what are the implications of this in chaos

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i've been having a ton of issues trying to get collisions to work correctly in Chaos

shut thorn
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You mean chaos engine physics?

wild hemlock
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yeah destructible environments

shut thorn
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Oh that, I have no idea LOL

wild hemlock
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i learned blender just because the meshes generated by unreal engine's modellign tools cannot work well

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ive been pulling my hair out

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this was a really bad choice for a beginner project

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lol

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i thought my experience in ios and web dev might have carried over somewhat

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nope. game dev is a different beast ๐Ÿ˜›

shut thorn
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Yeah..

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Itโ€™s hard but very rewarding in the end imo

wild hemlock
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maybe not financially haha

shut thorn
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True

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Depends ofc lol

bleak zodiac
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i avoid complex collision , instead i make custom collision in 3d application

wild hemlock
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how do you use custom collisions for shapes like this

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must you cut it into two? i.e. a square and a triangle or

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(blender)

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if i just export it as a face solidified with 1 cm - this is the result

hidden tendon
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or just import the mesh itself as custom collision. No need to simplify something like that

wild hemlock
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you mean using this?

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or duplicating the same mesh to serve as the collision
e.g. Curved and UCX_Curved

wild hemlock
raw beacon
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Does anyone know how to access animBP from sequencer when the recorded subject is a BP character?

bleak zodiac
plush yew
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Does anyone know why I am getting a warning from this? I am adding a ui widget to my character, but with this it keeps telling me a warning right when the game starts saying ;
The widget 'MainUI_C' was already added to the screen.

severe crater
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I have a BP that inherits from a c++ actor class, and on every engine restart I get the following error:

Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn't been removed! Do you want to continue (it can crash the editor)?
I can copy my code from the header and if needed cpp into here, but I'm just wondering if anyone has found a quick fix. Following solutions from forums still didn't get me anywhere, and so I'm asking here since I don't know how to fix it. Going back to the forums bit, I've tried renaming the c++ class and creating a new c++ class and just pasting all my code into there with no luck.

Can anyone help me?

Edit: Somehow re-pasting code into a new c++ class a 2nd time fixed it.
For some reason, the new class only works if it has a different name to the original one (I know you can't name a class as the name of another existing one, so what I mean is DON'T rename it to that original class name at least from what I've experienced).

fallen marten
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Have you regenerated project files?

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When you add a new class you should regenerate to make sure it registers

warm hound
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Is anyone here familiar with C++ programming that could help me do a program?

warm hound
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Okay, thank you!

severe crater
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also just worth noting this is a UE discord and vanilla c++ varies an insane amount from UE c++ and the same is true with nearly all game engine integrations with languages compared to those original languages, especially if the program you have mentioned isn't some kind of engine or a graphics project. So I'm not too sure this discord would be your best bet, but hey, I don't know maybe

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an example for c++ would be STL since you literally do not use it in unreal and it's usually a huge part of programming in vanilla c++

warm hound
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I understand. Thank you for explaining.

fading tartan
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yo

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do you guys know how I can view my vertex count in ue5

spark mason
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is there anyway to make this yellow line bigger? as in scale it?

inland hollow
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how do i color a shape

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anyone?

fading tartan
inland hollow
drowsy snow
inland hollow
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understandable?

drowsy snow
inland hollow
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a shape, like a cone

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@drowsy snow this.

drowsy snow
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So it's Basic meshes
I use UE4, so I don't know they changed it to Shapes

Anyway, materials. That's how you change the visual appearance.

inland hollow
drowsy snow
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How long have you used Unreal Engine?

inland hollow
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1 hour

proper scarab
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Why is my material so black?

faint bone
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You under level to fight this boss. I suggest following a tutorial and level up your basics.

faint bone
drowsy snow
# inland hollow 1 hour

Okay, so, few things:

  1. Use UE4 in the meantime. You don't need UE5's fancy features just to get started. If you don't know what you're doing, you have hard time improvising tutorials.
  2. Take beginner courses from Unreal Online Learning. Preferrably, first hour course.
    https://www.unrealengine.com/en-US/onlinelearning-courses/your-first-hour-in-unreal-engine-4
Unreal Engine

This introductory course to Unreal Engine 4 and the Unreal Editor will take you through the basics of project creation, navigation, and finding your way around the UI, as well as touching on lighting and Blueprints.

inland hollow
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so no one can tell how to use and find "materials"?

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this look like oop mapping

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lol

drowsy snow
faint bone
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Still you need to follow a tutorial boss fight to go into open world of unreal.

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๐Ÿ™ƒ

drowsy snow
# inland hollow ~~so no one can tell how to use and find "materials"?~~

But fine, I guess you want no bullshit tossed around, so here's straight to the chase.

https://youtu.be/Yb4uu2NEC0E

In this video we create a very simple Material that just provides some color and basic surface definition.

A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Materials_Tutorial:_Creating_a_Basic_Material
(00:05) - Applying a Material to a Surface
(03:45) - Creating a Material
(07:59) - Material Element Proper...

โ–ถ Play video
inland hollow
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ok

stoic eagle
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I have used a video(mp4) as a material (on a TV static mesh). when i play on the viewport it works fine but when I package it(for quest2) it is not working

drowsy snow
river crypt
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Haya folks, could anyone be so kind to help me with this issue

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for some reason it keeps duplicating the instanced foilage

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every single time I enter playmode

modest trench
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is their location not keyed?

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if the sequence doesn't cause the player to respawn they won't move to the new playerstart

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you would need to call "restart player" in a bp to do that

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not sure what cutscene best practices are for smoothly moving the player though, this might be messy

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I don't see why you can't just call something that sets their location to the next position at the end

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worth a shot

modest trench
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I mean, the only thing on here I have seen used often are atomics

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maybe more in the future?

