#ue4-general
1 messages Β· Page 1166 of 1
Anyone else unable to find bridge plugin for quixel? Seems there a few issues on the reddit as well but I've tried everything they already mentioned with no luck yet
Most of the meta stuff is because of the company meta, but i think metahumans is a coincidence
unreal also just released their unreal dev community platform, so you can also go there
ah ok thanks
timestamped video: https://youtu.be/y0r_F2C1CuI?t=1341
True, and to the credit of this place I've had some good help in the past! I just occasionally end up in situations where nobody can help/isn't the right person looking out to respond, no answers are evident on google, etc. In those cases I figure it's more responsible to cast a wide net as opposed to spamming here or pulling my hair out, lol
Define costly, if you can? I do have a company backing who might be willing to pay for some "unstuck", haha
I gotcha. Do they have public pricing? Or is it more of an "enterprise" situation
Oh wow, that's timely! I'll have to keep an eye on this one, thanks.
Honestly no odea
Hmm, well, might give it a go and see what comes of that too. Thanks for the insight!
No problem!
hmmm anyone got a idea how to switch uvΒ΄s without a lerp?
i have a setup where, when i use lerpΒ΄s, it absolutly tanks performence
slowed down by an hour lmao
This is probably the best approach without getting into HLSL
At least in GLSL there's no such thing as switch statements so...
is there a way to find out which plugins are being used in a project?
Check the .uproject file.
If it's a C++ project, checking the Build.cs file also shows what modules it use
@drowsy snow isnt that just the project file to open the project? or u mean on the /config/default.ini files?
.uproject file is essentially JSON files. You can open it in text editors and get readable text
right click open with/ select notepad or whatever you have
Can we open it in Vim? π³
only you can no one else
hello ! i've a question please idk where to ask it .. can anyone tell me the name of this game if it's even a game ? much appreciated
@drowsy snow @dark depot Ahhh that's basically the same thing as if u open your project and check the enabled plugins right? Sorry, I mostly meant which plugins are being used in the project, and not which plugins are enabled. I wanna uninstall some plugins so I wanna be sure which ones are being used (not just enabled) so they can be safe to be removed.
yeah it is im not sure how to see what is being used most plugins you know if your using them though
like the water pluging adds water are you usingf water etc
like android plugins are exporting to android
oh, it's mostly plugins for vfx and terrain (like voxel) so i will manually check to see which ones are being used. I just thought there was a method to see which ones are being used
Found a fix to the quixel plugin issue. I found a .zip of it online. All you need to is extract into the engine/plugins and it works. Here's the link if anyone would like to give it a try. https://drive.google.com/file/d/1416xXEpRqoyMO9gxkUry8AjGWKsjJtiP/view
So need a hint π Im making my real life home in ue4 and the scale feels so off even when i put in the correct numbers in cm. for xyz on the box . (right house is the one with real numbers and left is based on "feel")
sry for spam
manny is 180 cm im 176 cm tall
but in this room irl i have church , table and kitchen .
@stoic gyro i would look up some archviz tutorials, maybe blender might be a better source in this case.
for archviz in blender i usually use the add on archimesh.
and i would build it in real world scale, meaning, know how high the wall is etc
manny is really broad. replacing him with a skinnier setup makes it look better.
another reason for it to feel smaller is because we are used at looking at rooms from our own perspective, and our eyes have a different fov. so to speak.
Consider using Quinn instead, which is more proportional to real human funnily enough
^^ also good idea, was just thinking about how to phrase that
make it first person
I did real life scale on the house based on print. An okay did not know the feelds of wive
Also third person view will make anything looked smaller than it should be
Thanks a lot for the replies and help i have see if it's just the feel of scale from the perspective thats off
Hi, was trying to get a couple of questions answered earlier (not covered by the FAQ) and I ended up getting called away for an important phone call just as people were responding. That's how it goes sometimes, right?
Anyway, for anyone who is willing to indulge totally new-to-UE questions:
As a one-man team I feel pretty intimidated by UE. I feel comfortable in GMS2 and Unity, but am willing to learn UE if it suits the kind of projects I want to do. I can clearly see that UE has got to be one of, if not the best engine out there. That said, is UE more the kind of engine that benefits from having a team of people performing all the various aspects, or can it reasonably be done by a one-man team?
And I don't mean in the sense that "anything can be done with enough willpower" I mean, is it reasonable to learn UE and implement all features entirely by myself (assuming I have sufficient skills to do that in other engines like mentioned above)?
Assuming that's a yes, then I guess I got lots of questions from there, but that's by far the biggest one.
Is it reasonable to learn UE and implement all features entirely by myself (assuming I have sufficient skills to do that in other engines like mentioned above)?
Can't see why not. You can proto many systems with BP, and then either run away with it or translate them to C++ when you're happy with it. All by yourself. (I did many gameplay features all by myself too)
BP, that's blueprinting, right? just trying to be clear on terms
I'm used to the concept of prototyping, but BP is...new to me.
or rather BP in gamedev
minus the capacitors
I have to admit I'm VERY intimidated by UE
maybe because everything I see made in it looks amazing XD
With GMS2 (as an example) I feel like that engine is extremely limited, very simple, and as a result, very easy to jump in and just mess things up and unmess things up and so on. I'm worried that with this new project I want to start that I'll be 3 years deep into the project, tearing my hair out because I had to do new-to-me implementations while using a new-to-me engine.
There are a lot of simpler UE projects out there, so don't worry about other fancy projects
UE is a Swiss Army knife: you can do a lot of things with it, but the more things you try to open up at once (e.g. try to learn at once), the more likely you accidentally stab yourself. π
Seriously, though, UE is very modular. If you try to do everything all at once, it's overwhelming and you'll drown. But if you pick a specific bite-sized chunk and figure that out first -- like "how to flesh out a character movement system" or "how to do graphics for menus or a HUD" or whatnot -- it's much more manageable.
And as Makoto notes, there are plenty of UE projects that are very simple and don't use all of the systems.
Yeah, that's one I'm afraid of. I don't necessarily need "feature-rich" today. But y'know, if I can learn the basics of the tool, those features might come in handy down the road. So I'm trying to figure out if it makes sense to hop over to UE5 right now with the release and since I'm starting a new project and just start figuring it all out or if it's just gonna be too big of a thing for a single guy like me to do in which case... idk if I wanna take all that in.
I tried doing a big one when I first started with UE, and it was a mistake. Then I did something very simple... I think it was basically just a maze game a'la Pac-Man or whatnot. Then I started adding things (pits to jump over, etc.) and so on, until I had tinkered with more and more systems. Wasn't a game I ever released, but it was a good learning experience.
I'm trying to do something that will require a lot of problem solving on my end but probably won't be demanding a lot from the engine per se. One-man implementation of my project is going to be very challenging. But as long as the engine isn't also challenging me, I think I'll survive haha. MAYBE. XD
I could go either way on that "should I do UE5 right now". If you start with UE4, there's definitely a lot more tutorials out there on how to do a given thing. Which means a lot more resources to pull from.
On the other hand, UE5 is the future direction of the engine, so if you're going to be learning everything from scratch, there's maybe something to be said for learning the UE5 versions from the start rather than learning UE4 ways of doing things and then unlearning them to learn UE5 down the road.
(Of course, there's also the factor that UE5 is a fresh release and still has some parts that aren't entirely a smooth experience yet.)
Β―_(γ)_/Β―
Oh they can probably develop UE5 faster than I can use all the widgets and features XD
Most UE4 tutorials are applicable to UE5
It's just that the UI stuff and some BP node will be pulled out in a slightly different way
Thankfully it's not like transitioning from UE3/UDK to UE4
For all the basic stuff, this is true. I feel like when you get into more advanced stuff -- physics, advanced lighting, etc. -- the stuff starts to vary rather more.
