#ue4-general
1 messages · Page 1155 of 1
i am glad to join 🙏
Mine sometimes crashes when just opening the project
provide is a strong word
EOS supports it iirc
Unreal does an awful lot of things if you can figure them out
That is a blessing and a curse
Lots of things are locked behind C++ and not exposed
because things that seem intuitive aren't because you're supposed to do them the unreal way
i've spent the past.... week debugging my leap motion tracking in UE4
i refuse to continue modeling my character until i see it all works
the unreal way
"Hi, I'd like to make a loop that has a 5 second delay in it"
"No. Screw you."
"wat"
"you heard me."
How dare you use a delay
disgusting
That's what timers are for

Timers are black magic
That's why we put everything on event tick
i had to restart my computer after unreal crashed and subsequently refused to load most of my mesh
as in i was met with eyeballs and a jaw
10/10
Be sure to smash your keyboard in anger and switch to Unity
i'm switching FROM unity
Also, leapmotion is awesome. I've been using XSens myself for a virtual production class
i wish i could afford xsens stuff! maybe down the line
for now though leap motion works great for sure
just setting it up in UE4 has been an experience 
I'm trying to convince my girlfriend to vtube through UE, but she's locked into Vroid and some other stuff using Unity
at first my hands were clipping somewhere under the floor, now i got it to track ok but working on matching the rest of the arm to the hands
yeah i'm... that's what i'm switching from
vroid and unity
making my own model in blender and struggling in UE4 but it's worth it
it's so cursed
Anyhow, I should probably get around to sleeping. Got things to do and I am very west coast XD
o/ toodles
my main issue with the leap motion so far is that it seems like there's no easy way to actually get the hands to align with the UE4 axes
see you!!!
i actually messaged ultraleap* and they were great about it but the bottom line is "git gud" so that's what i'm doing now i guess
If you run a popular FPS game like apex how many servers do you need lol
Let’s say if I made a FPS game and it blew up in popularity do I need a lot of servers to be able to run the game servers
regardless of popularity you'd need a server per service region to get started
If you havent even touched gamedev yet I wouldnt think about multiplayer
Stick to single player for a good while until you understand things
yes, even i still with single player
Hello guys I am new here and came with my problems
Don't we all
what are you trying to do?
is problem in lights or in skylight or in mesh?
ok i've been staring at my project too long
i'll go do something else LOL
suddenly it's 3pm
When I look at a spot, the lighting should stay the same and stable. But as I move the camera, the lights seem to increase and decrease whereas they should not. Why are they looking different as the camera moves around
Looks like camera exposure, from what I can tell with that video.
I'm working on a joint project. When I double click the project file (created in UE5 EA2 and I am using UE5 EA2) it opens fine. When I try to open via browser, it asks me to convert it. Any idea what's going on?
You don’t
You need to make your own functions
(I assume you mean ultra dynamic sky)
yes
what's the appropriate channel for a question about including UE in a company's pipeline?
RVT updates very rarely
So that is why dynamic effects do not work well with it
What you need to do is apply the weather effects after the RVT sample
And if you do not know how to make materials that may be difficult for you
I guess this one? 
nice
prepare for the papyrus
😅
I was asked in my company to include UE in their existing working pipeline. Note that I'm the only developer, they're all artists (I tried proposing git for versioning but sad lone programmer noises), and the company works on digital effects for cinema, not videogames.
If possible I would like some feedback.
In their existing workflow, each project has an assets directory, with the following structure:
project_root/assets/asset_name/publish/variant/version/[files]
where "version" is just "v1, v2, v3", and "variant" are subfolders for stuff like differently textured fishes when the asset is a fish specie. There can be any amount of layers of variants. Other folders inside asset_name are used for maya, nuke, and other software.
Instead of opening projects by hand, they use rez to setup the environment, and a custom made small UI interface that lets the user select a project and which software to open it with. I have to add unreal in there.
Once a program is started, they added custom plugins where the user can insert an asset with a sequence of dropdowns that starts from asset name, variant, and then version.
I can't turn project_root in an unreal project, it would be a mess.
They also want machines to work directly on the files in the server, no local copies allowed (all that without actual versioning, can you imagine?)
I also need to let them use multiuser, which we've tested, doesn't like being launched on the exact same project in the same disk location. It needs two separate copies of the project.
From now on when i say project I mean the company project folder, when I'm talking about UE projects i'll specify.
So I was considering doing the following:
For project creation and opening:
When a project requires UE, make an UE project inside the project's root directory.
The ssoftware launching tool will require if you're opening the project to work alone/as multiuser server, or as a multiuser client.
If alone or multiuser server, it will open unreal on the project inside the company servers.
If multiuser client, it will create (if not already existing) a local copy of the project from the server. Somehow the local copy will have a flag so that should unreal be manually launched on that project, it will issue a warning popup message.
For assets importing:
Add an editor UI utility with the dropdowns to select assets like they do in other software.
When an asset is selected, if not already imported, replicate its folder structure from project_root/assets to project_root/UE/content/assets.
Since only published stuff is used, I'd skip the publish subfolder inside UE.
Every time an UE project is opened, automatically reimport all the uassets inside content/assets, so they get eventual changes that have been done to the source file.
Before proceding I would like some feedback or suggestions, thanks.
Why would you use git for video games?
Use tortoise SVN
when i go into 'lit' mode my computer starts hissing.... is this normal? for some reason i'm convinced it's due to my massive emission on light materials.
That means your PC is in Pain 
Probably your GPU 
Also your problem seems way too specific for anyone to give advance without previous focus on such a feature
git, svn, they refuse. Subfolders with v1 v2 v3 is the only option lol
😭
might be coil whine, search for it on duckduckgo. It's not necessarily a sign that something's wrong
some GPUs have loud coil whine, others don't
ah, ty could be!
it doesn't feel like it's struggling, but the noise concerns me slightly.
I would check the temps to be sure
and i feel like i'm not optimising my levels well. xD i have one big massive level with everything in it.
how do i do that?
Ain’t that just a big waste of space? 
librehardwaremonitor, hwinfo, or similar software
and a single light has a massive emission material as well as about 5 actual lights surrounding it so i think that might be screwing it up.
ah thank you!
indeed the state of their servers is... let's not talk about it lol it's a mess
took a break, now back to fighting hand tracking 
where to ask question about vector math
Guys, what are the most important pc specs for working with unreal and 3D?
also for a widescreen monitor, is more resolution or more refresh rate better
RAM is a big one for ue4
32gb is good?
Nah, Color space
If you are looking at performance you can always emulate higher resolution
And refresh rate only gives you more visible FPS, and you can have the counter for that, no need to eye ball it 
So just get a monitor that has at least IPS
Should be enough, but remember RAM speed is also important
hello Guys, i am struggeling with the unreal Engine, cuz very new to this programm. I have a question. I have a button, which opens a trapdoor in my level. The moment, this button is pressed, the engine shall swap the Camera from third person, to a static cam in the Room, and after 3 seconds it should switch back... any Help anyone? :'c
Set View Target with Blend
That’s it
That’s the node
doesnt work
trying it since 4 hours
just dont get to anything with this node editor
It works, you probably just did something wrong 
Send a screen shot of the node you use to switch from 3rd person to static first
Then another that node to be precise
But I assumed that was obvious 
gimme one moment, i try to reconstruct what i just deleted
so that should switch to the static cam in the room, but it just buggs the camera into the player, after interacting with the button#
Do a print string after the node
yeah it shall swap the camera within 1 frame so yeah instant
cuz the trapdoor gets rotated
and the camera would rotate with it
Just use scene components 
use what?