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TEnableIf is an abomination lol

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is this really better? thank god

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trying to understand linetrace code with TEnableIf was breaking my brain

plush yew
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pretty basic question but bringing it up in here in case someone else was aware of this feature
most game engines have a sort of skinning system so when you deform a body the bones align with it
by default bones will not move with morph targets in unreal, in certain it is capable because Unity and so many other software has had this feature for a decade now, just curious how to enable it

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for the more advanced of you
how to turn on vertex skinning for morph targets
and does it involve dual quatranic skinning or can i achieve this without dual quatranics

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is there anyway to work on the same ue4 project with someone else without using lan?

plush yew
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@plush yewI want to believe but I seriously doubt this

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from what it looks like unreal engine lacks this sort of skinning capability

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im just waiting (and hoping that) somebody proves me wrong

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its even more apparent that the metahumans do not support blendshapes on the body

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as they wouldnt include this type of skinning in their own product i seriously doubt it can be done in unreal without huge workarounds

neon bough
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the forum link you posted is completely irrelevant to the question you asked!?

drowsy snow
plush yew
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yeah

neon bough
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what even is a quatranic?

plush yew
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quaternion

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english is second language

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lmao

drowsy snow
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Quaternion != Quatranics

plush yew
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ep

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yes

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lol

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ebic reddit moment

drowsy snow
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No, Unreal Engine doesn't have dual quaternion skinning, out of the box.

That's what twist bones are for.

plush yew
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yes but twist bones do not function for what i am doing nor does what im doing have to do with bone rot

neon bough
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he removed the twist bones from his DAZ rig ๐Ÿ˜„

plush yew
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rotating the bones isnt something i want and neither is animating them

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@neon bough if you didnt know when changing ref poses and morph targets you dont want to rotate any bones

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this is more of a limitation of unreal not supporting vertex skinning

neon bough
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whatever

plush yew
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as dual quartinos are not the only method to achieve this

drowsy snow
plush yew
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yeah

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i dont want to move any bones manually

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i dont want a solution involving movement of bones

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i want skinning lol

neon bough
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didn't the whole question begin with "i want my morphs to affect bones?"

plush yew
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as movement of bones or set bone loc get bone loc programmic methods wont be used in the end product im building

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so basically im inquiring of unreals methods of vertex skinning also called vertex pinning

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thanks for the suggestions so far any input related to the question is helpful

neon bough
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ok, let me tell you something

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morphs happen on the GPU

plush yew
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ben u wanna go to social lounge

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lol

neon bough
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so the cpu is most likely not even aware of all data

plush yew
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ok but im not using a gpu

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lmao

neon bough
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yea you make a text game with daz characters

plush yew
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๐Ÿค”

neon bough
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which only uses terminal output

plush yew
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sure

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thanks for the input

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note

neon bough
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rig is data thats available to the CPU

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vertex offset for morphs is calculated on GPU

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what you want (affecting bones with morphs) isn't even possible

drowsy snow
# plush yew so basically im inquiring of unreals methods of vertex skinning also called vert...

If you're super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super super picky about getting Dual Quaternion...

https://forums.unrealengine.com/t/dual-quaternion-support/144831/15

Note that this is a custom engine build, so you have to build it yourself or cherry pick the commit to 4.27

plush yew
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OH SHID

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thanks

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didnt know this was a thing ill start making a build now

drowsy snow
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I don't want to test that fork nor cherrypicking the commits myself, so all yours to try.

plush yew
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oh no

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well nobody can test it now

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lol

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sadly was taken down

drowsy snow
neon bough
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while just using DAZ rig would make it way easier i guess...

plush yew
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I would never use the daz rig lol

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horrible for animation

neon bough
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xD

drowsy snow
neon bough
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it's not horrible for animation

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your animation workflow seems horrible

drowsy snow
plush yew
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thats your opinion and i have never posted an animation here

drowsy snow
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I've been animating with Auto Rig Pro and Mr Mannequin template with no issue whatsoever, in Blender.

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Also made my own Control Rig setup for machinima projects, automated twist bone rotation included.

exotic thicket
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Looked at that Dual Quaternion thread out of curiosity as I had never heard of that... and people are saying Daz is the "state of the art" when it comes to characters? Really?

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All the Daz stuff I've seen look so fucking uncanny valley it's not even funny lol

neon bough
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that was before metahuman

red condor
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there's quite a range of Daz assets made by different people. Some are pretty realistic, some miss the mark, some are intentionally stylised

drowsy snow
red condor
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Also getting a good render in Daz is a whole other issue, which can lead to the characters looking a lot worse

drowsy snow
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Not to mention I've seen horror stories from people trying to retarget Daz rigs to UE4

red condor
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ha yeah, plus converting the materials

neon bough
drowsy snow
neon bough
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and yea, you can end up in uncanny valley pretty easy

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but that's more a problem of the artist rather than the character

plush yew
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@drowsy snowprefering either is silly in a way

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daz isnt really anything more than a store, for example the last project i was a part of used the daz store to purchase hdris

there is a good amount of people who do 3d print model work that use daz as a base mesh

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and there are more realistic daz characters than metahumans

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as metahumans more realistic than daz

neon bough
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both true

plush yew
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big trues

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personally i find daz a starting point

drowsy snow
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But it's way off of twist bone problematica

fleet marten
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I've been trying to get a Daz character to work in UE5 for a week now and I just want to give up. been a nightmare

neon bough
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indeed

drowsy snow
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ARP can make UE4 compliant rig

neon bough
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then we see you again in half a year wishing your twist bones back

fleet marten
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@drowsy snow Thanks for the suggestion. Just the other day I finally got the DAZ to blender bridge thinking that ultimately the only way I'd be able to get it to work would be to send it to Blender first before unreal

drowsy snow
neon bough
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ok, wasn't aware of that

plush yew
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I use dazs girl 8 mesh for most of the cartoon style characters I post on renderosity and turbosquid

neon bough
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but "mannequin compatible" ringed my alarm bells

plush yew
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but then I use gen8.1 as a base for all the 3dprint models I post

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so its very versitile

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there are lots of good options to use as a launchpad for whatever you're making

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@fleet martenDaz to blender bridge is horrible,

