#ue4-general
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I see u have an infinite loop
have you tried using breakpoints?
you can track the infinity loop easily if you use breakpoint
how do i use breakpoint? kinda new to UE4
not sure bro i actually followed a tut trying to learn lol
sorry
maybe you can use the log node at critical points along your path
it would log as each event occurs, leading you to precisely which instruction caused the problem
how do i set this up?
right click on " sprint event " node and click choose " add breakpoint "
then you will see a red circle on that node
then just open the game
press Shift
will try that now thanks so much for your help
once this node is triggered, you will be taken to the blueprints screen
it has been too long, using breakpoints seems to be a more modern solution
and start following the code step by step
if you look at top, in the blueprint, you will see " skip ", just keep clicking it, with each click, it will move 1 step
so keep skipping till you find the place that makes the infinity loop
I pressed Shift but now it took me to event graph with a Big red arrow on Sprint event
cant enter it or anything
where do i enter blueprints screen
yes
now loop at top of the graph
there's a bunch of new settings
one of them is " skip "
yes
yes
just keep spamming it
till you find where it starts to repeat
because that way it will move through the code
It keeps just going back and forth from SPrint event and sprint event in the even graph
Thats prbably the problem
was gonna say that XD
how do i fix it lol sorru
If its in the event graph i have to add an end?
check the screenshots it the two sprint evens in the event graph
where're the screenshots?
yea sorry lol
why it's connected like this? :oo
probably that's the loop
the event keeps triggering itself
but what are you trying to do with it exactly?
if i remove would i still sprint
sprint
let me try to remove it
yea I know, I mean what did you want to achieve with it? like did you want to change a variable? or what exactly?
because it's not connected to anything, so it being there is doing nothing XD
That what it showed in the tutorial ๐ , When i try to delete the two nodes the entire character dissapears, I think I just have to fix it and add somehow something to make it sprint withuot a look
there's a simple fix XD
nice :DD
congrats B)
How do I get rid of this white box?
I was told that it is SSR but I don't have any post processing volume and I can't seem to disable it in play mode.
I might be asking a stupid question, but does anyone know how to relevel/bring the landscape to it's original flat height after sculpting and making mountains and troughs all in the landscape. I want a flat landscape, I've built some geometries and added some textures already. I don't want to undo everything. Any help will be appreciated, thanks.
Hello does anyone else have problems using mp4 video in unreal engine 5 ? .... i m trying to put a background video in my menu title widget . but the media player just doesnt work . i've tried the same with UE 4.27 and it works just fine there ...
is there a way i caan add support for people to put something like a .umap into my packaged game and run it?
Hello friends. I wanted to use my own intro in unreal engine and added my own intro from the movies section, but when I start the standalone game, the intro does not appear. It worked when I tried it from another project, but it didn't work in my own project. can you help
Do you try this?
Name the rig "root" before importing
It doesn't work.
Show your rig?
Name the Armature "root", name the root bone something else, then parent all other bones to the root bone
That should solve it
It works. Thanks.
Hi dudes!
I'm facing a problem to launch my game build to the steam. I followed every single step again and again and I just can't cover this two topics in the checklist of steamworks
Anyone could help me?
Store And Devcomp Packages Match
Package Includes macOS Depot
hello
I need help with something
When I right click in my folder I don't see the git bash here option
Do you guys know how to fix it?
Just open command prompt in that folder and type the usual git commands
Is it possible to make a peer to peer multiplayer game in UE ?
yes
ue refers to it as a listen server
basically the host is both a player and a server
Ok let's say I start making me game now, do I just make a normal multiplayer or is there something I have to do ?
well multiplayer and singleplayer are very functionally different
how do you mean normal multiplayer
I mean I want to make a peer to peer game do I just follow a normal multiplayer online guide or is there more ?
just follow a normal one
Alright I see
also reccomend looking at the ue4 network compendium
as multiplayer is much much more difficult than singleplayer
defo not reccomended for a beginner
STAT FPS. UE5. SO HARD TO SEE IN VR X_x. Is it possible to resize or move the STAT FPS display ? especially in VR mode.. its SO FAR UP and to the RIGHT that Its NEARLY impossible to see.
ty. I will try and figure out what that means
it means you should post your question there for better help
you can always make your own widget to display fps
or you can alter your default engine fault to make it larger
how would I alter my default engine to make it larger? C++ ? edit an .ini file ?
tyvm. ill check now.