At any rate... I think if the project is a spare-time thing and not on a timeline of any sort, I'd personally probably go for learning the new stuff from the start and just go with UE5.
Especially since by the time you get to the advanced stuff that does differ from UE4, the engine will probably have the wrinkles in those more-or-less ironed out.
I'm a stay-at-home parent so I work on things kinda sporadically. I sit down and read an article then feed the baby. Then I try to implement some code and then change the baby. Then I get sucked into a deathmatch with my other two boys. Then I watch a youtube video about openworld systems or something. etc etc etc. HAHA. I can dedicate a LOT of time to the project, but it's all very broken up so I really only learn stuff just a little bit at a time. Usually just like ONE specific question (as an example: "how do I dynamically change the size of xyz object but also dynamically change the collision box as well"--an actual question I once had when first learning GMS2) will take me several days to get an answer to...which isn't a pace I like to work at, but it's a realistic one.
I guess one benefit is I have a LOT of time to think about my implementations, questions, current issues, etc in between the actual execution.
Well, for comparison, I'm a single man, not having a family (on my own), and I had more spare time learning UE4 for 5 years by now.
Though I do have modding experience beforehand
Anyone able to direct me to the resources channel? I briefly remember hearing that there was one. I need to learn a bit more about the ue4 lighting system.
Pinned message.
ty!
I have a very ecclectic experience: engineering, CAD, MATLAB, Java, C, GMS2, HTML, excel (lol), lego programming (lol), etc. I wouldn't say I'm very good at any of them. XD
Although my background does make me very comfortable leaning on math implementations for things. I'm much stronger on math than programming actually.
I'm still wondering to myself, how would my game development endeavours will be once I have a family (if I lucky enough to have one at least)
But I digress
My family made it possible for me to get into gamedev and writing more. By making me focus up, I was able to cut out the things that were less important so I can focus on the things I care about more. My family taught me that. And they are definitely a blessing to be sure.
I'd like to create a Kart Racing game like Mario Kart. Would I set the vehicles/karts up the traditional way you do vehicles. Like the example or would it be different? Thanks!
Talk about lucky, heh, I was pretty much self thought, modding games since I was a youngin, then moved to Unity for a while before jumping to UE full time lol
Ideally you want to roll out your own vehicle physics system for arcade kart racers. Built in vehicle physics can be finicky to turn from simulation-y physics to arcade one.
||puns are not intentional and covered by insurances||
well I was convinced enough to download UE5
I'll start dabbling and see how I feel about it.
Good thing UE5 fully released now, because I no longer have to say "use UE4 in the meantime"
Though that being said, tutorials and learning resources from Unreal Online Learning is still mainly UE4, so it'll take extra of getting used to when improvising them to UE5
https://www.unrealengine.com/en-US/onlinelearning-courses
Yeah I've been thinking about UE5 for a while and saw the full release and said, well... now's the time I guess.
Sorry guys, is this the right place to ask a question regarding being stuck opening a ThirdPersonCharacter project stuck at 75% in ue5? π€
@strong thorn it is compiling shaders. No idea why.
Wait for it
Someone mentioned turning off dtx
I don't see any process regarding the shaders, so I was guessing it was another issue
should I wait then? because it was not taking this time before
Hello, is it possible to change quality settings during runtime? Lets say for example I have a button ingame that someone presses to toggle shadows on/off or changes shadow quality, things like that. Is it possible to do that?
Should Be Able To.
Idk If U Can.
But U Should.
Be Able To.
PSA: Unreal Online Learning courses is now merged into Epic Developer Community site, and the new link is this:
https://dev.epicgames.com/community/learning
When two characters collide, one of them jumps in the air out of the way. Whats causing this? I deleted the ABP. Still happens. Simulate physics is not on. Their is nothing in the event graph. The c++ base class is clear. I turned off the control rig.
I cant for the life of me figure this out
This happens in the default version of ue5 3rd person template
Hello, I am currently working on a project with a light puzzle and I need to make it so completing the light puzzle opens a door. I have everything working, the only part that i don't know how to do is detecting that the puzzle is completed and making that open the door. Any help is apricated
Is there any known way to fix this issue?
I'm using Unreal Engine 5 btw, although I also had this issue in UE4
r.Streaming.PoolSize <size in MiB>
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
Awesome, do you have any suggestions for the mb size?
Up to your VRAM budget
Though do note that higher it goes, the more it's less representative of what others would get with their own hardware
Alright thanks so much! Maybe I'll aim for around half what my Vram is for now
Someone should pin that you can fix the quixel bridge issue by placing the plugin folder manually copied from someones ue5 that has it already
i think streaming behavior in a real shipped build behaves different than in editor anyways
unless you make a topdown game where the whole world is visible to the player
hey, is there anyone who has a problem that Lyra Shooter has infinity loading?
Yes, look into game user settings
How can I get MSVC 14.29.30133 for visual studio?
By installing it in Visual Studio Installer
Are you using VS2019?
yes- so i need vs2022
Seems like it, though VS 2022 toolchain is on v14.30
So if I want to build a plugin for UE5, I'd need VS2022. I was trying to use the Unreal-Binary-Builder to build my plugin.
Maybe I can use the VS2022 installer to get that.
Does games like valorant and COD uses animation driven ADS or procedural\
COD seem to be state machine based.
Hell Let Loose is procedural. (one of the tech animators confirm this)
How can you make destruction physics and animations in unreal matrix demo? Like plane crash in building, explosions, car flipping over. All that hollywood stuff.
and does the meshes by default have destruction abilities?
i mean they are nanite
just like in that valley demo
They're prebaked.
But the car flipping is dynamic
Yeah, car flipping seems easier to make for now
In valley demo parts of rocks are falling
Looks like TAA artifacts
can you achieve same with buildings in matrix demo?
My aliasing option is TSR , i tried others but they are give me bad output. What should I do?
You can destruct anything with Chaos, though probably Nanite worked differently or just won't work
I don't have hardware capable of Nanite, so no way for me to check lol
Use higher screen percentage.
Basically super sampling
@drowsy snow thank you, i will try.
im able to run demo with rtx 3060, ryzen 5600 and 32 gb ram on high settings
ram is maxed out, sometimes it crashes
and sometimes unreal drains hdd space
That's way above what I have right now lmao
only problem is old projects from 4.26
when I open the project it creates double disk size of the project
and I run out of disc space
Jeez, I'm jealous of those who are able to witness UE5 new features in person π¦
cries in a potato with intel iGPU with dead dGPU
but it needs to be optimized in future
Sure, I can still watch YT videos on Lumen and Nanite, but wouldn't it be nice for me to witness it with my own eyes, and directly gauge it with my needs, or use it for machinima projects...
Oh well, I guess I can only dream.
Watch βThe Matrix Awakens: An Unreal Engine 5 Experienceβ here! To download this new UE5 tech demo on PlayStation 5 and Xbox Series X/S, visit:
Download for PlayStation 5: https://store.playstation.com/concept/10004087/
Download for Xbox Series X/S: https://www.microsoft.com/store/apps/9NG8RK1F3HCC
Prepare for a wild ride into the reality-ben...
that part in 7:40
I watched it numerous times, to the point I can imagine what happened on what particular time section
Yeah, I can only watch, not getting through it in person
can't wait for tutorials on how to make cinematic fast and furious car chases from that demo lol
Just improvise from this
https://www.youtube.com/watch?v=eXldgzeuj1k
https://www.patreon.com/IanHubert
Lazy Tutorial #6! For lazy people by lazy people!
A lot of you probably already know all this stuff, but if you don't, it's cool to know!
This was definitely biting off too much for one minute. If you have questions feel free to ask em and I'll try to answer them quick.
lol, i've seen that one
i mean the part before the final scene is kinda realistic
but then in the end he has movie type of scene lol
not sure if it's sarcasm or it's actually that easy lol
Neither of those.