Add a scene component and have the visual part of your trap connected to it, then have the camera be connected to the root
And rotate the added scene component and not the entire actor
If you do anything like that in level BP there is 0 chance you could reuse that trap later on
Think about everything as if you were to use it again somewhere else
Anyone here use the Antize menu system?
i have no idea how this shall work
i am glad, that the opening works after i constructed it with 107 tutorials xD
If you used lerp instead you could easily adjust how much you rotate
not for rotation
any ideas how i can go on from here?
🤷♂️ i am lost in ue
Would that work?
i will only have that one
Still, if you were to add something else
With similar functionality, you wouldn't be able to solve it that way
DO NOT USE LEVEL BP FOR THAT
hi everyone, I need your help with a basic issue, when I go away this volumetric clouds which I created with plugin disappears, not sure what's the reason is, I need to make a 10 sec long cinematic with a nice lighting going in the clouds and then going up and seeing them in distance but this issue prevents me from seeing them in distance, just clips them
Ps. Also does anyone has a suggestion on how to do this in UE5, I could really use some detailed explanation
Did you try increasing draw distance?
Not sure how to do that for this one
Where can I find the right setting and increase that because scene doesnt have anything just the basic empty level with no culling
question about rider. how do I change default autogeneration code style from snake_case to PascalCase? I accidentally pressed something somewhere and now all variables generated in snake_case
Question: Are the BlenderTools for Unreal still available?
Has anyone else had a problem with lights not working in 4.27? For whatever reason when I place spot, point or rect lights, nothing is lit up by them.
how do I create a C++ class in ue5?
tools menu
Thanks a lot Sir
They are still on the git 👍
but the page cant be found, i have tried several times
is your account linked?
yes
the page is working here, just downloaded the zip
if unreal don't show on your git profile under Organizations your account is unlinked somehow, or you're logged into a different account maybe?
still failing, even tried unlinking and linking git again
How do I place an static mesh (or actor) on XYZ with adjustable rotation from C++ code?
when you click the link I put above, do you get a page not found?
no idea what's happening there - last commit to tools was 22 days ago so I think they're still supposed to be public. Doesn't seem like github is having issues right now but maybe try again tomorrow?
just managed thanks, I guess they had revoked my membership so I had to rejoin
aha nice! Glad you got it sorted 👍
its showing blender 2.93, has anyone tried it on blender 3.1?
it works on 3.0 definitely
for my use at least
i'll check 3.1 now since i upgraded today
yep it works 👍
pls
when you say 'place' are you trying to spawn an actor with a transform? I haven't watched it but this video may help: https://www.youtube.com/watch?v=9yftOwWp48A if not try searching youtube for unreal c++ spawn actor
Consider supporting the channel on Patreon: https://www.patreon.com/devenabled
UE4 C++:
This playlist covers various aspects of working with C++ inside of the Unreal Engine.
This Video:
In this video, we create a camera shake and implement it into our character class fire function.
Links:
Download projects from any complete tutorial series an...
mine is saying Activate
I think so, thank you
I'm still on an old version of tools, 1.8.4. But i'd be surprised if this works and the new one doesn't
have you set up your unreal project btw? python, remote execute
Hello, so I am totally new to UE4 and I am trying to create an equation for a minigame I am trying to create. The game is basically A (a random weapon from 1-9) + B (9 different crystals with the value range 1-9) = 10 . You are presented with a random weapon/number and then you choose the right crystal to try to get the equation to get the result = 10. Anyone able to spoon feed me in this task? 🙂
I managed thanks a lot
np have fun 👍
you saw nothing geoff XD
I'll get you started 😁 A simple way to do this would be to create a 'crystal' actor blueprint. This would have a mesh/sprite and a public integer variable. You'd place ten of these into your level (you need to decide how they are chosen - clicking on them? walking into them?). Then you can set that variable and the mesh/sprite for each of them.
Offering a random weapon should be easy enough, Random Integer will help
Since you're brand new let me recommend a great beginners tutorial series
In this episode, we'll cover how to make and open a new project, how to move around in 3D space (it's really fundamental to everything you'll learn later!) and how to navigate UE4's editor to find what you need.
Get Unreal Engine 4 here!
https://www.unrealengine.com/en-US/get-now
Music:
L e a v e s by Sachko - https://soundcloud.com/sachkobe...
Right now I am in a widget.
If you were walking into a crystal to choose it, you'd use an overlap event (covered in that series)
This is the idea as a sketch...
The weapon to the left is a random number 1-9 in this caes 8. The crystals have a value 1-9 starting at the top left 1,2,3 middle 4,5,6 and the bottom 7,8,9.
nice, I see what you're going for. Are you imagining a 2d (sprite) or 3d presentation?
Then press the craft button, checks the equation if its right or wrong. The wepon gets regenerated with a random value.
2D for now
Got until Sunday to deliver 😄
This is what Im trying out, but Im lost here...
Sunday should be plenty of time if you're willing to watch some tutorials where needed 👍
You'll want to look at Paper2d
Paper2d?
yep, that's how unreal handles sprites
That's fair enough, terminology is all I'm really giving you
based on this you'll hopefully at least know what to search for 😁
A Sprite in Paper 2D is a Texture Mapped Planar Mesh and associated Material that can be rendered in the world, created entirely within Unreal Engine 4 (UE4). In simpler terms, it's a quick and easy way to draw 2D images in UE4.
Got this from google 😄
This is my layout in the designer for now.
yep you can just use the UMG (UI) system for this as well
look into a basic tutorial on that. easiest way might be each button has a value assigned to it (1-9) and when you press each one you just start keeping track until you finish
I mean if this is just a pure test or prototype you can easily just brute force it, each button is unique so each one can have a unique event that fires that adds to your total value
Thats what I hope I have done 😄
its probably a 20 minute task for an experienced UE4 dev to give you an idea of the work needed
The blueprint you posted looks off to me btw, what exactly should be happening from left to right?
Its probably off... I was following my tutors example... He would make a widget and it has to be off since its not working as I want it to...
In my head I have X the random weapon + Y my crystals = 10
regarding logic, when getting started, always do one little bit at a time and then check it works (using a print string if it helps)
To get the X I need to create a random value between 1-9 and have this printed to screeen
in the equation
yep. random generated number to get the value for the weapon (which becomes your base number)
then you let them press a button, and that buttons value gets added to the base number
and then have Y pressed by the player and then check if the equation equals 10 by pressing the button "Craft weapon"
then you press the button and if that base number is now 10, you get a win and if not you do whatever
So how would you guys set this up?
xD
If true bingo if false start over...
if that is what you want yep
That is what I want and need LOL
the right way is each crystal button just stores a public variable and you set it, or it auto generates it, then you have 1 button event. the dirty way is each button is it's own even that adds its value
I just tried to set up the buttons like this...
Have no ide if its the right way... Just followed my tutors suggestion...