I would have to say tho, make a custom debug widget that you can put in your world or somewhere else to make it easier in VR
Is anim notify the right way to process damage on a dedicated server? is using timers better?
I have a problem but maybe it is on my code.
Only 99% of the case the anim notify is called on dedicated server but sometime it is missed
I`m using anim notify to generate gameplay event on server and wait for gameplay event on GAS
If I uninstall it and reinstall it will it reset some of my information?
and will I have to reinstall lfs
how do i get viewport to have server and client view when i press play
Is there a way to add the VR Mannequin Hands from 4.26 and earlier to the 4.27 (and 5.0) VR Template? I want to replace the default Motion Controllers in VRPawn with fully functioning VR Hands.
Cant seem to attach the camera to heasd socket "Select a different parent socket - Cannot change socket on inherited components
cant attatch to any components
Am I blind or is there no way to disable motion blur in the editor?
I know how to disable it on the ingame camera and the only thing I can find online about it is how to disable it on the actual game camera
Hello, I created this custom gradient from a tutorial, but now I need to add a rotation to this function, how can I do that? I need to add an input to this function that will allow me to rotate the gradient.
I want to be able to rotate my gradient like this :
I'd like to move my unreal engine installation to another folder. I was thinking of removing it and then re-installing it, all via the launcher. Will this break something with my current projects?
the projects will be fine once it's re associated with the launcher
so uninstall, reinstall, and your projects should be fine
alright, sounds easy enough
the projects are self contained, their .uproject has the engine version so as long as windows knows where that engine version is they are fine. When you reinstall the registry is updated with that info. easy as pizza
Does anyone know if Steam servers can host mobile games?
Some way to repair SAV files.?
had a major glitch on one of my maps, everything was doubled. Had to go through and delete all of the duplicated assets and it worked fine. Did some work on another level then went back to it... nearly everything is gone, but if I play the game. Its all still there... just can't see it all in editor.... soni can't change anything. Anyone else come across this before or fo I have to start from scratch again on this level??
Can I break anything deleting files from this directory? I only ask as its like 56gb. C:\Users\*******\AppData\Local\UnrealEngine\Common
@sullen mesa No source control?
No, but IIRC all the derived data cache resides there, so you may have to recompile shaders all over again.
Ah thats likely what takes up so much space then as well, the ddc was there yes.
No haven't figured out source control yet, but then I've never had this issue before
I havnt either I was going to suggest a revert but thats off the table in that regard. Couldnt find anything on google either after a bit of searching.
Id recommend looking into perforce its pretty easy to setup and could save you in a situation like this.
I googled it as well but couldn't find anyone else having this issue either... lucky me. Guessing I am going to have start this level all over again....
Is it possible that the editor isn't accessing the map data correctly and if so how do I tell it to. Like I said when I play the game everything is there... its weird
Hey, is there a simple way to slap a shirt on the UE mannequin?
can you open a project that was saved on the binary launcher version in the source version?
edit: if they are the same engine version
Should be able to.
By modelling it in Blender or Marvelous Designer
You can't just ask Manny to wear a shirt
Copy pasting my question...I might be asking a stupid question, but does anyone know how to relevel/bring the landscape to it's original flat height after sculpting and making mountains and troughs all in the landscape. I want a flat landscape, I've built some geometries and added some textures already. I don't want to undo everything. Any help will be appreciated, thanks.
nice, I wasn't sure, and I wanted to mess with dedicated server stuff tomorrow, and I have a small multiplayer project from a while ago that I have to change a little on to get it to work with it on a dedicated server
edit: just to test it out
There is a dedicated flatten mode in the landscape editor panel.