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please consider looking at diffamorphic, its been around much longer and functions much better

drowsy snow
plush yew
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diffamorphic not only converts the mesh 1:1 but translates the iray materials into blenders cycles

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and diffamorphic has options for automatically converting to mhx and rigify

drowsy snow
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And materials are irrelevant in this talk.

neon bough
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which then translate to basic color shaders in unreal ๐Ÿ˜„

fleet marten
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Oh dang that would be good

plush yew
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@neon boughthat is because they arent baked but this isnt the case with diffamorphic

#

it can merge materials and bake them

neon bough
#

well, if you want that

drowsy snow
plush yew
#

not true at all

#

you bake them

#

then they look the same

neon bough
#

why would you do that

plush yew
#

same with vray corona redshift etc

drowsy snow
plush yew
#

๐Ÿคฆโ€โ™‚๏ธ

fleet marten
#

I already was looking at a video the other day of someone saying that they preferred daz importer over the bridge and now that I Googled diffeomorphic, I see that is just the daz importer I saw mentioned lol

neon bough
#

first of all, blender texture baking isn't exactly what i would call great

plush yew
#

dont use blenders texture baking

#

its awful

drowsy snow
#

Let's just say materials in Blender is largely irrelevant when imported as FBX to UE4

And I know what's going on because I've been doing this for 4 fucking years now

plush yew
#

Ok but most of the pbr materials ive released for unreal engine and unity were baked inside of blender

drowsy snow
#

Though if you know what you're doing, you can improvise materials in Blender into a UE4 material graph.

plush yew
#

also this is why nvidia has made their own branch of blender, so that you dont need fbx

#

it also has options to convert the cycles material graphs into mdl

neon bough
#

they don't care probably

plush yew
#

but at the end of the day if you bake your materials specifically for unreal engine you wont have discrpeincies in the way they look

#

and material baking is simple

#

idk why some people find it so hard

neon bough
#

ok hear me out, how about you make materials in unreal and call it a day?

drowsy snow
plush yew
#

because unreal engines material system isnt as powerful

neon bough
#

xD

#

so what does your magic nvidia branch do? compile the materials to shaders?

plush yew
#

yeah

#

the documentation on nvidias blender page says it is better to bake the materials so that they look identical
but there is a tickbox for convert cycles shader graph to mdl

#

keep in mind this means when you import the usd into unreal it will not be an autodesk mdl material and cant be further edited with cycles

#

its a one way trip

#

so its smarter to bake it

drowsy snow
#

Basically the same thing that I can do with vanilla Blender 3.0 and big brain improvisation on UE material graph?

Yeah right.

neon bough
#

probably

#

but you can still make changes

#

well you can also change shader code, but...

drowsy snow
#

Also Quixel Mixer exist (at least for environment)

neon bough
#

what does metahuman use?

#

the useless unreal material graph system? :>

#

which isn't powerful enough

#

as we just learned

drowsy snow
neon bough
#

jokes on you, theres a black magic plugin in unreal

#

but for capture cards ๐Ÿ˜„

drowsy snow
#

Lmao

I used Blackmagic stuff for VP before.

#

I should redo experimentations with HD Final Fantasy models but using materials based on the MetaHuman (and supposedly useless Unreal's material graph)

haughty dock
#

can someone tell me how to get the mouse values

#

like if the player look up and down and right and left

karmic merlin
neon bough
#

then you can get axis input events from the mouse

#

on the event graph of your player controller (or character or camera)

haughty dock
neon bough
#

yes

haughty dock
#

ohh okay thank you very much

#

it worked

haughty dock
# neon bough yes

also btw is there a way i can disable keyboard input and mouse input separately?

neon bough
#

not that i'm aware of, but that is something that you could implement on your own (once you are more familiar with the engine)

haughty dock
#

ohh okay

plush yew
#

can someone help me for some reason im getting random spots of light in my scene and i dont know how to fix it

karmic merlin
plush yew
violet yoke
#

How do I make this kind of graphics?

haughty dock
#

can someone help me?

drowsy snow
violet yoke
#

Wdym respond to directional lights?

mystic grail
#

Does anyone know if there is a benchmark for unreal engine shader compilation on CPU?

#

I am curious to see how my 24 core ryzen compares in a standard test to other CPU's when compiling shader in UE

plush yew
#

why does my camera actor fall into ground when I export video? if I play it in level sequence it's fine

drowsy snow
# violet yoke Wdym respond to directional lights?

The way cel shading is constructed really depends on how you want it to be responsive to light sources.

If it's only needed to respond to directional light, make the material Unlit, and fake the shading based on the directional light's direction/forward vector.

#

I could rewrite by hand what I already wrote in #graphics on this subject, but I'm too tired to do so lol

violet yoke
#

Oh alright xd

#

Thank you

dense knoll
#

Quick Question regarding UE source: Is it allowed to make a private fork that only you can access?

drowsy snow
dense knoll
#

kk

plush yew
lean adder
#

Hello so my engine has been crashing when i press "Play" and i really dont know what causes it it worked fine few days ago but now everytime i click on "Play" it just instant crashes. Any ideas?

severe hound
#

does anyone know how to deep dive into whats causing blueprint time to be high like 200 call counts? from when you do stat game

kindred depot
#

is there any way to prevent this on rounded objects when modeling something round? i dont want to keep smoothing things and making the poly count on every model over 4 - 8 m....

red condor
#

if using blender to model, you'd right click your object and select 'Shade Smooth'

kindred depot
#

I used 3ds max ill import to blender

red condor
#

I'm sure you can do it in 3ds max

#

its basic 3d functionality

#

I just use blender, so used that example :)

kindred depot
#

With they have the smooth button, but it increases the poly count if oyu smooth it with the shader.