Many ways to Rome I guess...
never just hope something will work - just do a little bit, test it
you need feedback from the game so you know the bit you just did is working, otherwise you'll work on a bunch of stuff and not know where the problem is
does that make sense?
Yes and thats where I am now
I m pressing buttons and its not doing what I want it to do hence my presence here!
Would you use a random int ranged for the weapon value?
thats the basics, just button 1 is coded but you do the same for buttons 2-9 (this is the lazy way)
-types 20% of solution, sees mathew has already implemented it- xD
in theory this hits your goal
Woa! Thats it?!
random # is generated, you store that value for later use. Button 1-9 is pressed, a value is added to the stored value. You press craft button, it checks to see if this stored value is 10 and if it is, you do something and if not you start over
theres more code that should be done for sanity checks and safety and blah blah proper coding
but this is the general idea
Nice so addin the 8 other buttons and that should do the trick! 😄
How would allocate the code into the designer?
which code?
The Widget Blueprint you just created, how do I have this so it works in the Designer?
If that makes sence?
it doesnt, but thats because you didnt really learn about how the systems work
I set up the buttons in the designer for the visual part, then in the event graph I set up events to run code when you press them
Ah so you did go from design to code route
Ahh sorry for my noobism
each button has events that they can do, so I would click on the button in the graph part and then add the click event
and repeat 9 times because... bad programming lol
thank Mathew, my advice turned out to be largely irrelevant - but if you decide to make a 3d game or a more complex 2d one later, what I wrote could be helpful 👍
yeah I think this is just a test or sample, most of my advice is ugly but functional lol
First bump... what kind of set is used in the start over event and in the button clicked?
Hey everyone, sorry if this is a common question but what's your opinion on using UE4 on a macbook pro 2021? I've been searching online and have gotten some mixed answers.
Just have in mind that Apple and Epic arent the best of friends...
You'll get better mileage with Windows PC, but M1 chip support is still preliminary as of 4.27.
I have a windows pc I can use but it has definitely seen better days and is really slow, is it still a safer bet?
M1 chip isn't the same as x86 that Unreal Editor expects.
Preferrably if you can upgrade the hardware
Alright then, thanks 🙂
Support on this server is always great
Also it has nothing to do with Apple v. Epic feud. The court has sided with the latter from Apple banning Unreal Engine completely
@grim ore what type of "SET" do you use in your example? Cant seem to find it... Im on 4.27 could that be the case?
no, i just dragged the variable into the graph and chose set
its setting an integer variable I created to hold the value
Hmmm mine is different to yours...
Weaopn Value is an integer variable I created in the blueprint
When I drag out from Return Value and above Add pin and write SET i cant seem to find the same as yours
Is this correct?
No worries @grim ore I found it 😄
I dont know where to ask this but my lightmass keeps crashing
When you drag in the variable from the left it should ask you if you want to set it or get it
Hi, if i want to make shooter i should make it on line trace for bullets or just simulate bullet?
That's up to you to decide.
How would you guys get the random number displayed on screen?
in 54.8 years it will be the year 2077
Cyberpunk?
Oh no
Anyway
Depends on how you're showing it to begin with. Are you using widgets? Or just print string debugging?
Widgets
Im trying to achieve the random generated number to show on screen for the player to see as text.
Text in an equation.
Hi, a newbie here,
I was trying t setup buoyancy in UE4, but its always sinking, I tried looking at lots of tutorials , researching on google , nothing helped so far,
Can Some one help me with this please
What does your BP hierarchy look like?
and its not even floating
anyway to fix this? / get back my stuff before the crash
Why do you have 6 pontoons?
4 would be a good starting amount to test and debug.
Yeah, I changed it and tested,
Okay. UE4's built in buoyancy component is needlessly complex imo. However I've come across some tutorials since they added it. Here's one I can recommend.
https://youtu.be/l2SY_K1ZhJs
In this video we'll create an ocean, lake and river in UE4.26 Preview 3 using the new water system. Please note that this is an early implementation of the water system and is prone to unpredictable behavior. Have fun!
Tutorial to create the lighting, clouds and fog
https://www.youtube.com/watch?v=1APU59eYA7E
Also, to rotate the position of th...
And this one
In this video we'll use UE4.26's new buoyancy component to float a boat.
The video below shows how to create water suitable for this buoyancy. :)
https://www.youtube.com/watch?v=l2SY_K1ZhJs&feature=youtu.be
Look those two over and let me know if they help.
If not then I'll try to help troubleshoot further. And my pleasure! I've been dealing with water and buoyancy a lot lately for my naval game.
Manually restore the files from Autosave folder.
So I've had my fair share of headaches. xD
Really, thats so awesome , is it out yet?
Heck no! It's still in like Pre-Alpha stages. Ha ha ha. I wish though, I have a lot planned in the long term
Awesome, good luck with it
Where do I go after this?
find the file you want to restore, where is it at in your project?
that Game folder is the same as your Content folder in your project
where do I find the file?
well... where was it in your project?
sorry kinda new, what do you mean by where is it in my project?
wasn't it in here? like the error says
Autosaves are individual files, not the entire project
ok I see it now
you will have to copy it to where it was, in the original folder. then remove the _Auto part
k thx
quick questions, for the most recent save is it based off the time or number?
waity
its probably wraps around, and erases older ones. I would assume the date
oh ok
at the worst you can try one, if it doesnt work try another
but date makes more sense than number
ok I switched out the files, now I just open the project through unreal as usual?
yep
For anyone who may have the same issue as @loud kestrel, the current UE4 stock buoyancy example and component are bugged. Out of the box the cube does not float.
Does unreal support .ani and .cur for custom hardware cursors?
Edited: Yes it does.
Will we have unreal 4.28?
But for cross platform, it's best to use .PNG
ue4-master branch has been largely stagnant, and it's mainly brought over to 4.27-chaos, so no.
But ue4-master branch has 4.28 version number, and master branches always 1 version ahead of more stable branches.
Even then 4.27-plus doesn't have much difference compared to 4.27 release branch
good to know, because I have my game in 4.26 but not sure if I should update or no, but since it's gonna be the last, then I guess I will update my game
:oo
If you really want to pretend, you can modify the engine source's version file to 4.28.0
na I don't want to pretend XD
but I want to know which version I should settle in XD
hahaha XDD
because my game got modding
Depends on what your project needs
so in future I believe I can't update the version because it will cause level mods to break
My project still relies on having 4.x being the ground truth, thus sticking with 4.27
well, I just use the normal way, just put the level in your game as .umap then load it
but if it's different version, it can't load it
even if you're in UE4 Editor
for some reason it didn't work with me
I updated from 4.24 to 4.25 back then and it didn't work
it did, it said that it got different codes n blabla that it's can't run xD
codes for baking
So basically you're going the ARK route of modding?
ARK has modified UE4 Editor for modding (which is based on 4.5)
ARK route?
na I didn't modify
but in the update itself, when I upgraded from 4.24 to 4.25
it told me that
I modified nothing in the engine
that's why I want to know if I should settle with 4.27.2 or wait if there's a new version
because updating the engine for me is hell since I use the source code, it takes me around 3 to 4 days to finish updating
Personally I'd prefer sticking to one version throughout the lifespan of the project. It's not advisable to upgrade the engine every so often.
Though in my case I had to move to 4.27 because I had problems backporting Oodle to 4.26, and RAD Tools doesn't seem to retroactively apply to prior versions of UE4 anyway.