Tugston: you might run into problems with assets not opening because you're running a slightly earlier build than the release version. Or new assets created on the source build not opening on the launcher one for the same reason.
If they aren't an extremely similar version.
The flatten mode in landscape editor still raises the ground but makes flat surfaces like plateau.
FWIW you can sample a height and flatten the surrounding
Does anyone know where the learning portal stuff went? I was in the middle of some of the courses and now it all changed to the dev community page and I can't find my courses ๐ฆ
I'm new to this, does this involve importing a heightmap ?
greetings, does anyone here have any experience working with rider for unreal as their main IDE?
Hello guys. My UE4 doesn't refresh screen until any action is not performed on the editor, making it black most of the time. Did anyone had similar issue ?
So i figured out what has happened... somehow, half of my objects have gone over to a streamed level so of course it appears when you are playing but not in the editor becasue i haven't loaded that level yet... go firgure...
Oh neat is that what you want or is there a solution?
no i now have to go through everything and put it all back to the persistant level...
Try asking your question in #cpp
Where can I enquire about getting access to build for PS/XBOX?
We already have devkits from Sony/Msft, I dont know who/how to contact epic..
Surely whoever you got the devkits from would have some idea?
Yeah, I can ask the reps. We dont have an Epic rep yet. I will check with them.
Ta!
I think that require the PS4 devkit to actually work
How expensive is the On Component Overlap?
Instead of using On Component Overlap i'm using instances. Im moving them using vinterp to with a for loop that checks if my instance is close to any other instance in the game.
Is this "cheaper" than using a normal static mesh with a On Component Overlap ?
Contact Sony Interactive Entertainment (through their PlayStation Partners programme) for the devkit
I'd go with what the engine offers. It's probably more efficient than your code.
Do note that you have to have a solid proof that you're actually making a game, as you're basically giving Sony a pitch of your game. If they approve it, only then you're given a confidential dev kits and SDKs, then reach out to Epic for the build configurations.
Though I don't know exactly how shitty games like Life of the Black Tiger or disastrous PRs like Abandoned get through Sony's approval
But isnt the On Component Overlap also an event that checks at every tick?
Though I don't know exactly how shitty games like Life of the Black Tiger or disastrous PRs like Abandoned get through Sony's approval
Money and connections.
Even if it does checks on tick, it's low level enough that you shouldn't worry much about perf
And why would it check every tick? Sure it's only going to update when things actually move?
I don't know where the event located in the source code tbh
Read #instructions on how to post to #volunteer-projects
||We never take #volunteer-projects seriously though, just looking at them purely for entertainment||
Well, guess there goes my non existent pump and dumb crypto coins... ๐ธ
cries in classic mac mouse
i've added a custom plugin to my project folder under "plugins" but get this error message when trying to package the project to an apk
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
any help would be greatly appreciated, as i've had this issue for a couple of days now
Wdym? Assets having no references?
Or a stray static mesh component with nullptr static mesh reference?
Then in C++ you can make an actor that goes into each AStaticMeshActor actors and destroy it if GetStaticMesh() points to nullptr on timer
(I don't recommend doing it in BP tho)
got a new error which i seen mentioned on another post. the file path name could be too long
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/OvrUtilities/BP/BP_OVRConnnectionManager' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2D/', '/AnimationSharing/', '/Geometry
Mode/', '/SpeedTreeImporter/', '/Niagara/', '/ChaosClothEditor/', '/ChaosNiagara/', '/ChaosSolverPlugin/', '/GeometryCollectionPlugin/', '/GeometryProcessing/', '/MagicLeap/', '/MagicLeapPassableWorld/', '/VideoPlayer360/', '/MotoSynth/', '/MediaCompositing/', '/DatasmithContent/', '/AudioSynesthesia/', '/PostSplashScreen/', '/Synthesis/', '/OculusVR/', '/Co
nfig/', '/Script/', '/Extra/', '/Memory/', or '/Temp/'
Hello, is it a proper place to ask a question about ue4 learning platform?
So it's just for cinematics?
Probably? But this is not the official feedback logging for the learning platform
Yes, I am more just looking for a piece of advice..