Lazy Tuts are just cut to the chase versions of what go through those kind of scenes
||puns are not intentional, but damages are not covered by insurance||
Ian Hubert very much has the super rough and dirty this is how you get it done as quick as possible. So it is kinda that easy
I mean you create a plane and animation of chase in blender and then just apply real life looking textures?
any type of shortcut key to set selected object to no collision?
any idea what should I do with this?
it claims it is not installed, but nowhere in the launcher that I could see a clear button or command how to install it now
Make sure your launcher is updated then entirely close (taskbar) and reopen unreal and see if that fixes is
It*
makes sense, but where do I see if the launcher is updated? It doesn't say anything about that either
aha found it
funny, but it seems they still need to work on the UX
so yes, that fixed it π thanks
No problem!
Is there a way to make decals with height or a workaround to achieve that kind of look?
That mesh would need to be applied to any surrounding surfaces like a decal. And actually change the meshes underneath
So I am playing around with ue5. In 4 there was an option for static meshes to use a set LOD as an occluder. Does anyone know where this option went. I can't seem to find anything in 5 that lets me sets objects to occlude things behind them.
@oak patio sad that their isnt an option to do that :/ but thanks anyways!
I'll have another look into it but this seems like a custom system without using something like faking methids
Maybe vertex offsets innthe material is what your looking for?
Anyone else having an issue in ue5 where "browse to content" doesn't work?
I'm currently poking around the Lyra project and browse to content just opens up the content browser, but doesn't redirect me to the specific asset
Interesting, it appears to be happening only with the GameMode π€
I think (and big think here cause I'm dumb, new, and not able to look myself) but I think it's referencing cpp and so it won't pull anything up
It should go to the class in the class browser then, surely?
Browse to content wont generally work if the content is in Cpp which lyra suprisingly relies alot on. Go to editor settings and choose a default editor
Do you guys have YouTube channels you recommend to learn unreal?
Those are some great videos I've been watching I'm just looking for a wider variety of places to learn
thing is, its hard to suggest anything without a particular topic you are interested in, else people will probably just say "google X + Y"
That's fair! I'm not looking for anything in particular really I'm just looking at learning random things from several places. For example I've been watching a good bit of Ryan laley's tutorials as well as virtus
I was just wondering if anyone had some hidden gem people on YouTube
but typing stuff into a search bar is so much harder than typing stuff into a discord chat π
Hi my name is Akil Kannan, We are currently working on a virtual production project. I've been running on a few issues related to Cinematic Ray tracing, basically the shot is focused on soap bubble flowing in the air where you can see a slight reflection of background and rest all out of focus when using DOF. So when I enabled Ray tracing the DOF is adjusting properly and getting blurred with background. I kept the aperture to 1.2 and still its happening. Weird part is when i disable Ray tracing itself everything is normal and getting blurred correctly but real time reflection doen't work!!. I need some help
You'll likely get the best help in #cinematics
Oh okay thanks
well, there is something to be said about getting good suggestions, over just randomly clicking on links on google/youtube.
@raven estuary while I dont have suggestions on the top of my head, quite a few channels have pinned messages that might have good stuff. graphics channel for example.
Oh thank you I didn't know that
Ryan Laley, underscore, Reids Channel, Mathew Wadstein, Matt Aspland, PrismaticaDev, Valkyrie Sound, probably others.
Thank you a few there I haven't heard of!
@inland hollow hey hey, could you please take a look at the #rules as asking the same question in multiple times is a nono. thanks :)
all good then
can i ask it again here though π
cause it got deleted in both channels
if you remove the other one though, then yes.
Hello
i have downloaded a gate mesh with some animations
but the gate is not opening, i am guessing i need to set the animation by myself? any idea guys
done
Yes you would have to set the animations and make a blueprint
depends on if it was downloaded in an unreal engine format, or other format. if its a skeletal animation or blueprint animation, etc.
it seem to be skeletal animation , the format is .fbx
then you'll need to look into skeletal mesh animation.
generally though we'd import a static mesh gate + walls/doors, and just change the rotation of the door-parts in blueprint, as that is much cheaper than doing it trough skeletal mesh, performance wise.
you know, let me do it from scratch, i want to make a gate that open when player interact with it, any good youtube resource on that?
or maybe any blog/article?
i dont do much blueprinting myself, so wouldnt know. I'll bet following along a few of the gettign started with blueprint videos epic provides on the hub/learning platform will suffice.
instead of adding tracks, how can i add animations?
using an AnimMontage node
like this?
no that's a cast
yeah converting, does not make sense i guess
Getting flickering similar to zfighting with water at certain views (for mesh and surface shadows)β¦ anyone familiar with that have tips for combating it? (Surface Meshes and shadows flicker in and out)
@fierce tulip already recommended the Dev Community which will have a mix of both Epic made and community content. So you'll be able to find a bunch of people there.
For more specific topics, I'm personally a fan of Will Faucher ( https://www.youtube.com/channel/UCGKjGGjdl-GzEcFPf1EQwqw ) and Sonali Singh (https://www.youtube.com/c/SonaliSingh).
Unreal Directive has been putting out some short, good, content as well. https://www.youtube.com/c/UnrealDirective/videos
Thank you so much!
You bet!
include the tutorial on open gate that can use for your refference
https://learn.unrealengine.com/course/3751481?r=False&ts=637849144418785931
So, little fun-fact - with the new Dev Community you can link directly to modules in a course - https://dev.epicgames.com/community/learning/courses/OP/blueprints-and-gameplay-for-game-designers/wOm/creating-the-door-parent
Quick question for anyone who can answer. For some reason Quixel Bridge is not showing in the New Released Version of UE5, is this by design or am I missing something simple... I've gone through all the plugins.
check pinned messages in this channel π
BTW any public glimpse on the verification process for the community tuts? Is it have to be reproducable on Epic's side with vanilla workflow? Or verifying for any misconceptions?
@thick herald Thanks a million... Thought I was losing it or something....π
If you download from megascans, are you not able to set the texture sizes? Getting 8k textures for everything is a bit overkill when prototyping
Can anyone tell me how to ask in the New Answerhub?, that is so Stupid, like , i cant find any Tag Version of the Engine, and i cant Ask whitout Engine Tag,
You can, even after importing them to unreal
Yeah, after I know, but I don't want to have to download 8k in the first place
Yea.. for this reason I stopped using the bridge plugin.. open bridge outside of UE5 and you can control 1000% more settings like exactly what maps you want to download .. than import manually.. saves your file size
Ah, that's a valid option, I might go that route as well if there's no other fixes
Thanks
You're in UE5?
Because with UE4 and standalone Bridge, texture size IS an option.
Yeah, using the plugin, can't seem to find any options for texture sizes on nanite meshes. I can also just download the medium one and change it to nanite when importing, come to think of it. Maybe Ill do that
I usually also pack the textures on rgb channels this way I can split them inside UE5 and only have to have a single texture file for normal, height, and OA
Yeah, I'm out
I didn't touched UE5's plugin yet, so no idea about the settings and workflows.