Even bigger UE4 projects stick to one UE4 version they settled with
yea exactly my thought, I don't want to keep upgrading, but since I didn't release yet, I keep upgrading from time to time, but after release, I don't think I will ever upgrade it
I didn't even talk about post release.
Unless your game is Fortnite.
hahaha XDDD
why not upgrade before release?
it never caused me any problems
I started my game in 4.19
Final Fantasy 7 Remake, for instance, is 4.18
ye but it doesn't hurt to upgrade, it rarely causes errors XD
and they usually are very easy to fix
only major problem I had was in 4.23
in 4.23, the game used to crash alot for no reason
Because upgrading the engine to new version took a lot of time, from cherry picking the commits, to making sure plugin still works on newer versions.
I used a custom 4.27, not the vanilla ones from the launcher.
hey guys, im having this issue with Gothic Knight asset cloak getting clipped like this 😦
Upgrading to newer version rebuilds the entire thing, so unless I have hair splitting reasons, I'd prefer sticking to one version.
but just on some anims, if someone could help this poor noob
ah makes sense, well, for me I don't use plugins other than steam advanced session, and I have the vanilla source code, I only use the source code because my game needs Dedicated Server
I have no idea how the asset was set up.
same, can't help without having more info about it XD
works just fine but clothing tool has like, 3 layers xD
tried to paint it but it wouldnt work
Wasn't Gothic Knight one of those free for the month assets?
yep!
can someone help me get unreal engine set up? i am pretty much just downloading it for infinity blade... i heard from someone that i can get it on there, is that true?
Yeah, it's one of those assets that I'm never going to use, so no idea how it set up.
The game itself? No.
But Epic dumped most of the assets in UE Marketplace, for UE developers to repurpose for prototyping.
so is there any way i can play the game?
Not that I know of. It's an old iOS game, and at this point might've been delisted from the app store.
it is 😦 and i really want to play it. i played it years ago, but i want to play again
Tough luck. At least you have Fortni...
Wait, nevermind
fortnite is 👎
To each their own.
Fortnite was a fun concept but the 9 year olds that insta build skyscrapers makes it hard for me to keep up lol
I just wanna shoot things not build a city ;-;
Unreal tournament was ace
For the entire time I play Fortnite, I never build lmao
Just lurking through other's constructions
it seems like theyre gonna promote your asset pack
or if you mean literally i think its an email
so yeah it seems they pick asset packs every so often to feature
you get a nice "showcase" tag as well
Why does calling UserGameSettings->ResetSettings actually changes the 'applied' settings instead of the (seemingly) intended behavior of just assigning the applied settings back to the current settings?
This seems to be happening to resolution related settings in Editor/Standalone/Packaged Development builds..
An example of this is setting the window mode to Fullscreen, applying the settings, then calling reset settings, and it goes back to Fullscreen Borderless
How do I have a skybox, but have fully static lighting
Hey there folks!
Does anyone knows how to select main GPU for UE? I have GTX and RTX installed in my setup but it seems like UE is using the GTX GPU....
Almost embarrassed to post this WIP but I’m “tearing my hair out” over this groom issue in UE with Metahuman. I’ve tried googling and YouTube and every tip that has been recommended there and it’s still giving very sparse hair on the sides. Anyone encountered this and fixed it before? I’ve set LOD to 0 for the groom hair and removed all lights except the directional sunlight which is alI could find recommended…
Using a Quest 2 and iPhone for the live mocap. Still need to build a control rig to prevent the unnatural shoulder rotation…
If I recall right, you need to actually run a command through the console, or add a line to your Engine.ini. i dont recall it off the top of my head but i could take a look in a sec
Thanks buddy! No idea how to do it....
ah yeah okay, so it is "r.GraphicsAdapter"
you can read about more details here, so i hope its what you need and helps!
Also, not sure if this is the right channel for it, but figured i'd ask here in case anyone happens to know. I started up UE4 today and noticed that there is a duplicate version of my project selectable, but seems to be a save from the past and the directory for it is "//localhost/E$/". Never seen this before so I was wondering if this is some sort of cloud backup or something? Its not really an issue, im just curious thats all since ive never seen this before until today and dont recall enabling any new settings
Hey there! Wow! Gonna take a look buddy! Thanks for the efford!
sure no prob!
Might be a dumb question but is there any way to update a child blueprint actor based on changes made to a parent? Say I scaled a static mesh component in the parent, is there a way to apply this to all children?
Any leads on a more helpful UE discord ?
if yo uwanted to setup a weapon like this
where it changs betwen one form or the other
would you use morphs animations and mesh switch or something else entirely?
I've gotten plenty of assistance from this discord. What's your issue with it?
Honestly i'd answer all the recent questions here if I knew the solutions for em, but sadly I do not
Generally no one replies in my experience and when I tag a few folks that did discuss the same topic in past I get reprimanded so .. yea not been a great support resource. Hope to be proved wrong!
Never would have expected Xenoblade here of all places
But anyway. There are a few ways to do it The old high moon transformers game had staggered mesh swapping where when swapping both would be on screen to make the transition smoother but eventually remove the old form.
It could also be in one object like your gif above and everything is in one place and variables/animbp are setup to account for both modes
changing such a thing as scale and stuff should actually apply to children by default if im not mistaken, unless im misunderstanding the question heh
only reason it wouldnt is if the nodes werent properly being told to take info from the parent, or if the children had their own settings overriding the parent settings
I forgot the proper term for it but basically you gotta make sure the child blueprints have their event nodes like this
which you can do by right clicking the node and selecting "add call to parent function", and also do the same for Construction Script too if need be. if you already knew this information then sorry, haha.. otherwise, that should do the trick. many of my blueprints are based on master blueprints and so I use childs fairly often (I use it for stuff like characters, guns, projectiles, etc)
Ah, okay. Yeah I just wanted to change some Static Mesh's scale in the Viewport and have it apply to the child, that didn't seem to work from what I saw
But I didn't re-open the editor or anything after doing the changes
it also depends if you wanted the changes to be seen on the editor viewport itself, or if you wanted them to be applied in-game
and also if the scaling settings are being added within the blueprint itself or not
cause if you change something's scale on the viewport directly then yeah that wouldnt change any childs im afraid
not sure what you're trying to do exactly, but if you did want that to scale together you'd have to attach the objects using the World Outliner, i think
Anyone else had issues with flickering morph targets? I read that importing the .fbx with "Imported normals" instead of "Compute normals" can fix it, and that did seem to help. But now instead of always flickering, the morph target seems to flicker but only on certain values. Is this just a known bug that needs a fix or is there a solution?
Basically I made a door BP inside of the first person shooter template and did all the logic from past memory and found out the character is too large for the door frame. So by scaling up the door parent I can now get through it but any children aren't updated
ah okay I see now
yeah then if you wanted that to apply to all doors you'd need to make sure that the scaling change is done inside the BP directly, which would then update all of them
and, on the viewport, to also make sure the scaling is reset to defaults if any changes were made to them (so that they can get the new default info from the BP instead). this is usually indicated by that arrow icon next to settings whenever something has been changed from its default, and sometimes that may cause it to ignore new changes to BP settings. has happened to me before at least
and if that still doesnt work, then theres always the old fashioned way by copy/pasting to all of them manually lol... which you can do by right clicking the scale setting and selecting copy and then you can right click scale of other stuff and press paste which'll automatically fill in all the slots without you having to click every single box (you can do the same for its coordinates too, in case you didnt know!). better than nothing at least
so im exporting my blender model into unreal with an animation, how long does it take?
last time i did this it took 2 whole days and it was still exporting to unreal so i canceled the export but now i changed a few things and fixed the bones a bit more
and so how long does it usually take?