red condor
#

that sounds similar to the subdiv modifier in Blender

kindred depot
#

what it does

red condor
#

Yeah, that's subdividing

#

well, if you can't do it in 3ds then yep use blender ๐Ÿ‘ (but I bet you can)

plush yew
#

my game is making weird spots of light all around for no reason

kindred depot
#

i got blender open where is this button you speak of? i hate blender lol

plush yew
red condor
#

right click on your mesh

plush yew
red condor
#

and select Shade Smooth

neon bough
#

anyone played around with Apple LiveLink and DAZ characters?
wonder what's the best approach to apply the data, custom morphs or controlling the face bones!?

kindred depot
#

might of done the trick, ill export thanks ๐Ÿ™‚

kindred depot
plush yew
#

its ue4

kindred depot
#

thank you @red condor , This really saved me more than you think. i got to do this with 20 models i made now lol

red condor
#

(is it maybe the relax modifier in 3ds?)

kindred depot
#

You know what, i tried it and it does nothing. Ill just continue with this method of madness, if it works it works. dont bother me one bit! Thanks for taking your time to look for it tho

plush yew
#

anyone know a fix?

kindred depot
#

if not, then your pc either is weak, or the map has an error.

plush yew
#

how do i fix it then?

#

bleeding light

red condor
#

lighting in ue4 is a pain

#

does your mesh overlap?

kindred depot
#

I mean you can always made a "fake" all black wall behind what ever you are doing.

red condor
#

I believe if meshes overlap it can help avoid leaks. There are quite a lot of youtube videos about lighting issues in ue4. Personally I gave up trying to get perfect results a while back

plush yew
kindred depot
plush yew
#

Yeah

#

In the sand

kindred depot
#

Yeah

#

remove the pins on the materials

#

or world grid it out and open the level

plush yew
#

Thanks, I'll try ir

red condor
kindred depot
#

thats a loading screen i think

red condor
#

(assuming lighting is baked not dynamic) are lightmaps set up properly?

plush yew
#

this is my level

red condor
#

it can be hard to get perfect lighting results on very simple geometry. Usually designers will use detail to hide imperfections, allow for better lightmapping etc

#

are you planning on this kind of minimal look for the game or are you testing things out?

plush yew
#

im going for a Portal style look

red condor
#

Portals a pretty good example, if you look at the walls they're simple but they have little gaps and ridges in them where seams can be placed by the person making the models

#

this makes lighting artifacts less noticeable

plush yew
#

ah

plush yew
kindred depot
#

Hfill in ue5 is amazing.

plush yew
#

i just chuck a point light in a scene and call it a day

kindred depot
#

then tomorrow you will want to fix it again xD

plush yew
#

true

red condor
# plush yew how do i check im not that expert with lighting

well if you're just stretching cubes and planes, it's guaranteed that there is no real lightmap for the engine to use when baking, where to calculate seams and stuff. I'm no expert either - I use cel shading and dynamic lighting and then I can use my own modular assets, it looks kinda cool and I never have to worry about all that realism nonsense xD

#

but if you want to learn there are plenty youtube vids

plush yew
#

ok

#

how do i make it dynamic?

red condor
#

you would set your lights to moveable

#

and be aware of the performance hit xD

plush yew
#

okay

red condor
#

if you have a lot of lights you will need to optimise

#

then you'll want to fiddle with shadow quality

plush yew
#

okay

#

how do i make an enclosed room lit without having a noticeable light source

red condor
#

try searching for 'ambient light'

plush yew
#

instead of point light?

red condor
#

its not a ue4 component, but the name of the effect you're trying to achieve

plush yew
#

ohhh

red condor
#

light without an obvious source

plush yew
#

okay

red condor
#

sorry my bad xD

plush yew
#

its ok

#

hmm cant find anything online

#

on ambient lighting

strong obsidian
#

hey
How can I set target for console command "ShowDebug" ?

plush yew
#

well at least im not getting bleeding light anymore

red condor
plush yew
#

i removed the sky outside since its not gonna be there that stopped the light blobs on the edges

red condor
#

I think the general approach for interior ambient lighting in ue4 is to use a few lights rather than just one, so the sources are less obvious. Would recommend watching interior lighting unreal vids on Youtube to see various methods of realistic interior lighting and find one that works for you. (or setting your game outside, with a single dynamic directional light for the sun - much easier xD)

icy bolt
#

Does anyone have free vr locomotion project link?

fierce tulip
icy bolt
plush yew
#

like it looks like there is no light source but you can see everything

red condor
#

if you have enough evenly spaced point lights with the right settings that will be the effect. Don't know if that's the best way to do it, but I have seen it done like that in various dev videos

plush yew
#

okay

red condor
#

Wouldn't work with dynamic lighting though, the performance hit would be huge for a grid of lights in a large room. But for baking it would work.

plush yew
#

okay

jovial urchin
#

Any idea how to get a latlong view from the camera .
Like a camera which can render 180 fov

raw beacon
#

Anyone have experience with recording character blueprints in sequencer? I'm having a heck of a time trying to adjust animBP properties after a take has been recorded in sequencer

rain ingot
#

agh why is the texture editor so glitchy for me

#

turns my whole screen black

gleaming lotus
#

Is there any way to make these buoyancy points visible?
First thought was to draw debug points, but I can't grab the relative locations from the event graph. Any idea if there's some sort of buoyancy debug view? Google isn't saying much

jovial urchin
surreal eagle
#

Compiled build just says fatal error and crahses

peak vigil
#

Is it possible to save an actor and all his parameters in savegame and load it later on another level?

idle stump
#

I have this issue that's been driving me insane, hopefully someone can give me other ideas to diagnose it. I have 2 monitors which run through a DisplayPort adapter (like a 2 to 1, multi stream joiner), into a single DisplayPort on my gfx card. Very often when using Unreal (like at least 50% of the time) when I start playing in the editor both of my screens will go black. They never come back on until I unplug both cables from the adapter, and the adapter from my gfx card, and then plug it all back in - sometimes (maybe 15%) even then they do not come back on and my computer appears to crash and reboot itself. No blue screen, no error message. My graphics drivers are up to date. My theories are #1, the adapter is no good and #2, some driver issue, #3 maybe my system just can't handle Unreal on 2 monitors? They are 16:10 "1080p" monitors, nothing too fancy. It doesn't happen outside of Unreal, at least not that I can remember.

wet briar
#

If I have a blueprint derived from a c++ class, will modifying the class update the blueprint as well?