So, it is as follows. Last year I have completed several courses on ue4, got some badges and achievements etc. Now, I need desperately to confirm that I have done this, but I can't get access to ue4 learning.
Any ideas, how I can view my badges and completed courses for ue?
4
that's due to ue5 release, as I see
Speaking of badges, anyone resides in the west got news on BP ninja swag?
That's the platform I used!
expecting hopium, ended up getting copium
Been a month since that faithful mail and no tracking numbers ever since
At the very least I'm expecting to get official UE merch without going through megagrant or dev network
regarding Ninja, I also received a letter in January saying "we are sending your box" and that stuff, since then - silence
Well, I must say I have zero true experience in gamedev, but I am trying to enter a university programme on this, so I am making up some sort of CV - a collection of all my achievements in this field
Doubt recruiters going to look at it seriously, but oh well
perhaps, but everything counts..
lmao
Guess that'll wait for my demo to be in "primetime"
still might have some cards in my hand..
Well, if you're going to trick amateur HRD, go for it.
Just saying that UOL badges hardly matter in practice, as it can be cheesed so easily
One can simply skip videos and look at cheat sheet for the quiz to get badges in no time
Yeah, sure, but it's a university programme, and, of course, that's not the only thing to include
A lot of programmers refuse to work with recruiters for a reason...
Also getting wrong answer in UOL is not even consequential
You are right
Well, if one already have bachelor, HRD won't worry much about putting up tests, I guess
HRD position is not entirely sinless
the problem is, my bachelor's is in math and mechanics, but I want to try to turn a hobby into a career, so..
Well, that's a talk reserved for #career-chat
Alright, alright. Thanks everyone again for help!
Does anyone know how to increase dedicated server timeout, it's at 20 seconds by default, in steam season dedicated server
Hey guys, I'm new here, I don't have a background in game design or the such so I'm starting from the ground up, what would people recommend as a basic project? the game i'm looking to design a few mods for uses UE4 so learning UE5 doesn't make sense right now
Hey guys, trying to build my .exe atm and Im getting this packaging error:
"PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/SunPosition/SunSky' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with:" and a lot of different strings.
How can I debug where this issue is? I havent edited any files called SunPosition or SunSky :3
cant find the file in my project even
hey I'm trying to get this decal (1st image) to show up on the character, the decal is set up as a DBuffer (2nd image). Does anyone know anything about this?
no worries
And thats on the mesh itself?
Just worth a read when it comes to wanting decals on players - if it's blood it would be more efficient this way, as the decal itself would be stretching and making artifacts when animating the mesh: https://www.reddit.com/r/unrealengine/comments/58z4et/decals_on_animated_characters/
Not sure why its not applying to your character though
why do I draw with quads? Help pls
no no I've made a system that fixes the stretching thing but the issue is that as soon the DBuffer setting is set then the decal doesn't render on the mannequin even if i create a static mesh from the actor mesh from
this is a pack for the marketplace
here's the full issue
okay I've narrowed it down to only the emissive channel being rendered on the mannequin but i have no idea why, any ideas?
hey does anyone know how to make an accurate mirror using planar reflection, I have increased the prefilter roughness and screen percentage. I've enabled the option in edit--> project settings--> support gloabal clip lane for planar reflections but for some reason i am not getting the expected results as of right now. I'm following a tutorial and the reflections looks much better and accurate in the tutorial with all the same settings
your best bet would be to use scene capture components and track the player to get an accurate reflection
as standard the engine culls what isnt in the viewport so props wouldn't be visible unless you capture the reflections
that's some advanced techniques for me right now but will look into it, i appreciate your input, thanks.
no problem
I see
Does anyone know how to make a camera lens bigger? My landscape is huge and the camera is very tiny in comparison and only captures a very tiny portion that's extremely low resolution, I tried rescaling but only the mesh gets bigger, while the actual output stays the same
To capture the entire landscape, simply put the camera in a higher location
Thanks for the reply, unfortunately I need the camera to be at ground level so it's like looking from the ground up like a character would, but it only sees a very small portion of the landscape
I will try to send a screenshot
@wraith aspen You can kinda see, the camera only captures a very small part of the map. I want it to scale up so I can see the entire landscape (side to side) and at its higher resolution
Because right now when I try to paint that brown part thats supposed to be a path, it's way too small for the camera so the resolution is bad
But if the camera was bigger I would be able to capture all the details at higher resolution instead of zooming into that small point of the landscape that's very low res
Unless there is a way to add a lot of resolution to my landscape?