Depends on the amount of animations I believe, but it definitely shouldnt take days. I had done that before and had to wait like 10 minutes or so in my case.
30 seconds even on potato
so its been an hour and its still exporting
the animation is like 5 seconds long
with 60fps
Hello all
I accidentally deleted my blueprint references for a skeletal mesh and animations s
What’s the best way ti add it back in? I can’t figure out how to refernce the blueprint, the entire blue print tab is gone
The highlighted one is the default when you choose to launch engine from the launcher.
oh ok cool
thanks
Guys, how can i build only the editor version on VS? i dont want to build the server nor the client version. And what is the difference between AdventureGame.Target and AventureGameEditor.Target?
Anyone know how to fix this? I am using static meshes as the actual track surface. Modeled in Blender and sent to Unreal with the Pipeline plugin. The meshes are completely aligned in Blender. I use Complex Collision as Simple for the two meshes.I don't want to use splines because Blender gives better control
so this crashes the engine lol
Not going to judge on the reasoning.
I mean, let's assume you are trying to do something meaningful here, what is the idea?
Do you just want to make sure your number never falls below 1?
got bored and i was wondering how high it can go xd
If you're wondering, it's as high as single floating point precision allows.
and thus begins another day of battling the unreal ultraleap plugin 👏
how are y'all doin
Dealing with control rig again
Life of a technical animator
let's go.........
Hi guys. Just want to ask you why is this simple setup not working. Do I need to cast to something to alter exponential fog? It's not disappearing.
how to convert a vector location from world location to local coordinates with respect to an actor
subtract the location of the actor?
also, local might be specific to a component so keep that in mind
You want to set its Fog Density, not the Visibility.
Thanks! Now working
That's entirely up to you on how to store it.
EOS is not a dedicated server service.
How would one make two for loop with delay ?
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (0) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (1) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (1) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (2) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (3) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (3) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (4) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (4) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (2)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (3)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (4)
Only 12 looped (out of 16)
and with wrong index
I might have found a solution using only one for loop
anyone have an ideas how to stop people from pirating steam games?
people are using the spacewar ID to play the game I made, I tried using a plugin to do ownership verification via steam, but it seems like the people who made the crack for the game can literally just tell it to bypass the ownership check
Even draconian copy protection measures will not fully protect your game
Your efforts would be better spent on marketing so you can reach a wider audience
yeah that's what I thought a few months ago
but now the crack also avoids bans for the game
Multiplayer bans or?
so there are people pirating the game, speedhacking online
yeah
and then they don't get banned
I think for mp you should be able to verify account validity and such via steam
If your game is single player, don't think hard about it
You need some way of identifying a unique user either way
as an ID
Steam would probably allow it in some fashion via their APIs, even if you're not using steam provided servers you can use it for identity as far as I know
Then Steam verification should be sufficient. Cracking groups usually use their group name as the steam handle perceived by the game
i don't know what you're talking about
what do you mean by "steam verifaction" exactly?
hello people:)
I'm learning UE and in one of the tutorials the tutor says that I need to know channel packing in order to continue this tutorial and in general if I wanna go far in this industry. is it something that is crucial or optional?
yeah that is a problem, but not a big one really right now
I mean, checking if username is not equal to cracking group handles, check if the steam account is actually valid and have ownership to the game.
I already do that
the crackers literally just cut that code out of the game
they just go around it
...are you doing that entirely in client?
well yes, I'm not sure how else to do it
Bruh
if you know a way to do it please let me know
I have absolutely no idea what channel packing means and I can use unreal just fine, so I guess it depends on what exactly the tutorial is about? :P
That's like easy cybersecurity weak point right there
Verifications should be done in server side. Don't trust the client lol
so how would Ido this?
Yeah sounds like it
literally on a game server? @drowsy snow
the problem too is my servers aren't running the Steam SDK
Yes. Do the authentication on the server.
how would I do this considering steam isn't used on my servers?
I am an environment artist in Blender. and now I wanna use UE. so I'm kinda fine with the interface and stuff but still the texturing part and landscape creation is quite difficult especially those functions and auto-landscape materials
Well I mean it doesn't sound like channel packing is a complicated concept so I'm not entirely sure what the thing is :)
https://www.youtube.com/watch?v=HANAToqXy6A
I am trying to figure it out myself
Let's explore what channel packing is, why we do it and how it can benefit your workflow!
To download all the videos, check it out on my Gumroad!
https://gumroad.com/l/FyfoDc
Timeline
0:00 Intro
0:22 Why We Channel Pack
1:30 Pixels
2:02 Images
3:43 Channel Packing
4:41 RMA Example
5:36 Albedo/Transparency Example
Want to contribute? Check ou...
I'm not well served with Steam SDK (I'm not working on MP games), but if your game's account system directly links to Steam account (if your game has player sign up automatically first time), you can use it to authenticate the ownership.
The point is that don't trust authentication on client side.
ok but how can I do that not on clients?
Again, I don't know much about server side Steam SDK specifics, but I'd say that's your job to research and put server side authentication.
Forgot to mention this. For extra measure, you should also check for client's version. You don't want old versions with the vulnerability still roaming around in your server.
I already do that yeah
plus anyway with how AWS is setup they can't get access to the servers for old versions
Anyone know how render high res screenshoot or another method of screenshoot but without black bar (i want to screenshoot the camera, not the viewport
Put the camera into a Sequencer and export one frame out of it.
can anyone know ,how to spawn a set like temple run
no
it's blueprint triggered camera
(as i'm creating my own tiling system)
i already know fully how to use the mrq
tks, but that's not my goal
I believe there is the HighResShot command
@rotund scroll Yes, i use that, but even when i run game in another windows, it keep the resolution of the viewport, and make black bar in the output image
I'm curently trying to change resolution via blueprint but it does not work
you can use a float parameter to size it up. I'm not sure what you mean by black bar, that could be a property of your game resolution not having the same aspect ratio as your screen resolution
i have tried enrering the settings HighResShot 3840x2160 but i have black bar
where is that float operation ?
you mean HighResShot 2 ? for example ?
yes
I downloaded some props from the marketplace, and when I drag them into my map, they have a default checkerboard texture for some reason? In the image they have a texture, and there's a texture asset too
How to fix this?
yes, but it would still use a sort of viewport resolution
again if your monitor resolution is not of the same aspect ratio, you will likely have a black bar
i made a blueprint with a camera, that is auto-posess by player when the game start
and the resolution of my camera does not exist, but it's settings of fov/aspect ratio exist and that what might make blackbar
i want to have the screenshoot exactly the size of my camera (in aspect ratio)
and i don't want to modify my viewport size pixel by pixel until i have something that work
and i havn't found solution to change resolution of viewport via bluescreen yet...