#

Or do I have to create a new blueprint derived from it every time I make a change?

fringe pivot
#

I have this weird issue, I created an scene for the main menu, a small landscape with the same auto material I use in the level which works totally fine there.
In the menu level the foliage takes like 10 seconds to render though.
Any idea why?

grim violet
#

How do I disable/enable these spotlight indicator lines?

#

So annoying idk how to word it to google

red condor
stable remnant
#

what are the implications of attaching objects to other objects?

grim violet
#

THANK U

red condor
red condor
stable remnant
#

does this mean the location will be relative to that parent?

grim violet
#

Been ultra confused on that for like 30 minutes lolol rlly appreciate it

stable remnant
#

I have a generation script spawning a lot of tiles and I'm trying to figure the best way of keeping it somewhat organised

#

Should I have it create a folder for them or something then?

#

or should I just learn to care less

red condor
stable remnant
#

and there wouldnt be any performance penalty to this?

#

I'm not planning to move any of these

red condor
#

I can't imagine why there would be, but I'm no expert there either. You can always profile to check the performance. I expect the main issue would be if you spawn a ton of tiles at once?

stable remnant
#

I have been dividing them into sections so I dont need to spawn & keep loaded a shitload at once, I'm hoping that'll do

grim violet
#

How do you stop a character from falling through a table? I.e.) I have an animation from mixamo of someone typing but when I use it, the persons hands fall through the table, how do I prevent that?

#

Is that what collisions are for?

#

(New to UE just trying to figure it out lol)

red condor
#

The mixamo animation is probably expecting a table prop at a precise height

#

It is possible to edit animations in UE4, though it's easier to use 3d software to do it

#

Your easiest option is probably adjusting the table height though ๐Ÿ‘

grim violet
#

Oh okay so I just have to make the prop fit?

#

I am planning on doing mocap soon, with a suit, so if I do an animation with a character holding a cup, how do I make them hold the cup?

#

Do I just have to animate the cup moving at the same path the character is moving?

red condor
grim violet
#

Gotcha I thought so

#

Wish it was easier ๐Ÿ˜ญ but that is okay

red condor
#

However, for the cup it's a little different

grim violet
#

Oh?

red condor
#

You would likely use a socket to attach the cup to the character's mesh, as you would with a sword for example

#

that way it'll move with the hand

grim violet
#

OH

#

Genius

red condor
#

You might also be interested in inverse kinematics - where the character's animation can dynamically respond to the environment - think modern games where the character touches walls that you move near, or where the curve of the feet matches the slope of the landscape

#

So there are quite a few options available :)

grim violet
#

I am assuming that's what IK meant

#

Lol thank you I am big noob but that makes a lot of sense

#

I will use learn.unrealengine for inverse kinematics I am sure that will be indefinitely useful

red condor
#

You're welcome, we all have to start somewhere :) I'm only mostly out of noob stage myself haha

grim violet
#

Appreciate the advice Geoff!

#

I started 2 weeks ago so YIKES a long ways to go

red condor
#

Follow tutorials, focus on the areas you're interested in and enjoy the journey ๐Ÿ˜

grim violet
#

Yep!

#

Its a fun journey for sure

#

UE is top tier

#

Best community tbh everyone is helpful

red condor
#

It is crazy what we can do for free with UE (I first dabbled in gamedev in QuickBasic on a PC in the early 90s... things have changed), and yeah this discord is great! I only found it a week ago or so.

grim violet
#

I started in Unity maybe 4/5 years ago, but barely made anything because I was young and thought I couldn't comprehend game development lol

#

But now I am ready to tackle it because sooo much cool stuff can be made

#

The fact that hollywood is using UE is what made me get into it

red condor
#

True, it almost seems to be more focused on VFX stuff now than being a game engine haha

grim violet
#

I'm okay with that TBH it'll make more interactive movies

red condor
#

But it's great that it brings these amazing tools to so many people in different industries

grim violet
#

Right

red condor
#

True! ๐Ÿ‘

grim violet
#

How do you disable these light icons?

red condor
#

'G' is a quick way to hide all widgety things

grim violet
#

Oh nice

#

Thx!

plush yew
#

Does anyone know why I am getting a warning from this? I am adding a ui widget to my character, but with this it keeps telling me a warning right when the game starts saying ;
The widget 'MainUI_C' was already added to the screen.

red condor
#

Any voxelplugin users here? I'm wondering if its worth trying out the free version and how limited it is

rotund scroll
#

the person who makes it is in this discord

tight crystal
#

will this run in ue4 and 5

#

in a game

red condor
tight crystal
tight crystal
tight crystal
#

i want to make it playable*

red condor
#

would this be the player character's mesh?

tight crystal
#

yeah

red condor
#

243k tris should be okay then, AAA games often have 1 million+ tris in a lead character. You wouldn't want everything to be this detailed though. Make sure to profile, and bear in mind performance on lower end PCs if that's a concern

tight crystal
rotund scroll
#

literally

#

all you have to do is try it

#

everyone does it

#

nobody will have a better understanding of whether it will run than you, when you try it

oak patio
red condor
#

that -should- still be fine - but what else is going on in the scene? And what if one person has a crappy PC? etc. Basically there are lots of variables to think about for any given game. All you can do is profile your game - for the reasons above :)

tight crystal
drowsy snow
oak patio
#

the most i have seen is horizon zero dawn that used like 600k

rotund scroll
#

then put it in the game and see if it works without animations

#

besides that

#

animations are tied to the skeleton, not the polycount

#

so as long as the skeleton works for you, no issue

#

you can still reduce the count as you want

#

it'll make no difference other than you'll have to rerig it probably. but that's par for the course if you're animating anyway

graceful forge
#

250k tris for that seems excessive, even if it does run, it should really be optimized to a lower tri count

drowsy snow
#

Put the mesh in the map, complete with materials, test the frametime with increasing amount, that kind of shit

rotund scroll
rotund scroll
red condor
#

For multiplayer, definitely optimize wherever you can. But tri counts aren't the concern they used to be.

rotund scroll
#

shader cost is much more prohibitive than tri count these days

#

in my personal project I have low cost shaders in exchange for high poly counts

#

and it makes almost 0 impact on framerate

rain ingot
#

where do I find free models for unreal engine?

red condor
drowsy snow
rotund scroll
#

the best answer

rotund scroll
#

also what happened to brother Hoodie?