Heyo I'm somewhat new to unreal, would you guys know how to create a turret + barrel on a tank that's moves with the player camera? Ive made the code for it but turret just ragdolls
Not sure if I understand what you want to achieve... things far away from the camera are supposed to be smaller and therefore lower res
unless you abandon perspective mode and go for orthographic mode
What I'm trying to achieve is to have higher resolution captured by the camera. As you can see in the screenshot there is a brown line. That brown line is as small as I can paint in landscape mode because of how low the landscape is
Maybe if I had a way to increase my landscape resolution by a lot, I would be able to paint more on a smaller scale
Sorry if I'm bad at explaining
I just want to have more resolution to paint on in that small area seen by the camera, because right now the resolution of my landscape is so low that I cannot paint this small
I think it's your landscape res too low
So I guess another way to put it is, how can I increase my landscape resolution?
Hey so how would one bring back up the Details panel as I accidently xed it out.
Yeah that would be a fix if I can increase it
You can toggle it back from the window tab on top of your screen
Oh ok lol ty
I guess use a higher res texture, huh
It isn't a texture
I'm painting
It's just a landscape and I paint colors on top of it
But I cannot paint very small because of how low res the landscape is
Then make more landscape tiles
But the camera will only capture this small part
My camera will never move, it's for a render
If I make more landscape tiles, it won't change what the camera sees, in that case I would need to rescale the camera which I don't know how to do
Back to square 1 :(
Say you make 9 tiles instead of 1, set the landscape texture UV to 3 times the original, you will get the same render with your camera unmoved
And scale down the landscape 3 times, of course
I'm getting a nasty bug concerning level streaming and world composition where sometimes all of the actors in a level will get moved to the world origin if I load a separate level outside of the world composition. Has anyone encountered this or is there a way to freeze the transformations on an actor like there is in 3D softwares?
Ah sorry for late reply, feel free to ping me so I can see your messages quickly. So I just tried scaling my landscape way down and then going into manage -> add and added a bunch of Landscapes. So far it seems like I can finally paint smaller but on the camera preview there's a lot of artifacts. Not sure if that's normal
Screenshot?
Yup just a sec, I'm on a public computer so I need to sign back into discord
You won't be able to tell from a screenshot because it's like blinking almost
The horizon line is twitching
hey guys i am having a huge mental breakdown while trying to make a flashlight work. When i look far my spotlight just turns of or i should better say fades out.
Is your camera moving? Is the landscape moving? Otherwise, it's probably problems with your computer
No nothing's moving
Maybe it'll fix itself once I render
Thanks for all the help Shroomy
does anyone know where I could even ask about 2d water physics, I know of games that have great water physics but I cant find anything online about it, and since ue4 is for 3d I doubt many people here will have done anything with that
How do I compare Fstrings in UE4 C++?
even just a fixed volume with dynamic waves Id be happy
nah its ue5
Okay I'll move the comment.
this is really frustrating me now, where do I even ask? Im not the type of person that can just do this kinda thing from scratch
How would I compare these two FStrings? Is this valid?
// How levels are stored
TArray<FString> levels;
levels.Add(TEXT("Level1"));
levels.Add(TEXT("Level2"));
Fstring levelToLoad = "Level1";
for (int i = 0; i != levels.Num(); ++i)
{
// Actual comparison
if(levels[i] == levelToLoad)
{
// Load level we want
}
}
Never mind. It finally compiled after 10,000 years and it works ๐

I have 2 questions. I am quite new to UE so do not know some stuff.
I am wondering how to make my camera connected to my character static, If I move the camera moves with it, which is not what I want.