it's not pixel by pixel, it's aspect ratio
if your game viewport is 16:9 and your monitor is 16:10
that's black bar area
no
my game viewport is whatever i change the viewport size
in the ue4 editor
but i want it to be my camera viewport when taking those screenshoot via blueprint
how would i do that ?
yes so if it's not the same as your monitor, it will give you a black bar, because there is no information to fill in for the missing space
your camera viewport is the resolution of the window
the camera just presents what it can within the bounds of the window
dude i don't have any monitor, i'm controling the workstation with full remote
you still have a resolution for your screen
i've setup parsec to have 3840x1547px
that's probably why you have a black bar then
so i can have both windows menu on the buttom (mine and the one of the remote workstation)
can we go in share screen, it's not because of that
I don't really have time for this
but I'm telling you
it's likely because of the aspect ratio
it wouldn't cost a lot to check this either
here is for example me resizing the viewport screen on runtime, it just take the viewport into account when doing the highresscreenshoot
yes but if you have a bigger viewport resolution than your aspect ratio it won't work
anyway that's my best guess
the aspect ratio of the viewport windows yes
not of the computer resolution
it's the mismatch between the two
but is it the same as the aspect ratio?
if i play in selected viewport, it will take the size of the part of the editor where it's the 3D view
Ok so it's been like 6-7 hours and my fbx file is still exporting to unreal. Is that normal?
if i play in new editor windows, it's whatever resolution it want
no
can you try with the same aspect ratio and see if it works?
instead of arguing about it?
you mean changing the resolution of the computer ?
in nvidia control panel ?
but why...
fit the gameviewport to have the same aspect ratio. you can do that in editor
in either case if you don't want to try the solution and just say "no" instead then I can't help you
good luck
but how would i do that ?
there's an advanced setting at the bottom of the play options
with share x that allow you to make a rule in pixel of a region and changing it to perfect pixel ?
that should lead you to page where you can set resolution
the important thing isn't the pixel perfect resolution, it's that the resolution has the same aspect ratio
😮 oh ok, i wasn't aware of that
you literally screenshotted it
Oh, ok it's there
where ?
yes, the advanced setting
but i wasn't aware of it's existance
or what it would do
like it could have been only for multiplayer stuff or things like that
there is so many sub menu, how would i know, it's not that intuitive
anyways, thank you ! it is what i needed !
long story short, i am making a game similar to the shantae games and as such would like to keep my game E rated as they are as to not exclude anyone who may want to play my game and to avoid controversy, It wont use any characters from the game but feature a similar art style and mechanics. I am lost at how to translate this to 3d without losing what made the art style appealing in the first place. I feel like if i translated it into 3d with the style of clothing and proportions they have going on will land my game a teen rating by default, yet all their games are rated E.
could it be that the devs just get a pass somehow
or is it by being 2d it is less of an issue for Steam and Nintendo
totally lost on this one
Help!
Why are props' texture deleted when I place it into the map?
does it matter if meshes have holes if they are under the landscape?
Wasn't newer Shantae games got T rating? I might be misremembering.
Also Shantae's booby fanservice is fairly tame compared to more ecchi titles like Senran Kagura.
You might haven't actually apply any material to the mesh.
Also materials from Megascans plugin can sometimes be defective.
working on some model setup rn, can anyone awnser me this question.
are materials post or pre anim data?
like, if i offset vertecies on a skeletal mesh, does that happen befor or after the animation data?
probably after, right?
hey there, does anyone have a clue why my rvt blend works only with one landscape layer?
looks like this
so it blends sand instead of snow/mud
just... cover them up?
ESRB nowadays is pretty lenient
Consider that Night Trap get T rating in recent years.
I believe it's after pose.
Most of my WPO setup works even with animations.
my worries are that scale would mess with it if ia use wpo
but yea, i think it should be fine
Hey I lost editor settings after getting BSOD, is there any way to recover it?
I don't think so. It happens after extreme unhandled crashes.
doesn't it save the settings into a file? can I backup it for the future?
I'm struggling to find out why the global illumination is not working, Lumen is activated with all recommended settings, but the object is not color bleeding on the floor / rest of the room
thx
how i can package game more than 2gb with android packaging?
Have the game download the data, as opposed to download all the stuff through Play Store.
hello. what is this semi-transparent circle in the middle of my landscape?
And that of course via an external server?
@tender emberprobably the reflection capture
it's a default scene I didn't add one🤔
oh ok I saw it now. thank you
I'm going to barf this idea here before my adhd makes it go away... be really cool if you could use your VR controller in the animation editor to grab your model and hand animate it lol. maybe you can do this and i just never looked.
lads I spent 4 hours debugging yesterday to find a + sign that wasn't a *
Probably recent Blender versions can do that.
Not sure about UE4's Control Rig tho
I don't have VR gear, so I have no saying on that matter, but I don't think it's out of possibility.
I've only seen personally, foliage added after the fact, painted on or the generators are allowing it to be painted onto static mesh and not just landscape.
attach actor to actor
yo im having this issue where the leaves on my trees get transparent when far away
anyone know how to fix this
I cannot figure out why I cannot paint foliage! 4.27, the foliage that is there is through the landscape material, but whenever I try to paint, the brush doesn't show up...I feel like I tried everything! If it matters, I do get a warning after building saying that the landscape streaming proxy "Static meh actor has NULL StaticMesh property" ....I just feel like there's no connection to the landscape? I am using world composition
@steep meadow Looks like a billboard LOD to me have you checked to see what your highest LOD looks like?
any of you lovely people here know how i can stop a timeline loop? via flow - i have it doing stuff, but want to stop it when a key is pressed
Post it on #work-in-progress
Will do. Sorry about that.
hi i want my bots to overlap so i putted the collision on NoCollision and that did the job but i get this warning ... is set to physics but collision enabled is incopatible. how to fix this ?
they jus go from left to right on the x
did you... google it?
yes but cant find it
the first link for me gives answers
yes but they are not overlapping anymore if i do that
you have physics enabled but you dont have anything that works with physics for the collision type, so change one of them
and what are they set to now?
UE4.26.2 - Any idea why on a fully dynamic lit environment, the word "Preview" still appears when running around in PIE? Ive "Forced no precomputed lighting" and rebuilt, and settings are all dynamic/stationary lights.
Stray stationary lights, most likely.
Thank you. Actually, I just set the lights to dynamic and the word preview goes away (as one would expect). I suppose my question has evolved... if my project settings are set to fully dynamic, is there any gain in setting a light to static or stationary? like any perf savings or is it ultimately still just going to be processed as a dynamic?
Those are going to end up dynamic.
Word, thnx~
Anyone here launched a game on steam with achivements?
Like "Congratulations! You have launched a game on Steam?" 😄
Are you guys using analytics within your games? Which service are you using?