#

I feel like that shouldve caught on

remote jasper
#

Is there somewhere else i can ask for help for problems im having with unreal other than here?

drowsy snow
drowsy snow
#

Also le google search

red condor
#

Does voxelplugin free have procedural landscape generation, or is that just in the paid version?

rotund scroll
#

still works

drowsy snow
rain ingot
#

ue stuff takes up so much memory

rain ingot
#

do people often use hard drives to store stuff?

drowsy snow
red condor
#

only the pro version includes 'voxel graphs' - but I don't know if that's the only way to spawn landscape dynamically. Just thought someone might have a quick yes/no for me.

drowsy snow
rotund scroll
drowsy snow
#

I know

rain ingot
#

I dont even got 16g of ram ๐Ÿ˜ญ

#

I got 8

drowsy snow
#

8 GB of RAM is passable

rain ingot
#

my laptop has 16g ram and better specs than my PC but it sounds like a vacuum cleaner when I try to use UE on it

#

๐Ÿ˜”

drowsy snow
rotund scroll
drowsy snow
#

Because using laptops are more frowned upon, yay.

hollow fossil
#

Does anyone know why unreal is crashing when I load my tilled landscape says something about assertion failed size Y it only does this if edit layers are on when i import the tiles

mental shale
#

(i didnt know what other channel to put this is) Anyone know why moving this asset to another folder makes it un-savable?

rain ingot
#

Do you need a really good pc to run like detailed environments in unreal engine?

#

Can I make do with 8g ram, GTX 1660 and an AMD Ryzen 5

#

Been loading for a good 25 minutes

#

PC frozen and everything ๐Ÿ˜ญ

#

Is this normal

mental shale
#

if it's your first time running the engine, shaders usually take a while to compile

#

but your gpu is fine

#

16gb of ram would prolly be better

#

yea

#

(and idk which exact ryzen u have)

rain ingot
#

Ye ima need to get 16g

#

Is it possible to swap my laptop specs with my pc?

mental shale
#

you can still work with 16 tho

#

if you use ur pc I guess lol

rain ingot
#

Like taking my 16g ram and amd ryzen 7 from my laptop and putting it in my pc

mental shale
#

oh, nah

gaunt abyss
mental shale
#

usually

rain ingot
#

Oof

#

Might as well build a new pc

mental shale
#

well, Id just get some more ram first

#

ur specs seem fine other than that

#

how many sticks do you have in there already?

rain ingot
#

Lemme check

#

1

#

My case is pretty bad I think, it only allowed for two slots

mental shale
#

oh

rain ingot
#

Ima just get two 16gb

mental shale
#

yea

rain ingot
#

My pc is very dusty on the inside tho

#

Will that affect anything

mental shale
#

if yer really strapped for cash, you could get just one 16 stick for the time being and just ignore dual channel until you can get another (matching)

rain ingot
#

how do I select an entire object rather than the face

#

it just keeps selecting the face for me

#

I'm not in brush editing

little edge
surreal eagle
#

Anyone know anything about building the game

#

I keep getting error code 6

nimble bane
#

Anyone know of an issue where clicks suddenly start to register twice in the editor?
This makes any popup menu disappear 1 frame after it opened. It makes the editor unusable and haven't found anything that works except from restarting UE4

This is on 4.27.2

#

Scrap that, I think the popup menus just close immediately after they open by themselves

#

Even on hover they close

nimble bane
#

Cool, yeah I'll try a different driver version

fringe pivot
#

Don't

#

This works

#

It seems to work at least, I haven't noticed that issue again since I ran that registry key

nimble bane
#

Thanks, I'll see if I get the issue again

rain ingot
#

uhhhhhhhh

#

how do I fix this?

#

I think I pressed some keybind

modest trench
#

you pressed F on the skysphere*

#

click something else in the world outliner to focus on and press F

#

F moves you camera to view the selected thing's bounds

winter stream
jolly crater
#

L

surreal eagle
#

This makes no sense

#

Why

#

I want to cry

rain ingot
#

my engine is running so slow

modest trench
#

might save it

marble otter
#

Hey, I got a newbie question over in #blueprint

Probably an easy fix I'm not able to conceptualize yet

plush yew
#

looking at using UE4 for CAD work and have my eyes on a workstation with a Quadro T1000, would that be good enough for real-time rendering in UE? or should I look at something else?

eternal plinth
#

why i can't install another version of unreal?

kindred viper
#

click the + sign above it where it says "Engine versions"

plush yew
#

it looks to be greyed out if im not mistaken

eternal plinth
#

its greyed out

eternal plinth
kindred viper
#

hmm mine isn't thats odd

#

Has anyone tried the Advanced Vehicle project in 4.27.2? It doesn't seem to work. The back wheels sink into the ground and the controls don't do anything

#

ok just tried it in 4.26 and it works. So it's broken in 4.27

haughty dock
#

"UATHelper: Packaging (Mac): ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override."
can someone help me

elfin coyote
#

is there something like this green collider on unreal? it looks like a slice of a circle

rotund scroll
elfin coyote
#

How?

elfin coyote
rotund scroll
elfin coyote
#

How do you do it with culling? (i think unreal uses some kind of BVH and i want this too)

rotund scroll
elfin coyote
#

not checking every object on scene

rotund scroll
#

I mean you'd have to access the renderer in cpp to handle it, but it's definitely within reason

elfin coyote
#

hmm, it will run server side

#

Do you think creating a mesh with a circle segment is a good idea?