I also want to know why when I press Play my Character disapears and I am greeted with this screen. (attached)
I just need help getting to know the basics, and I wouldn't mind paying people to help as it is an urgent matter.
@fossil ridgeyou wouldnt attach the camera to the player if you want it to be static, you would make it seperate and tell the engine to use that camera.
seriously is there no fix to the editor bugging out on 2k monitors and an nvidia gpu? My 1080 monitors have no issues but if I use my 2k monitor the editor starts bugging out
and if you want your character in the level to be controlled by the player, you need to set it as the default pawn and spawn it into a player start or tell that character in the world to be auto possessed.
I use 1440p monitors without issue with UE
do you have an nvidia gpu?
yep, 3080. also had a 2070 super at one point and a 1080 and never an issue
fixed that, thanks
do you know how to fix the second question? @grim ore
both of the questions I answered
how would i do that
ive done the input mappings, the sprites etc
just cant move when played
yep because it is not being controlled, or possessed, by your player controller
how do i make it do that
where
look for possess in the character's details panel, or look into using player starts
like this?
as i said im new to UE4, i dont know the terminology sorry
nvm
yes, you would set it to player 0 instead of disabled
yeah
i did that now for some reason
its in 1st person
and not from the camera pov
i reinstall epic game launcher how can i set my ue4 folder it keep saying folder need to be empty
you probably still need to tell the project to use the 2nd camera, and not the one in the player
i have already ue4 install on my pc just reinstall epic launcher how can set back ue4 folder back on epic launcher ?
@lament sonnetyou cant really do that, you need to install the engine for the editor know where its at
yes, you need to install the engine again
you cant just tell the editor where the engine is already installed, it doesnt do that
what if i install it their
then close epic launher
and recopy engine
and verify
does it work ?
A hacky solution would be to try install the engine in the desired location, but when it's start downloading, kill the process from Task Manager.
Once that's done, copy over the old installation to there.
guess need to try nothing can be done now
just start the install, pause it, then copy in the files, then resume it
it will verify and finish
what's everyone's preferred way to get crisp icons in their UMG?
best way I've found so far is to import it as the resolution it will be displayed, but the size in my use case is unknown so the icons all end up looking gross
Hey do yall know of a way to link tank wheels bones to a track so that the track bends without using blender?
christ anyone would think Im trying to simulate a realtime model of the universe or something, I just want waves man
i think i saw a side-scroller water-thingy on the marketplace.
@azure shore this what you are looking for?
https://www.unrealengine.com/marketplace/en-US/product/2d-procedurally-water-system-with-buoyancy
oh wow thanks, that looks great, idk how I didnt find that because Ive searched multiple different phrases for this kinda thing
"2d water" did it for me XD
oh, its literally 2d, I kinda need some kinda thickness, idk if that would be possible with that
I really wish there was some way to try out plugins or something before you buy
i have an issue
when i make my player go into another level, it works in the editor
but when i export the game, it just opens the current level again in a loop
somehow adding this to the constructor of my character class broke my entire project:
// Set the current level the character is in
FString currentLevel = GetWorld()->GetMapName();
// Remove the prefix
currentLevel.RemoveFromStart(GetWorld()->StreamingLevelsPrefix);
// Set the current level
m_currentLevel = currentLevel;
I wanted to get the name of the level the character class was initialized in but I guess Unreal didn't like that. Now I can't open my project anymore because it keeps crashing every time I start it. ๐
Is there any particular channel I should use to ask questions to do with Level Sequences?
Would that be #cinematics, or?
I'm having an issue where my "get player controller" and "get player character" nodes stop working after possessing a different pawn and then repossessing the original. I'm using the same player controller for both pawns, and I'm not destroying the player character, only setting its visibility to false, so I don't know why this would be happening.
Make it in power of two resolutions to have it mipmapped
Hey, my team just bought a character pack off the marketplace can someone please explain me how to create a static mesh from a skeletal mesh to apply it to the ALS system? Thank you!