That would be nice😔
But nah i wanna know how easy it is to add steam achievements cause the dicumentation aint exactly clear
I've thought about using google analytics since it would probably not be too hard to integrate but it's instant GDPR violation basically... unless you put in a lot of agreements
Tbh it wouldn't be hard to roll a custom solution which just collects the event name which would probably be fine with regards to personal info... but other things are more important to do lol
okay i got to many selected stuff to replace 🙂
is there an easy way ? problem is its all actors , and i need to change it to PackedLevelInstance ( another kinda actor ) how ? 🙂
I worked on one, but long ago
Do you know how easy they are to integrate?
its not using billboards, its opacity masks on planes
i cant export assets from bridge to unreal 4.27 because it says I need to go to export settings and install plugin, but im in export settings now and it says "installed"
anyone know what I could be doing wrong?
yes i tried first real carefully bud its the only way to do it 🙂
Anyone know why new binds work on initial level I change them on but when i change levels it doesnt work? I have to go back to default controls in order for it to work (F is default and changing it to E works in first level but second level E won't work unless I rebind to F
How do I save a camera rig rail? Every time I save the level + the sequence the camera location resets
Is it possible your level blueprints are consuming the input event?
Good point but I didn't do anything in level blueprints? could it be related to maybe a new controller being loaded in and I need to force key mapping build on controller load? it's weird because the settings are there
Hello how to incorporate Euphoria / Ragdoll within our project ?
Hello everyone! I have a Movie render question, what channel should I use to ask it?
Probably cinematics
thanks!
Those sound like billboards to me! Is your directional light dynamic? You may need to fiddle with your cascading shadow maps to get those trees to look right, or just turn their specular value to 0 at that LOD level
Guys how could I access this image to place it in the player UI?
what is the return value of the take high res screenshot node?
i thought billboard were the ones that rotated to the camera
Well yeah the highest lod is usually a billboard is all I mean. It really looks like your shadows just don’t affect them at that LOD though but I can’t really be sure just looking at it…is your directional light dynamic?
ill have to check when im back at my pc
It looks like a csm problem if you want shadows on trees that far you’ll need to increase how many shadow maps your directional light cascades by
Question: I have one planet which is a map, and I want to have it trade resources with another planet which is a map. Where do I put this information so it can process the trades even when the maps aren't' open?
Thats what I was thinking. Just want to make sure that makes sense before I put lots of stuff in there.
Another option may be a database of some sort
Then the maps just look up data from the database
Thank you, I'll think about doing that too. I'm new so going to learn game instance first and see how it goes. Thank you!!! You rock!
What are some good names for a survival game?
"My Survival Game"
"Geoff"
But it depends on the type
Whats your game about, whats the setting, whats the story
Yknow a name a survival game about being lost in space coukd be sometjing like
"Through the void"
But that wouldnt apply to your survival horror set in Bed Bath and Beyond
Well the game is about a player who is stranded on a island and you gotta survive There's a whole story behind it but Still need to think about it
Guns etc
Multiplayer
so a bit more info is necessary id say
why are you on the island
are the other people friendly, or is it like rust where everyone is an enemy
are ther other people/creatures on the island
does the island have soem sort of history, some dark secret?, some alien species?
is it some sort of combat trial? a n illegal gameshow?
you would be best deciding the name when you have a story
I mean it's gonna be like rust
cause that way you can stray away from generic names
you can post a request in the job board, look at #instructions
however you could also look at the pins of this channel, they have some useful links for learning
I feel a name like that, while good, doesn't really say much about the game
you look at other games, you have
dont starve - clues in the name
fallout - based on a nuclear apocalypse
terraria - derived from terra, meaning earth
wasnt looking at my steam library on my second monitor i promise
lmao
but your game should have some loose reference to your game i think, but that's my opinion
personally i judge a lot about a game from it's name, cause a good name can instantly give me an idea of what the game is going to be like
but i think a name also has to be memorable, but sensible, as a generic name instantly turns me away, whereas some hyper complex trying-to-sound-smarter-than-it-is name also does
you could go for something like "insura salvos", which literally means "island survival", but that puts you at risk of being one of those trying-to-sound-smarter-than-it-is games.
maybe just the salvos bit, but that could be confused with salvos, meaning a volley of missiles
names are a delicate balance
and this is why im trash at picking them
maybe even Insura, sounds kinda cool, has some hidden meaning
but take my names with a grain of salt
it takes me about a year to pick my new username
(although i personally do kinda like Insura)
but it does sound like it could get confused with an insurance company so i still dont know
I got this setup, but I'm using Easy Multi Save to save my game data and it doesn't seem to save the game instance, I can't find a guide how to save my game instance data, any advice what I'm missing?
Hello, I'm using an HDRI in Unreal Engine and I'm using these blueprints to do it. For some reason the Unreal Engine HDRI works fine with this blueprint but for any other HDRI that I import in, I get this error. Any help will be appreciated
Is good idea to make unique bigger spaces, like for example train station, with all props in it as a blueprint, to move it around level as single thing? Or is there any downside to group related items into blueprint?
@shut flax I am quite sure you do. They have no gain from gamers, so their funding is from developers. See more here: https://www.easy.ac/licencing/
Is there a simple solution to the one side wall which I downloaded from quixel
Would anybody happen to know how i can open up the animation sequence editor so that I can work with notifies? What I have is on top and what i need is on the bottom, thanks!
after using play animation function , animation blueprint of said character stops working , how to enable animation blueprint again ?
im not quite sure what you are saying
I think I figured it out, the video I was watching just had an outdated UI I believe but thank you for your response
that wasnt quite my issue, i wanted to use notifies and didnt realize how to use them with this ui but I figured out how
so after the attack animation runs , the jogging animation stops working althugh the enemy still chases me , how do i fix it ?
Is there a simple solution to the one side wall which I downloaded from quixel
Have you tried using Play Montage?
I think Play Animation overrides anim instance
here's the weird thing , i used play montage and used the slot thing to make it work as well , nd then the enemy never plays the montage ? although it executes
Then likely you haven't assigned the correct slot in the montage, or your animBP didn't use the slot.
okayy , il check it out , nd come back
it should deal 0 damage or very little
makes sense
i gotta tell u man , u were right , it was the wrong slot , its working fine noww
what would a be a good channel to ask about control rig
im guessing animation or cinematics
Maybe stagger opponent or something
gud iea
how do you automatically dock new windows
Say I have some assets that are commonly used in my many different projects, maybe a VR controller blueprint or a basic map etc. How do I maintain these assets elegantly? I think it's not a good idea to do asset migration from the original project every time. Can I do this like maybe host a my own marketplace vault?
I like to make a plugin for some of my common assets, blueprints and code
Is there some plugin management way? like npm, or custom package source in Unity?
Anyone feel free to correct me if I'm wrong, but particularly for code, it makes it more portable between prjoects
Aside the marketplace, no not really yoou'll have to manage it yourself
so maybe I manually save my plugins in a folder on my NAS
Yep you can do that
The plugin approach is how I do it when we've got a bunch of test projects R&Ding and I need to transfer functionality to the main project and colleague
thanks bro 👍
Hello how to incorporate Euphoria / Ragdoll within our project ? Please
Anyone have experience with quadripeds and control rig
Euphoria is not even available for everyone else lol
Git have submodules
There is an option to use the main window for new editor tabs, in Editor Preferences. Forgot what it's called, but it is there
how to fix this without editing size of meshes? when I'm jumping character goes through the ceiling and it show's whats outside of it. Also sometimes when I move you can see while holes, lines through the meshes, like in corners and so on.
what should i be googling for in order to make hands that can cast spells in FPS?
Not sure what's super extraordinary with it. Just an animation of hand casting spell and a particle effect.
(also willing to purchase marketplace assets)
Yeah I can't remember either
is the process of animating hands the exact same as animating a skeletal asset for things like running and jumping?