UE5 plug-in auto imports all files and creates a smart material for you .. but itβs super inefficient for filesize and shader
At least in UE4, you can limit texture size in Device Profiles
since its related, in the off-cases where I do get content with textures that are way too big, and I know for certain I'll never need the 8k/4k/etc texture, resizing them this way has saved me dozens of gb already:
https://www.unrealengine.com/marketplace/en-US/product/texture-resize-sc
Thatβs not how it works in UE5
Ugh, damn kids with their setting changes
Ue4 you export from bridge using a plugin and can control the exact files / sizes you want.. UE5 changes this to an import feature from within 5 and auto creates smart materials for you.. but you loose the ability to customize the exact sizes and what texture maps you want
You can still download manually from within bridge itself and manually import .. just donβt use the bridge plugin from within ue5
Cheers, Luos, Im gonna have a look at that @fierce tulip I got that beta version of a landscape shader I was going to test a few months back from you, but I had some issues, then got caught up in other work and never got back to it. Sorry about that, I should've given you a shout out on it.
no worries
Quixel pls fix
Based from other reports that I've seen, it seems like UE5's Quixel plugin is in a messy state
Actually, testing now, just downloading the Medium Quality and turning it into nanite in the engine is a valid option for now, though far from perfect. More control over texture sizes before downloading is really needed. It'll save you some time directly downloading the Nanite mesh with the texture size you would want with it.
Medium Quality - 2k textures
High Quality - 4k textures
Nanite - 8k Textures
https://forums.unrealengine.com/t/how-long-is-the-review-time/517152 This is what I have for you right now.
Not sure where to add this question, but how long is the review time when writing a tutorial?
Is there a way someone from the community could make a course? I don't think I've seen that. Just one-off tutorials.
Can I still open 4.27 projects at my school that only has 4.27.1 installed?
Sorry if thatβs wrong place to ask
Yes.
Cool thank you!
But if it's 4.27.2 to 4.27.1, you might encounter some issues (though IIRC that shouldn't stop you from opening it at all)
You'll have more luck going from 4.27.0 to 4.27.1
So Iβd have to upgrade the project?
Yesn't.
hotfix versions shouldn't be as prohibitive as upgrading minor versions
Alright, thanks a lot :)
But if you encounter problems, you should move forward with the engine versions
Double Follow up! You can find the guidelines on the Create Tutorial page on the Dev Community.
Our review is just checking submissions with the rules more than technical accuracy. That being said, we're evaluating how things go and may change the rules and process to guarantee a degree of quality.
Hi guys, I was wondering if someone could help me with a weird issue that I just ran into?
Im working in a school project making a game and Im not sure what the hell happened but all the sudden the game speed got altered and the character is runing fast. I have no idea why. Any thoughts on this? Thanks!
Idk, need the details
I wish there was a tutorial series out there on how to make total war style game
(UE 4.27.2)
Hi, I can't get static/stationary objects to cast shadows at all when I set the preview mode to Android Vulkan ES3.1. In SM5 the shadows work correctly, based on the angle of the scene's Directional Light (sky), but when I switch to Android preview all of the shadows disappear. How can I enable them?
dose UE5 run on windows 7?
right not I'm useing UE4 and it would really help if I could use some of the tools in UE5 but I can't afford to get a newer system right now
Iβm not sure in terms of whether it will start up, possibly, but you arenβt going to be using VSM and nanite without DX12 anyway. If you plan on using that
Itβs probably recommended to have windows 10 and up
nice, so I'm boned then?
its not that simple
please lets not fight about it, apparently mentioning windows 7 causes everyone to fight me I have no Idea why
it's not exactly possible for me right now
thank you for your understanding
Did you check the requirements on that page?
Win 7 is bomb, but its understandable new software wont work on it very well of at all
Hey friends, is there a hotkey or a quick function to snap any selected object in the viewport to the vector grid, similar to the "Vertext Snapped to Grid" function in blueprints?
Hey, i want to start doing things for unreal, like enviroments, and i dont know whats the best way to do it. I always do enviroments in blender and assets and stuff. What i should do just export it from blender to unreal or is there better ways? i saw there are procedural assets and you can create mesh inside unreal, and i dont know how i should start with unreal
If you got an idea for a course, plan it out and let us know! Epic made content has some unique guidelines we follow.
If you just want to start making your own tutorials, you're encouraged to do so on the Epic Developer Community! https://dev.epicgames.com/community/learning
Well - I was just curious if there was a way to have the same course like structure, but created via community. IE - have multiple modules. I can only see that community can only do one-off tutorials. I've looked to see if there was a way, but couldn't find it. Kind of like a playlist in Youtube for example. Or one of ya'lls courses.
Are you saying that the only way to do that currently is to contact Epic?
Yes.
Unreal learninf to start you off on the new Dev Community
Yes, I do currently believe that only community members can make the one off tutorials.
EDIT: Clarification: Community members can not make courses.
Some youtube tutorials are alright, but a lot of people just copy the cide and dont absorb the concept
May also wanna brush up on basic vector math and such
https://dev.epicgames.com/community/learning Here's a good place to start!
If you're new to Unreal Engine and want to just get started in Unreal Engine 5 - I recommend the Your First Hour in Unreal Engine 5 course. https://dev.epicgames.com/community/learning/courses/ZpX/your-first-hour-in-unreal-engine-5/E7L/introduction-to-your-first-hour-in-unreal-engine-5
(Also welcome to Unreal Engine π )
@ember cypress btw - I very much enjoy the overall design and feel of the new site. Like, seriously enjoy it.
Happy to hear, I will share that with the team.
Thank you
Blueprint is programming. Don't let anyone tell you anything different.
Sure - doesn't mean it's not programming.
Fact of the matter is - there is no way around programming if you want to make a game.
Is anyone having a problem loading into a ue4 project copy for 5.0
I'm stuck at 83% and it says engine sounds/submixes/mastersubmixdefault
@still hemlockcheck task manager, see what is going on
either one, do they look like they are doing anything? CPU use, etc..
83% is normally a compilation stage
ugh... maybe close it and try opening it again, see if it gets stuck in the same spot
is this the first time opening the engine, or just the project?
maybe open a new project first to get into the engine, then open your project
ok
or have alot of money
hire a team and all
that's what I'm doing but I've already captured the aestestic of my game world
I'm making an anime game
Even then you shouldnt just hire a full team with no idea whats going on
There is nothing wrong with learning as you go. Everyone learns differently. And everyone has their own opinion of how others should learn.
Learn the basics
What things do, where things go
Then think about a really small project
There definitely is at a complete new level
I have an idea
You will end up rewriting the entire thing
I am of the opposite mind. Pick an idea. One that is complex. And allows for scope creep. Pick something that will constantly keep you learning. Big projects are good for this.
Your first game shoukdnr be much more than jumping between some platforms and picking up coins
Thats a terrible way of doing things
Scope creep kills projects
crab game lol
@oak patio If its for learning then I disagree. You want to experience as much as possible and see everything used in context.
yes but the point is a large project means you have lots of other elements, its better to do the whole thing many times
Idk but that's zaney
that way you reinforce the idea
if your only animation experience is that one animbp you made for the super mega large project, that aint exactly great
plus a large project equals more places to go wrong
more chances to burn out
you want to start as small as possible when extremely new
More places to go wrong are a good thing when you are "LEARNING"
I take my time with projects and write down stuff I want to add to my game
not really
Failure is the best way to learn
i like tortols
if all of your game suddenly breaks one day, i guarantee no newbie is gonan want to sit down and fix everything
the best way to learn at a begginer level is baby steps
not throwing yourself in to the most complex thing imaginable
thats been proven to make people give up
Most wouldn't but the person who wants to learn and understand. Truelly understand. They would take the time.
someone why truly wants to understand would take the time to do several small projects
people can truly want to learn and experience burn out and imposter syndrome
Yes and no depends on the outlook.
i mean it doesnt depend
anyone can suffer from burnout
its not exactly a planned thing
thats pretty but the glare is a tad too high imo
now that is really nice
I like the art style but it is a little bright with the fogging effect
^
those blossom petals are they niagara particles?
they're butterflies
ohh
yea niagara
they look kinda like cherry blossom leaves on the small image
which is still rlly pretty
curios now. Are you using a screen effect for the stylized look?
that's what I like about them
what part?
the character or the enviornment
You could! Everyone learns differently and you should start where you think you want to start. I recommend Your First Hour in UE5 because I know that tutorial - because it's designed to be entry level for anyone who wants to do anything. So, not know your goals for learning UE5, I choose the more generalized option.