So..debugging a crashing quest app when the log file doesn't seem to record the crash.
hello guys
so in ue 5 lyra death effect is there right can we use that from ue 5 to ue 4.27?
not only death effect any other effect present in lyra game i want to use in my broject and i dont want to change my project to ue5 now only
is thee any way to use ue5 lyra effects in ue4.27
for some reason the event tick, and timer does not print a string but the blueprint interface does ?
No.
you could maybe reproduce it by hand but backporting it will almost certainly not work
Not sure if this is what you mean, but if you open a Skeletal Mesh, there's a "Make Static Mesh" button in the toolbar
hi, was just wondering if anyone knows how to make a ball which reacts with the player for a 2d sidescroller football game. The keybind for kicking it will be Space, the ball also collides with the player for things such as headers and saves.
oh my god, nostalgia
completely forgot about that one game
just have a physics sphere and hitting space can either do a sphere/line trace to the ball and apply impulse, or give the foot collision and set up the animation to physically kick it
big head football
im tryna make a rip off version of it
for an exam
lol
fits exactly in the exam criteria so why not
nice, now I see there were a lot of versions lol, cant remember the exact one that everyone played but it often had some little triangles and stuff at the top for it to bounce off of, and there were powerups like bigger foot and bigger ball etc
dont have a clue how to do that
Guys, just to know, it's not recomended making FPS Multiplayer fully in blueprint? Since i started to dev, i noticed that client side players started to have a jittering problem... And i'm feeling that more stuff i add, more the jitter happens... Anyone can give some opinion on it?
How can I switch between open floating windows?
Main editor window becomes obstructed by floating windows
basically something like this
even when I click main window - floating windows still in the way
yeah thats really annoying, I prefer them all as tabs on the same window anyway but the editor always opens with half of them on a separate window
Thats great for details panel and similar but for message log would only work on bottom and you can't dock there unless you take part of screen re-estate
it doesn't floating-dock to bottom
oh yeah like sometimes Im testing something a lot of times and its giving me errors because of the way Im testing or I havent set something else up, and I have to close that window and the bottom right error message every time and I dont even care about those errors at that time
but also if you wanna do it animation based it may be simpler but slightly less reliable, just attach a cube or something to the foot if it doesnt already have collision
and this would be on whaT?
the player or the ball graph
im new to ue4
forward vector is the way the player/actor is facing, then the multiply is to set how far in front of the player it will reach
nah this is if youre not doing it with animation
sphere trace is for detecting whatever it hits, then you add the impulse to whatever it hits which in this case is the ball but it can all be changed to how you need it
well pretty much
but there are many things that could be set up wrong to make it not work but it should be simple mostly
ill give it a go in 10 mins
hey everyone ๐ random question, feel free to redirect if this is the wrong channel:
Is it normal to have to rebuild level data when switching machines? I use git for source control (maybe that's a problem?) and when I push built levels to Github from my laptop and pull it down onto my desktop, I always have to rebuild every level. It's weird because I can still see the *_BuiltData .uasset files in the filesystem and in the editor, it's just not recognizing them as valid or something
@azure shore where
still learning bps
dont have a clue how they work
half the time
well thats all fine, just connect it up
and make sure the ball has overlap and hit events (above its collision settings)
that line trace

where does it connect lol
these arrows are the connectors, theyre basically pointing to each other already
yes and the arrows execute the function
Anyone knows how to start playing animation when trigger box event happens
Is Control Rig fully replicated in 4.27 ?
You havent connected the second lot
You need every node to point to each other, it's your flow of execution
To any German speakers.. Is this valid? "Ist das fein" I know 'das ist fein' is valid, but what about the first? I ask here as it is for a game i am making in Unreal
I know i could say 'ist das gut' but i really want to use those specific letters (Google is not giving me enough information) It is just for a quick blurb. I do not intend to use or massacre the language throughout the game.
Just a question, but does anyone happen to have a blend file of the unreal engine mannequin (rigged)?