The exact same process, just different poses, that's all.
where should i be looking for assets that does this - places like mixamo or directly on the UE marketplace?
most of what i've found so far focuses on TPS rather than fps
Personally I'd make them from scratch
3d modelling a hand from scratch? 😮
Animate them from scratch, by hand
should i be using IK to do this?
You can just use FK controls, but IKs can speed things up a bit
i'm super new to animating - should i attempt IK first or
also - should the animation be done in UE directly, or should i be using another tool for this then importing into UE?
Personally I'd still prefer animating in Blender, but using Control Rig + Sequencer is fine (just more limited when it comes to constraints)
https://www.unrealengine.com/marketplace/en-US/product/dragon-ik-animal-inverse-kinematics would this be helpful in what i'm trying to do?
I don't know, I create my own Control Rig setup.
I don't depend much on marketplace plugins.
if I was to make an underground world, how would I go about using a skydome and lighting?
If it's completely underground, and not much outside world visible, skydome is not necessary.
it should look like a simulation from the outside world
I was even thinking about just teleporting the player to an outside scene for this to make it easier
Hello,
Does anyone have an old version of Quixel Bridge? I’ve downloaded the latest version and I can’t see an option to pause/resume downloading!
Hello, I’ve been making renders with Unreal for a few months and with every render, there’s always one or two frames that glitch out. This always happens no matter the render settings and format. Has anyone experienced this?
You can start your sequencer events happening 1 frame later and have 1 sacrificial frame at the beginning.
It’s actually not the first frame that glitches. It’s always somewhere in the middle
Oh, okay, usually that happens at the very first frame.
fixed clipping out of ceiling, but when I turn around there's still white holes, lines glitch even though the walls have no holes in them for light to shine through
like this
Would anyone kindly help me retarget APC animation from one skeleton to another
thx, kinda worked, increased it to 5 from 1
also what's the name of setting in foliage for spawning different size tree's?
thx
hello, I will tell you about a game idea that I want to make and I will ask if unreal engine is sufficient for this. First of all, I should mention that I am experienced in unreal engine, so I know how to do many things in my mind, but I don't know much about the game idea I will talk about.
The game I want to make is pretty similar to minecraft, but not made of blocks, at least not entirely if possible. In this game, the world will be randomly generated, there will be villages and cities, there will be randomly generated people and we will be able to have a dialogue with them. In short, I'm imagining a very procedural build that doesn't consist of blocks, I know it's not an easy idea. but do you think this makes sense in an unreal engine, I'm asking because randomly generated and non-blocky world shapes is a pretty extreme idea, what are your thoughts?
If you are experienced you should know if it's possible or not :p
It's really about how much time you wanna put into it, how heavily do you wanna modify the engine and how many people are you inclined to hire for such specialized systems?
i'm new, should i try UE4 or 5?
UE4, wait for stable UE5
any great turtorials/guides i should follow?
how come unreal gets scancode vs keycodes wrong
its a literal game engine and the default editor controls on azerty are piss
or at least the template i started out with is
Check out pinned messages in this channel
thx
where is help or support chat for asking question for ue 4.21
i am new here tho
nvm its this so i have few isssues with vehicle modding for a game ..one of the problem is my acceleration is being detected but vehicle still wont move forward i tried resizing wheels size and event graph but no works ...i hope people will help here ...and dont think i am being dumb or like anything .
is there like an AZERTY layout?
I have no clue what's that and I am newbie in ue ..and am just following tutorials and learning so if u know what exactly i need to do would be greatly appreciated 🙏
idk, i'm new as well
arent your wheels sinking through the ground?
I tried taking it up ...with x,y,z axis and even resized vehicle
Still don't moves
Forward
This model was ported from blender as.fbx to ue4.21
🤷♂️ , but i think people in here will be willing to help
been messing around since im a complete beginner, but i made this, i think it looks cool, but is there any way to increase the poly count on the landscape? since some parts look very geometric
i seem to have lost my viewport
how do i get it back?
its just empty
and the construction script
and event script
oh okay
can anyone help me on my question in #legacy-physics ? it is driving me crazy
If you are asking if you need to anchor widgets then yes
does unreal have a "native" sphere object that changes the vertices based on the camera?
anyone mind helping me out in #blueprint
wdym "changes the vertices based on the camera?"
I added a huge static mesh with a sphere but its chonky from up close
basically hoping for some kind of primitive LOD & I also dont want to export & load a mesh with huge detail just to create a sphere
I have installed blender after an unreal tutorial told me to create a hexagon in it 🙃
noice xD
well, in blender you can use 'smooth shading' to create the illusion of smoothness
I am thinking planet size sphere btw
Finally, I have the previous version installed on my other computer. I have the installer too in case anyone need it!
happy to see it again lol
so are you going from space > planet?
i'm not really sure how much the space component will be used yet
but I do wanna walk around on it and eventually wrap around
gotcha, I've been trying to tackle world-wrapping myself
Once on the surface, you probably don't even want to be on a sphere literally
only less cool if you can actually tell xD of course you'd also need some clever transition fakery haha
<#cpp message> I have something like this right now but a bit more refined, trying to get a grid working on it
but I'm thinking it is a bit dumb to render actual tiles as surface rather than just rendering a surface
I'm not sure the flat from close up thing will work for me
based on my own research for world-wrapping the best approach is to fake it, and even that seems to be tricky to get right
hopefully your game is single player?
xd
uh oh xD
Reaching into Elite clone eh
well, you want to build a spherical world map - so search google for that or unreal - create spherical planet to see how people are trying to do it, there is some discussion on the subject
Isnt elite mostly in space
I have been searching that, with slightly different search terms
was just wondering if there wasnt a simpler way since for now i am literally just looking for a sphere
there is definitely no out of the box spherical world functionality sadly
i think I saw a marketplace addon that does it
might have been this one: https://www.unrealengine.com/marketplace/en-US/product/worldscape-pro-plugin-make-planet-and-infinite-world?sessionInvalidated=true
well, the price might be an indication of the work involved xD
you have to sacrifice quite a few things that ue4 gives you out of the box
like redesigning character movement and gravity
cuz gravity is only down by default
you can't use world comp, but you probably wouldn't anyway if you're doing multiplayer
Hiring someone to do that would be way more expensive than 300 euros
oh god yes
After all, making Elite clone is not an easy task, especially within UE4's confinement
I think Star Citizen has to modify Lumberyard so hard to support space travel and large world coordinate
It took Frontier a couple of million, a little over 100 staff, a custom engine and 4 years to make Elite. 300 bucks is chump change by comparison
(of course you should only consider buying any asset at any price if it actually suits your game, or if you have the skills to rework it 😁)
Not to mention Elite series is a culmination of development since 1984
Still amazing considering the specs of BBC Micro
well, Elite Dangerous is the spiritual successor to others true. But other than that it's completely different code
The COBRA engine is nice n all but it's limited them a lot I think.
(by the way to anyone who saw my questions about the player flickering/jumping/skipping frames when new tiles were loaded in world comp, turns out it doesn't affect the built game, so slightly annoying for testing but effectively a non-issue)
Hey, i've gone full mind blank.. What's the shortcut to make 2 points of a blueprint code straight?
like to make them in line and straight with each other