It'd be weird to recommend Your First Game in UE5 to someone who wants to do Architectural Visualizations.
I'm using msaa anti alias and I have a fog material in the post process
Sorry, that was an example on my end, not meant to imply that you were doing Arch Vis π
anyone know where to post a question about RealityScan?
a few tweaks to the color grading
@crude pike This guy also does some great entry level tutorials
Words are Hard π¦
is that ryan laley?
yeah man
I also don't see an email attached to any article talking about it
Mathew W is good for if you need help understanding what a BP node does
Bro Mat W and his What is series has saved my ass so many times
I would also like to point out that MathewW created the Your First Hour in Unreal Engine 5 course.
Words are very hard!
Huh, i didnt know that
π he speaks
he's been lurking!
I've been in the other channels lol
I actually have a question for you guys regarding culling and occluding. in ue4 there used to be an option to use meshes as an occluder. In ue5 I can't find it. until the mesh is placed in the world. And its already ticked on. Is this now a default option where it is always on?
I'm still stuck
Ima try something else hol on
does ue5 run at higher fps than 120?
that's what I'm hoping for
have you tried using the frame rate console command
theres one to set an fps limit iirc and it defaults to 120
t.maxfps XXX in the console sets the max fps, it defaults to 120 yep
Does someone know a tutorial for placing splines in-game? Also to edit spline points as you place them
what did you do @still hemlock ?
I copied everything from my project folder into a new project exept config
I'm just waiting for an update for some assets with bp that I use and I should be good
the level loaded up and the pp looks nice
god that sounds wrong lmao
pp
post process
π
no, placing meshes on a spline is simple. I mead placing the spline itself in a world while you are playing
Hello everyone, I just got a problem under unreal engine 4.27
so basically, when creating a blueprint:
-I open it, it's fine
-I close it, and immediately re-open it, I got some missing windows (components, details, event graph for example)
Fixes I tried so far:
-Deleting and re-installing Unreal Engine
-Verifying the entire Engine files
-Window β Layout β Load Layout β Default Editor Layout
Hereβs a short video where I replicated my issue (I did replicated it few times, it always happens)
Video where I replicated the issue:
https://www.youtube.com/watch?v=t4WAhltofWw&ab_channel=STARSRedfield
Link to the forum thread:
https://forums.unrealengine.com/t/4-27-some-windows-disappear-without-reasons-components-details-event-graph/518637
Ok, so I don't know how to fix that...
Β―_(γ)_/Β―
Hello everyone, not sure if this is the right place (first post here and Iβm quite new into unreal engine) So, I was trying to create a new character blueprint. When I open it, everything is fine. When I close it, and re-open it (immediately and without touching anything), some windows disappear (components, details, event graph), the windows ...
when that happens click class defaults, I bet it says "data only blueprint" at the top of that window
Maybe instead of that I could place meshes like puzzle pieces.
In this tab ?
once it fails to load up properly, go to windows -> class defaults (I saw you had it in the video)
see what that shows
this is what is supposed to be showing up
clicking that blue link will fix that blueprint
your issue is that window is not showing up like it should be, it does that when you create a blueprint and do nothing to it. It hides all the extra stuff since it thinks you are just using it for data only
Spend 4 hours trying to fix that xD
if it keeps happening, just change something or add a blank event or something to the event graph so it doesnt treat it as data only
it shouldnt be doing what it does for you, but...
Yeah
Actually it started in another project
After I deleted some stuff to restart from scartch because I'm pretty sure I forgot one step
And then I got stucked
Hey folks! The initial problems with Quixel Bridge and UE5 should now be resolved. If you were facing this issue please restart your launcher, and search your vault for Quixel Bridge and install it to your Engine version from there. It was quite a manual process so if after waiting some time and this doesn't seem to work, please reach reply on the https://forums.unrealengine.com/t/513622 thread, and we'll get it resolved.
Thanks!
Hello, if I am experienced with c# with Unity, but want to now do things in UE5, do you recommend blueprints or C++?
both as they are interconnected.
and learning blueprints gives you a better understanding of how unreal cpp works.
https://dev.epicgames.com/community/learning?type=course
also has a lot of code/bp related content
(scroll down a little for the more getting starter-stuff)
how do you set content browser to list view? can't seem to find it in editor settings...
oh thanks, will check it out
@light thunder click the settings button on the content browser is the top thing
Hmm
What's causing this popup? I've already restarted editor - trying to figure out if it is a plugin I have enabled or something
it's doing it for EVERY popup menu
ANSWER - you don't want to enable window animations, they will cause this flickering in the context menus
Every time I try to move these Destructible Mesh assets this struct gets broken and the refs get set to None. This is from a marketplace pack, not my code. Am I doing something wrong? It's just a standard drag & drop + fix up redirectors, and yet the next time I launch UE4 it's all fucked.
The weirdest part is it LOOKS fine, until I quit the editor and restart
Is there a need for this channel? Now that UE5 is an official engine?
Or for #ue5-general
xD
Why is are the context menus I have jacking up?
interesting - it was BLACK for me but the screencap is fine
Also C# in UE4 is only relevant for making build scripts. Apart from that, you won't actually use it for scripting gameplay.
Does somebody know, how I can get this?
ohh i see.. thanks
Not For Sale? π€
If they're not reworking on it, it might be that they're discontinuing it. Though make sure your browser/Epic launcher not acting up
it doesn't even show up in the epic launcher. I had to search for it in the web browser
I guess they did discontinue it for whatever reason
that would be sad
I guess Lyra reign supreme? But it's UE5 only
I don't know why they're delisting it
Try ask around in forums then
I'm having major display issues - does unreal engine not like fancy zones? I'm trying to think of why this is happening (this project is on 4.26)
black boxes and the like
I updated to latest nvidia drivers but I thought that was okay now
Perhaps driver issue? I had no problems with UE4 + FancyZones
the thread I found talked about a registry fix but that was from a year ago - multiplane overlay
Can Someone help me isolate the F in this equation ((h - ((D - E) * F)) / F) = Z
F F
"isolate" the F, right?
Yeah
F F
There you go.
||in seriousness, what do you mean by isolating it?||
Solve For F Excuse my English
What's the relation of the question to UE?
Its a combat formula
anyone know how to open a project in ue4 that was made in ue5 even though its compatible?
That's....not the same thing.
says its compatible but ok
When you create the project, you need to select 4.27
You cannot create a 5.0 project and then open it in UE4
This is for a marketplace listing, not your project.
ik
Is there any way to apply changed made to an actor back to it's parent mesh?
For example, a mesh in my scene has materials applied to it, but they are not applied to the base static mesh
There are thousands of assets so doing it manually is going to take a long time
Sounds like a perfect opportunity for an editor script π
As per stated above, editor script
Sweet. Thanks! I'll look into it
so how can i transfer all blueprints and such to my project?
from a different project
cause i downloaded a project with some horror assets and such, i just dont know how to move it into my project
migrate them from one project to another
how though? im still pretty new to this
ok ty
whats a good source of rigged models? sketchfabs are kinda lacking π¦
The Unreal Marketplace
thanks π
Does anyone know how to make a skippable cutscene that plays through a media player and a widget?
Do you have any form of skippable cutscene system going already?
Yeah but we need one for in game, we are making a medieval RPG and we need to be able to skip cutscenes when you meet bosses.
We need a way to turn on the widget with the media player on collision, click a specific button and then destroy widget and sound. Give back player movement.
that sounds like your system right there
you can use a material in UMG for media playback
What we are struggling with is just the ability to skip, we try different things and it messes with the player movement or just doesn't skip.
have you tried disabling movement on the character? or disabling all input but UI?