rotund scroll
#

I think if you're wanting to have something that is optimized for culling you need to dive into cpp and do it mathwise

#

nothing else is going to be fast enough

#

that said, UE already handles culling and occlusion fairly well

elfin coyote
#

Are not overlap events fast enough?

rotund scroll
#

nah, nothing like that will be good enough. it would be very costly

#

so your performance would tank very quickly

elfin coyote
#

This is bad, i was relying on UE somehow using PhysX or something with broad phase collision detection for this tests ;/

surreal eagle
#

line trace+loop

elfin coyote
#

i think i will need too many lines to make it accurate ;/

little breach
#

how can I get a pawn to ignore collisions and keep walking through any obstacle?

river bolt
#

Hello there

#

I am looking for a remote job on unreal engine , can anybody help me where to find it ?

river bolt
last cloak
#

hey cuties

#

quick question

#

im actually gonna ask this elsewhere

gusty hatch
#

I want to use individual mesh collision for each of these scene components .. I am finding it difficult to achieve what seems like a simple task. These pieces are going to break off of the scene component which will change the collision shape. I don't want to make the collision the parent .. I made each part separate blueprints and tried to use them as child actors as well and this did not work. Any thoughts ?

plush yew
#

does anyone know why the gap between two static meshes with the same material and size is really obvious

true quartz
#

Hey guys how to i get rid of the tiling? the texture is pretty good so I want to use this but i want to get rid of this tiling

surreal eagle
#

ATHelper: Packaging (Windows (64-bit)): F:\more ue4 shit\RampRagev2a\RampRagev2a\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Public\BP_LightStudio__pf1079297466.h(108): warning C4996: 'UAtmosphericFogComponent': Please use the SkyAtmosphere component instead. Please update your code to the new API before upgrading to the nex
t release, otherwise your project will no longer compile.
UATHelper: Packaging (Windows (64-bit)): [35/38] Module.NativizedAssets.11_of_16.cpp
UATHelper: Packaging (Windows (64-bit)): [36/38] Module.NativizedAssets.8_of_16.cpp
UATHelper: Packaging (Windows (64-bit)): Took 173.2238772s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Tony\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\UBT-RampRagev2a-Win64-Shipping_2.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

what?

surreal eagle
true quartz
surreal eagle
plush yew
#

how would i blend these meshes together?

icy bolt
#

can anyone tell me how to switch between widgets in UE 4.27 VR

icy bolt
surreal eagle
#

you might want to hide one and remoe the other

#

destroy/hide

ebon stirrup
icy bolt
plush yew
#

how do you increase animation length?

#

can't move the red line in editor

soft osprey
plush yew
#

i entered frames

#

but it stops at the same location as it had

#

i have 34 frames, set them to 54

#

stops at 34

soft osprey
#

Can you make a gif or sth?!

plush yew
#

it's a walking animation in loop

#

walks, stops, repeats

#

i want to make it walk long distance

#

like increase it 3 times

soft osprey
#

Aha XD you just wanna loop it
You can use anim composites and if you want the character to actually move, you need to turn on "Root Motion" in animation's details panel

ebon stirrup
#

yeah root motion is the best

plush yew
#

yeah

#

rotor works

#

thanks

#

but

#

it will just walk forward without stopping?

ebon stirrup
#

you can use a montage to add multiple animations

#

the 1st anim is walk

#

the 2nd is stop

plush yew
#

how do you add them?

#

in the same window?

ebon stirrup
#

first make a montage by right clicking an animation and go to create and there on the right bottom side you will get the animation browser ig

#

from there drag and drop

plush yew
#

ok

#

i enabled rotor motion

#

but it's not moving forward

solid fox
#

Hey guys I have a problem. I hope this is the right place to share.

plush yew
#

it just walks in place lol

solid fox
#

Hello! I have an object, that should animate (Animated through sequencer) when I press the keyboard(Project Setting Input) through the box trigger. Itโ€™s a โ€œGateโ€, and when I press a keyboard button, animation works and the gate goes from the raised position to down. My problem is that I canโ€™t walk on it after the animation is complete. I can walk on it only from the sides, but this is not a solution. I noticed that there is like invisible barrier on the gates origin/pivot point on the bottom.

ebon stirrup
ebon stirrup
plush yew
ebon stirrup
#

you might have to make a bp

#

and then play montage (you have to make a montage for this )
or use an anim bp

#

make sure this is like this

plush yew
#

ok, thx

ebon stirrup
#

welcs

#

BTW if you an error feel free to ping me

plush yew
#

root motion section doesn't look like that for me

ebon stirrup
#

then ?

plush yew
#

in animation itself

ebon stirrup
#

oh thats in the animation bp

#

the ss i sent

plush yew
#

in montage there's no root motion

ebon stirrup
plush yew
#

can't find root motion from everything

#

how do i make the gap unnoticeable

ebon stirrup
#

of anim bp

#

or in the anim preview editor

waxen ibex
#

the grasses are turning black

plush yew
#

i made a new animation blueprint, selected character mesh, then dragged animation in, but character stays in t pose

#

damn

#

shouldn't be that hard ๐Ÿ˜‚

bleak zodiac
#

okay now make montage of animation cycles ๐Ÿ™‚

ebon stirrup
ebon stirrup
quiet island
#

My navmesh is huge but I cant seem to go any further then where I have placed the red line.