Right we take out player movement on collision so you don't hear the characters footsteps
you might need to disable input on the character, the set input mode to ui only, then pop up the UI and require a button press then reverse what you did before. If you need non mouse input for the UI then you might need to set up some listen handlers on the widget to listen for keypresses as well
Right we need to be able to skip with the keyboard and controller
yep then look into setting up listen handlers in the widget to listen for that input in the UI
Will try that out thanks
you can be sneaky and set up one that is for any key and listen for that one if you want
Nice
or just require certain inputs if you already listen for them like button presses and such
this basically lets your normal input actions like on your player/controller work in UMG
And that listen handler goes inside the widget?
To destroy the widget, would that be on the widget or level bp?
either one works, the widget could destroy itself when its done. or whatever handles the skipping. sounds like the widget handling it all might be ok
and yes it goes on the widget, it tells that widget to listen
Do we need a "play sound 2d BP" to play a media player in game?
For the audio of the cutscene to work?
How do I "preview" a camera in full screen
f11?
I have a cine camera that I can only see in a small window
I want to see it fullscreen
Pilot it.
Gotcha
Anyone know why my spotlights don't show with the Android ES3.1 renderer even with movable spotlights enabled?
Trying to build for VR
Hello guys I'm new here
I'm working on a minimap
but i have some problem
i use Capture sense 2D make the minimap
but the client only show the thing what like the server
is anyone free to help me?
Today, weβre happy to introduce RealityScan, a free 3D scanning app, developed in collaboration with Quixel, that turns smartphone photos into high-fidelity 3D modelsβin the most accessible way possible.
Now accessible as limited beta.
Learn more: https://www.capturingreality.com/introducing-realityscan
no way
you can take pictures of stuff with your phone and turn them into 3D assets in Unreal
[context needed]
Also using SceneCapture in MP doesn't seem to be a good idea
Got it I will find some new tutorial to make that
:no_entry_sign: X Γ A-Xii#0259 was banned.
if i uninsntall ue4, will it automatically uninstall all the installed plugins as well or i have to manually delete all of them? i wanna completely switch to ue5 so most plugins wont work for the time being anyway
it depends on if the plugin is installed in the editor or your project
Hello
im quete new, how do i fix infinite loop detected. trying to make player sprint
Ok, this is an Unreal Engine 3 question lol. I'm trying to figure out an old UE3 game's save system works. When saving, the game creates a .SAV file and .BKM files. These files are identical apart from the extension. My question is WHY is the game/the engine creating a "useless" BKM file alongside the .SAV file? The BKM's can be deleted and the game doesn't seem to "notice" when loading game.
trying to make realistic city/natural environment in UE4, any recommend course or resource?
anyway to enable the mouse sliders when you have multiple actors selected?
Not sure where else to post this. How the heck am I supposed to read the forums. there must be a way to change these colors for real.
U Can Still Read Them.
UE3 is unsupported, and we don't have access to its source code nor do we know what's going on.
Speaking for like 100% of this server.
most likely an extension overriding css
disable dark mode things for that page etc
Heyhey, guys! I got a quick question - if I want to create a fresnel node that is influenced by a normalmap without actually plugging a normalmap into the Main Material Node, what do I need to plug into the fresnel node's normal input? I would guess I'd take a PixelNormalWS node and in some way add the normalmap on top but I'm not sure how exactly to go about that. I've been trying to wrap my head around this for a while and can't really seem to figure it out so now I'm asking here. π I'm trying to create a shader that resembles opal and it would be really important to get a good understanding of how this would work for that but so far I couldn't find any tutorials or other info on the topic.
Thanks for the quick reply! π Unfortunately it doesn't quite work - I get similar results to what I've been trying so far this way. The fresnel colors shift when looking at the mesh from above and don't quite fit how it would look when seen from the side without an input in the normal input. What I'm trying to do is to get the same fresnel effect all around
but only had a few mins spare
Yeah, same here x) I've been thinking about this for a while but couldn't really come up with something reliable. But the BlendAngleCorrectedNormals node looks interesting, I'll try that out further!
got it to work with a normal map set to linear
seems to be working from all angles..
oh yeah thats not right hahaha
sorry, gotta run
No problem! π Thanks for the effort, though! :]
you need to transform the normal map from tangent space to world space using the transform node
at least, I believe this would be needed so you can combine world space pixel normals and tangent space normal maps
Thank you!! That was what I was looking for! :]
Some one completely screwed the forum and put a theme on it that's completely unreadable.
I really don't know how it's possible to screw up a forum this badly over and over again
ahh! I was looking for a node to transform but didn;t think to search for transform. hhahaha I was looking for world and tangenet etc, hahaha
yeah the forum is a disaster right now π¦
No this is worse than the previous dark mode
the previous dark mode could be read.
this is completely unreadable.
like a week or two ago a light theme was available as a choice in the settings, but now its gone and the forum is basically black on black.
Yup I always use light themes
and its sad that its gone
but either way its unusable now
Link?
this isn't dark mode, this is stupid mode
Who set that up and then said "yes this is fine" and made it live
text is medium grey for me, sure you don't have an extension or something messing with it?
I used almost 0 extensions. Ublock origin and one to return the 'view image' option to google image search
Hey guys, hope someone has the answer to this. I've been working on this scene for sometime but the pivot point has gone weird all of a sudden. I just can't rotate, move anything, it whole thing is messed up. I am just wondering what caused the issue and how I can fix this?
The direction where the drawn red arrow is where the red axis is meant to be. I am so close to finishing this, I really don't want to redo the whole thing. If there's any easy fix for this, please let me know.
is it possible to select assets with mapcheck errors?
you can rearage the Anchor point with: "Alt+Middle Mouse btn" iirc
Hey I tried that it won't work. Basically when I do this, it goes pack to the previous position.
I don't know the context of your project. Maybe you have the object keyframed, or is it in realtime movingin anyway? I'm no expert, but that's what comes to mind.
You can try checking the forums
Yes all the objects are connected to the camera and the camera is moving from left to right. that's the only keyframe animation I have in the scene. This was workig properly till yesterday though
i found this
in this forum:
https://forums.unrealengine.com/t/how-to-permanently-change-the-pivot-of-a-static-mesh/279376/21
@SouthBot @HitEmUp When dragging in new Static Meshes, if you want to have a permanent saved Pivot, a workaround can be to create a Blueprint from the Object in the Scene. -Follow the same steps as described above for an object of your Blueprint Type inside the editor. -Once finished, check the details panel and copy the Pivot offset (can fi...
Is it a static mesh or a fx you are moving?
I have static meshes and fx in the scene but rigt now all i want to move is the lighting
set it to dynamic
Thanks for the above. I need to look into this. All sounds rocket science to me to be honest, I am new to Unreal
all good so am I (1 year almost), it can be difficult to find the right sollution often anwsers are burried somewhere
yeh i agree
how do i do this?
not sure if this is theproblem, but looks like this:
I ment "Moveable" sorry
Also are you sure it's not been secretly added to Sequencer?
I have that sometimes when im moving things around, I accedently add it in sequencer and keyframe it
You can also try this:
They were all set to moveable
I tried that too
are you using sequencer?
hmm and not the light by accident?
no nothing else
i have that a lot
just the camera
hmm sorry thats as far as my knowledge goes from the info
You can share you screen maybe i can see whats going on
but im also noob π
I can do but maybe later I am in an online lecture at the moment I am supposed to studying lol
haha all good
speak later hopefully
No problem good luck, and i think your problem would be best in #cinematics or #animation , because it can get quite busy here sometimes you question will just get burried fast.
I agree, I'll try them also
I have problem with my sprint. It gives an βinfinite loopβ error message and shuts down
Show your BP.
Like a ss? Can we dm plz lol canβt fix
No DM.
Yes.
The sprinting in question
I will send few not sure which
My jump, crouch. And wallrun all run but sprint shuts down the play and gives me error message
is it possible to revert back to older plugin versions after updating a plugin to its newest version ?
@drowsy snow
Likely not.
Show the part where the events are called
Alright give me a moment let me find it ππ½
Is this it sir?
This is pretty much all the sprint action BP @drowsy snow
Or anyone else that know
Hey guys - in animation assets, do bone rotations get stored as euler or quaternions?
#blueprint might be a spot for awnsers
Iβll try thanks
Out of curiousity what happens when you press the "Show" after the callstack
This
I'm just trynna think along, I have no XP in blueprints. but seems like this node is causing your troubles:
have you checked the forums?
https://forums.unrealengine.com/t/why-isnt-my-sprint-system-working/423809
I am trying to make a sprinting system. I keep getting an error that i have made an infinite loop. I am new to loops and how they work, so I canβt see the issue. After watching a few tutorials, I have made a completely different one to the ones that they made. You might say that I should follow the tutorials, but I want to push myself and learn ...
maybe it's of use
No but I will thanks a lot ππΌ
Anyone know anything about Level variant Sets? Or knows the gitar product demo well? Is it possible to switch between LVS's??
I have 2 points. My actor location (point 1), and another actor location (point 2).
I need my actor to move to point 2, plus 100 meters in that direction.
That means, going straight in the line from point 1 to point 2, plus 100 meters straight.
Is it possible to do this using blueprints?
Yes, that's just vector math. There is probably multiple ways to do it, but the first one that come to my head is:
LookAtDirection from A to B -> Forward vector * 100 -> Add to B location
anyone have this issue whenever export skeleton from blender pelvis bone get 180degree rotated
So something like this right? But its not working? do i need to use squareroots ? or there is a simpler way?
Yo, I am almost finished making my game and now am designing the map. If anyone has experience/feedback dm, i want to see other people's inputs.
ah alright lorash ty
My plugin content is not appearing, i have tried reinstalling all of them, but didnt help
Not unit direction, lookat direction. Like my first message says, after that put get forward direction, multiply it by your 100 / 1000 units, then add it to B's location.
is it possible to change an actors skeletal mesh mid game?
i've got two enemy types but want to use the same actor
And since you said you wanted 100 meters that's actually going to be 10000 for the multiply, since unreal counts in cm.
Actually unit direction might work as well, I am not familiar with how that node works, but the important part is that you do the addition with the location of the actor you want to be offset from to convert your vector from local space to world space
yeah you will need square roots. if you just had to use comparisons between distances you could get away without square root. but if you actually need the distance point you can't really get around it
but tbh as long as you're not calling square root operations every frame you'll be fine
Hey guys, is there any way for me to edit the UV's of this scope so the lens has its own UVs for applying a RT-target material? I've got zero knowledge of Blender etc, so would prefer doing it in-engine if that's possible at all?
After deleting default first person folder im getting error every time i run project
I am not sure in which channel this goes but I have this actor which has a C++ parent (that creates components + set some variables). Everything is working correctly code-wise.
However, when I attempt to spawn this actor in my level, all the components are at some weird locations where I have to select them individually and reset their transform before it goes back to normal.
How can I make it consistent?
this is what I get when I attempt to spawn one, the collider is suddenly separate from the mesh at some weird location
I have checked that all transforms are set to 0,0,0 relative (with the mesh set at 0,0,-90 to fit the capsule collider)
How can I limit the amount the player can look down?
Set the limit through the player camera manager.
for single color change 300 compile texture then color change fail
what is this meaning of this .... i used unity3d change color instant
byt here 300 compile wait 15min then found no color change remain black
how to fix that
and it doesnt compile 300 things or take 15 minutes
click the black box and it brings up a color wheel
yah i do change it to red
but it doesnt changing
rather bringing 300 shared compile again and again
lol xD
worse feeling is texture on ue rest everything is good
u can look this remain black
when i moving that color to red point take 150 shader render and cost huge cpu load for 1 color change
really jesus
common i used unity3d take nano second to change color
thats cause your saturation is 0 lol
if u want i can show u live stream etc video @oak patio
unity 3d's material graph is no different
your
saturation
is
0
i
can
see
it
so slide it up
wait i upload a video u love it
Slide the right vertical slider up to control the saturation.
This is not even a good bait for Unity simping.
sigh
took my 10min for 1 color change
ο½ο½ο½ο½ο½
none, it's extremely easy
wait i link u video
Not even relevant, but you want to know a life hack?
i change the saturated it work but red doesnt work at all
but took 350 compile shader
huge waste of time
if u not believe i am link video in moment
please do
sure man hold
cause that isnt a thing that happens
Also you didn't connect the colour node into Base Color
nope
no
i aint downloading anything
or wait for google to buffer to make it support for live
Or just post the file here directly and Discord will make embedded play out of it.
wont do
its 20 sec video 140mb
the vid is 179 MB
... my net speed 10mb/sec
no idea how that happens
Remux it lmao
on mp4
just wait google will re-render it to make it live on drive
i will let u know once it live
That's more waste of time than necessary, but I digress
if u think waste of time dont watch it ok but dont toxic talk @drowsy snow demotivation
i am helping ue4 to provide bug support
i sincerely doubt there is a bug here
whatβs the refund policy for marketplace assets? same as games?
simply changing 1 color 350 shader compile is bug or not ?
also HOLY SMOKED COW! WHAT IS THIS BLACK MAGIC?!
You tell me I can make a material red with a color parameter? And I can change it in an instant with material instances? What kind of poggers voodoo magic is this?
The things they don't want you to know! Tinfoil hat intensifies!
||even though this is properly documented anywhere already, as this is the basic knowledge level of working with Materials in UE.||
are u braindead ?
u dont have any roles u also new here like me i am asking old people on this discord not from u cause u never use unity3d and dont know the difference of color change time between the application
lmao the only roles are for staff/epic staff/boosters
||I was a Unity user until 2017 but okay||
there aint activity roles
and as someone who has also used unity3d i can safely say youre just doing things wrong
dont reply to my comment or bug i not need answer from u ok
!user
Well, I actually left for a brief while
too new smh, its not like you are probably the best person i can think of here for graphics related questions
that would be CRAZY
and this video still hasnt done damn
google potato servers confirmed?
no idea really potato rip google
hahah wait i upload on youtube rather seems it background sound copyright cant
Just remux it to lower bitrate and upload it directly to discord.
@lament sonnet what brother and makoto suggested for your color is correct. Also please be kind to fellow members and dont call them braindead just because of inexperience with the engine. thank you.
ya need to fix those, cause no 20 second video should be 179MB ;P
for the rest, if someone does not want to listen, please just drop it/ignore it. no reason to add more gas the the flame.
unless you've harnessed the power of 128k res
fair enough, mb
better recheck chat who started bad wording first.
I just adressed that. now please read their polite suggestions again and move that second slider up
(and connect the node to base colour)
otherwise it's useless
as you also didnt do in your video I downloaded.
did u check it ?
yes
what the issue man
you are ignoring the saturation slider.
yah i just figure it after i change red
i highly reccomend taking a beginner course
first you pick the color, then you change saturation.
but the time of changing small color take 5min
the first hour in unreal engine will benefit you
in unity it take 0.01sec
does the dragging of mouse hold click also call small render change issue ?
PROTIP: Right click on a vector/color node, and choose Convert To Parameter.
Hook the newly made bad boy Vector Parameter into Base Color, and make a material instance out of it.
This way you can iterate your material faster.