#

Anyone has a clue how this could occur?>

bleak zodiac
#

okay, here is better, Keyframe animation, no use of mixamo, apply 12 principles of animation

plush yew
#

i just need to make it move forward, slide

#

for cinematics

#

in cinematic editor you can move the mesh or character

#

so that could work for it

#

but won't help much in long run lol

plush yew
#

it stays as t pose in animation blueprint when I drag it

#

๐Ÿ˜ค

drowsy snow
quiet island
dapper oak
#

is there a way to leave specific blueprint classes out of a packaged build because they are making the package fail even though I am not currently using those assets as I need to package to test something on a different platform before I can fix the issues that is causing them to throw an error!

plush yew
#

how do i make the transition between meshes not so sudden, theyre the same size and material but its really sudden

#

made movement in cinematics instead of in game, but now the camera is falling into ground when I export video

analog vale
#

Hey guys im on macOS and updated to Monetery 12.2.1 and unreal keeps crashing when opening a project....

#

does monterey not support it yet? Mac running on an intel

icy bolt
#

can anyone tell me how to switch between widgets in UE 4.27 VR

red condor
#

Is there a reason landscapes are created at z location 100 by default?

#

I'm moving it to 0 to make things easier, just want to check I'm not going to mess something up without realising.

plush yew
red condor
#

Awesome, thanks for the advice ๐Ÿ‘

drowsy snow
red condor
gusty hatch
#

I want to use individual mesh collision for each of these scene components .. I am finding it difficult to achieve what seems like a simple task. These pieces are going to break off of the scene component which will change the collision shape. I don't want to make the collision the parent .. I made each part separate blueprints and tried to use them as child actors as well and this did not work. Any thoughts ?

red condor
#

Since each cube will have collision by default, if you destroy one/both of the wing cubes that should affect collision for the ship without you having to do anything else

#

Apologies if I'm misunderstanding the problem :)

gusty hatch
#

@red condor all good - thanks for trying. You can ignore the planes as this was just a demo to explain my issue. The problem is the Default Scene Root ignores all the static mesh components collision.

red condor
#

Still not sure I understand - I'd recommend posting in more detail what you're trying to do and what is happening (any relevant blueprint etc). I have to go eat but hopefully someone will jump in, if not I'll take a look later ๐Ÿ‘

gusty hatch
#

adding 3 cubes to the default scene root and setting all their collision to block all - does not work.

#

If I make the first cube the default scene root - it now has collision and works as intended but the other 2 cubes do not.

#

How can you define the collision of the remaining cubes ?

red condor
#

A scene component won't affect collision at all, and setting a static mesh to block all definitely gives it collision. You need to explain what you mean when you say it 'does not work' ๐Ÿ‘

#

What do you expect to happen, and what do you see happening?

drowsy snow
#

Yeah, it's weird that "it doesn't work" when people kitbash static meshes with BPs for years

waxen ibex
#

my foliage is appearing weird

#

black

waxen ibex
gusty hatch
calm iris
#

Hello, hope im asking in the right place! Im trying to make interactive overlays in OBS with the help from some plugins and was wondering if anyone knows a way to in real time pull information from a unreal engine 3 game (Realm royale). The information id like is damage taken/given, healing used etc so i could have that information trigger sources and scenes in OBS. Please feel free to delete my message if im in the wrong place.

naive dune
#

a bit of a noob question but how do you display the joints in Maya?

chrome swallow
#

Any one happen to know what may cause this odd shadowing effect all over my landscape and how I may solve it? It is designed by blending materials for the landscape but also the shadow is on the rocks and trees as well.

naive dune
#

Was looking at toolbar just now

glacial otter
#

Lol why is Logging/Printing to screen so slow? I was profiling my inventory sorting algorithm and it was taking ~20 ms to finish... I removed all my Logs and it went down to 1ms...

red condor
# gusty hatch I'm using a pawn with a floating movement component. On construct I use the node...

In the screenshots you posted above the mesh components already exist, you don't need a construction script to add them. If those screens aren't of your actual game object then they won't help to diagnose the problem. Maybe the issue is in the construction script itself? If you prototype this like in your screenshots above (but with cubes instead of planes), with no construction script, you'll see that collision works as expected. The problem is somewhere else. (In case you aren't aware you can just add any components you want to your pawn, you don't need to use a construction script unless your game requires it for some reason).

wet stone
#

hello guys, which canal is for questions about eu5?

quiet island
wet stone
#

tx u

red condor
#

If I was to hazard a guess, I'd say maybe that big mountain mesh doesn't have precise collision enabled and is blocking the character? Try visualising collision to see if that is the case

#

aha, I see! Apologies Jaimy ๐Ÿ˜

quiet island
#

Could very well be the case haha that mesh is close there

#

This says it all ๐Ÿ˜„

rare frost
#

anyone know which is more stable as a packaged game, 4.27 or 4.26?

#

(or in your experience)

chrome swallow
#

Any one know something about RVT Cache and why it may turn the landscape reflective black?

fierce tulip
runic fern
#

Hi guys .. How can i Secure Standalone Project from being hacked its not a game .
I wont them to make a crack and copy the project ?

#

its for a company

runic fern
#

I was thinking about using Something like hash key checking if it same as the installed copy

#

through API

#

or TLS handshake

drowsy snow
#

Which is basically the same as online verification.

Make it account based as well, and rely on subscription.

runic fern
#

Account base

#

Single Sign in

drowsy snow
#

Also, by always online, I mean the application can't be used/started when it's offline.

runic fern
#

And what can i do about the updates if i want to Release updated do you have any idea ?

#

i was thinking to use Custom Launcher

#

and using server with chunk downloader i think

drowsy snow
#

Do the whole verification server side. Pirates can only go so far client side.

runic fern
#

Nice

drowsy snow
#

And yeah, definitely prevent the pirates from tricking the client into returning self confirmation

#

Hence the "always online" concept.

runic fern
#

thank you for information ๐Ÿ˜„ โค๏ธ

green light
#

i will need to learn this, if I ever learn UE4 correctly ๐Ÿ™‚

raw falcon
#

Hallo, When I Create UnrealProject, 'vfx' name of folder is created automatically. and when I try to delete or change the folder name, when re-open the project, it created again... Could I know how to delete or change this?

red condor
meager lion
#

Hey guys bit of a noob here, but was wondering if there is something simple&similar to blenders hue/sat node in UE to use in a material instance

drowsy snow