(also for comparison sake, my potato computer took 20 seconds to compile a material with nothing but base color)
I just timed myself in a project, from creating the material to the color loading on the object it took 11 seconds, what are you doing
Mine is a humble i5-6200, where compiling C++ code took more than a minute lol
do you have lots of high intensity marketplace content or smthn
and my pc is still worse than yours
the color changing doesnt need any processor in first place
i wonder why their so much gpu and cpu load on small color changes
again i reccomend beginner courses cause if it takes 5 mins to change a colour then youre doing something wrong
i mean it does
do i show u in unity3d color changing 0.01 second i can change color
i have used unity 3d
from creating a material to assigning it to something, it takes the same time
please take the advice or stop complaining
may I make a suggestion: lets drop this convo as its going into circles.
that is normal, to create a shader
bro is it worth spending 75 bucks on assets to make a game if im still slightly new to game design lmao
probably not
get some experience with free assets and greybox first
then decide on a game you can make
damn bro i just want some fancy trees :(
i have, i made stuff like that in school
@glass idol practice first, get really fun/tight gameplay first. making it look pretty can be done later.
(trees can be quite simple to make)
(and quixel has some good ones)
Well, FWIW marketplace has some free foliage packs
You can check out these free Megascans trees. https://www.unrealengine.com/marketplace/en-US/product/megascans-trees-european-black-alder-early-access
was planning on getting this
Joe does great work.
But if you're new, I just recommend playing with some free stuff first. Ultimately it's your choice if you want to invest a little. π
true
what about a smaller pack? like this just for roads
idk or i might stick to free for a bit
Well you can't go wrong with Brushify. He makes great stuff.
facts
but if i did get one, which would you recommend?
was planning on getting natural roads and forest, but im not sure
I honestly don't know. It depends on your project and your taste.
I have the red health bar which is a UMG widget. Is there any easy way to make it visible properly?
If I set it to World => The bar is considered flat and can go invisible at certain angles.
If I set it to screen => The bar is always visible even when the enemy is behind walls
desired behavior: rotate to face me or anything as long as it doesnt go invis or shown behind obstacles
what are my options to fix this?
Set it to screen, but do a line trace to your player camera to determine the visibility
I am currently trying to use the virtual camera inside of UE4 and the Unreal Remote app is very slow and laggy on the phone, I am trying to have it where the phone is an external monitor in a way for the virtual camera so I can see how I am moving the camera. Does anyone have any suggestions for what I can do to make the connection to my iPhone a lot more stable?
Make sure your wi-fi router has high bandwidth and not being clogged by another activity.
makes sense i restarted
anyone here worked on a third person shooter that could explain how they handle aiming different types of weapons? For projectile weapons I'm currently doing a trace from the camera for visibility (ignoring hitboxes) and then shooting the projectile from the gun to the camera trace impact. For hitscan I'm tracing against visbility AND hitboxes so that I always hit what my crosshair is on. However, I'm having an issue aiming a hitscan shot that has bullet penetration. Due to the offset of the camera and gun, if I shoot at 3 enemies lined up in a row, the angle from the gun will often only hit the first one (where my camera is aiming) but go off to the side and miss the other 2. I also tried doing a trace with overlaps and then finding the last target in the line instead, which gives me more consistent hits on multiple targets, but can sometimes miss the first thing in the line, which is what I'm actually aiming at, so I'm not sure which approach is better.
Edit: lmk if there's a better channel to post this in
Hey guys, does anywhere know a good place to look for game economists/strategists?
Whether it be discords, forums youtube etc?
hey guys, how can I make a keyboard? I have a 3D model of it. I just have to put function to it. currently I think ill just have to put blueprint behind every button.
Morning all! Im new to this community, already appreciate any help anyone offers and i hope I can one day know enough to offer help to people!
I have a current issue though, i am trying to make a medieval stone wall that crumbles away as it is hit by catapult projectiles, i have used the destructible mesh tool but it makes the wall break away too easily into many fragments and it doesntt seem realistic, I want a system where the base of tthe wall will still be standing as its foundations are rooted in the ground when the top is damaged, currently the whole thing shatters into pieces after it receives enough damage
That may require multiple meshes.
check out the chaos examples in the new ue5 content examples
that might help
Thanks so much for the response, the project is part of a game jam with another student and we're using ue4 for the project, most tutorials i see on chaos destruction says do not use it due to instability, or are they outdated now?
I can't speak to its stability for this usecase
never really seen it done
whether it's good enough for your homework is another question
it's definitely a little scuffed still
Also for the record, this is #ue4-general
Here's what you want to do. Either fracture it with APEX, and/or spawn bunch of rock fragment from where the destruction occurs
Though I can't recall how to make the foundation works, might have to look back to my project when I'm back from running errands
Thanks a bunch for the response Makoto! ill be avoiding chaos for now just due to its unstable nature, I had the thought to despawn the wall on colission and spawn rubble, but how would i have it so only a certain area of the wall that took damage is the area that breaks? so the rest of the wall stays intact, so that with focus fire, the player could bust a hole in the wall to allow ground troops to walk through
Well, I don't think Chaos in UE4 are in usable state anyway
As in having the same performance as PhysX in UE4
heres a reaaaaly rough example of the type of damage i want to be able to inficlit, and how the wall would remain standing after
the stars indicate holes
Yeah, I had similar kind of destruction with PhysX going on, alas, I can't remember exactly how I set it up
ohhh this looks good! Many thanks!
If I remember correctly I just have the walls to be one mesh and not enabling physics?
This actually seems a little beyond my skill level paha, and the tutorial states doing this with physics projectiles (which i intend to) causes heavy fps drops
Its not so much a "game jam" more me and a fellow student want to make something over the summer holidays, only im eager and started in easter, id like it to look polished, thats why i avoided just stacking boxes
Anyone know how to fix that?
Would you suggest a beginner game developer to use unreal engine?
Depends what your experience with programming is outside of game dev.
Zero experience
Ok well I have some experience but itβs the motivation for me
I wanna learn unreal engine 4 but video tutorials donβt seem to work and the engine is running a bit slow on my computer
I donβt know where to start
What do you want to make?
Well the genres I really love are rpgs and fighting games. Hence my love for final fantasy games and 2D traditional fighting games(I.e street fighter) π
What would you suggest I start with
And yeah, as other have mentioned, if you have no game dev experience at all (not work experience), there are far easier engines for your desired genre.
RPG Maker barely involves coding on your side as a writer, and many people have made different combat systems for it (ATB, Tales like combat, or real time ala Mana series).
Unreal Engine is more of an empty canvas with lots of tools at your disposal, and can be overwhelming with someone with no game dev or even modding experience
Same goes with Unity, Godot, CryEngine, GameMaker Studio, Clickteam Fusion, Construct, and other general purpose engines.
At least with RPG Maker you already have a working gameplay out of the box, so mostly you just have to worry about scripting stats, the stories, and world building
(personally I use RPG Maker more as a storyboard, just to test out how story flows)
i dont have money for rpgmaker
hi,I,m begginer of unreal engine ,i created the rpg melee combat system ,i add the block system ,i have a question for you,can you tell how to add my blocking system to slow motion effect?plz tell me!
Timeline - Play From Start -> Set Global Time Dilation
I don't think timelines are affected by time dilation, though not sure if that's the case
Even if it is, you can compensate the curve anyway, no big deal
Thanks for you!
Though to be fair Unity also have fairly low system requirements and more learning resources than Godot
Why use bolt when you can simp on C# π³
how do i make a node like this for my other animations?
agree
Hello everyone
Would anyone be willing to help me? I am trying to get my character to sprint, it always give me an error instead and shuts down the game
if you search my name there are a bunch of screenshots above
hold shift
when i press shift, as it is binned to sprint, the play shuts down
check what else it's bound to
nothing
says its in an infinite loop
But its all connected to an end