I think the Mr. Mannequin project covers that.. https://github.com/Jim-Kroovy/Mr-Mannequins-Tools
Hello guys! I need some help since I messed up my AI character. I was not aware that I needed my imported character to be EPIC RIGGED = YES... So after allocating it to my AI characters the bone structure got damaged. I tried to fix this by importing the character from an earlier project, but now it just act strange and does not have any animation and just stays in A-pose. Any suggestions?
Also, not sure what you mean by rigged, but if you just mean 'with the armature' you can right click and export the mannequin from your unreal project as fbx and import to blender. You probably knew that, so that may not be what you mean
so just curious whats some decent specs for UE4 3d game dev?
ok so I am going to be loading a level it is a house. how do I set it up for each door, for instance I have it now so when I open the garage door it will load the Inside of house, do I set a character at each one? I want it to start where the player opened the door. wouldn't be cool if I open garage and start in the bathroom ๐
wym
in that picture you still need to connect your linetrace to the add impulse
no connection = no execution
Does anyone have any idea if there is a way / guideline on how to make a non epic rigged character to an epic rigged character? Sorry if the topic allready have been discussed somewhere here before.
So i just opened project as normal, and my character is blurry in game?
not sure if you found some solutions yet but the new content examples has some cool 2d liquid sims
but these are still limited right? just restricted to a small box
no idea, but that's where i'd look, niagara and fluid sims have a lot of goodies hidden inside them
I guess I should check it out anyway
ironically I bet its overkill for what I want though
super realistic fluid sim thats (probably) very heavy on performance and looks amazing but all I want is decent looking water blobs lol
spelunky has great looking water physics
also, this is only ue5 right?
Sir, this is #ue4-general
Yes, it's UE5 only. You have to remade them by hand in UE4 or pour in effort to make your own fluid sim.
yep, if this ended up working how I need it Id definitely switch this project to ue5, as annoying as that would be to use the realistic triple a engine for a simple cartoony 2d game
Id already asked about a water system in this channel though
and as I said, Id probably be happy with just a simple box that has deforming waves on the top
but Im not a crazy genius who can do that
For starters, even for that the surface needs the geometry to deform at all. DX11 Tessellation is unreliable/unpredictable
https://gyazo.com/e2163111d1a54039f2b2692115cea84e i cant seem to select my spline path. please help
this is what I mean by the thickness btw, not actual 3d waves but thickness to the 2d waves
Wasn't someone made a plugin like this in marketplace not long ago?
yeah 2d only
I asked him about the thickness after seeing a flat one in his video and he said it cant be 3d
Then make a high poly box and use noise on WPO?
Throw in some particle effects on impact for good measure
yeah and then I dont know how to restrict it the way I want, and then the top of the cube mesh disconnects to the other sides
if I have 0 on the y, itd be flat, but if I have full y, then it will have waves all over the y axis
can someone acc help please
trust me it can take a while
anyone know why it could be that I'm getting baked lightning there? My only direct is at 0 lux
Then shift the sides upwards
I just dont know how, I can play around with it some more but I really dont get it
Look at rotation looks upwards for some reason when it wasnt supposed to do that
any suggestions on a fix to that
Is there any way to render a spline in runtime? Doesn't have to be a 3D tube, just a line.
How can I ignore a specific class of actor in the collisions of another actor?
custom collision channel
has anyone ever run into an issue where unreal just closes seemingly randomly with no errors or anything
in 4.27
i even have a debugger attached and it's not giving me breakpoints or anything
its just closing
I render mine at runtime. I actually use it for my projectiles in my game. I move the projectile along the points in the spline that I create for the arc of the arrow specifically.
I'm having some issues with getting my vr pawn reading my steam controllers
is it possible to save pbr images as svg and use them on ue4?
rather png or tga or dda etc worse quality
What's PBR format even supposed to be?
Also SVG is a vector format, not a raster format.
svg could work as pbr
Not really. A texture needs to be raster. not vector. You can probably find a plugin that allows you to import SVGs as, probably a mesh or something
or auto convert to a raster format on import
There is Physically Based Rendering, but that's not an image format
in blender svg image automatic convert into 3d
while i want ue4 to auto use svg into pbr conversion
You'll need to convert to raster first
So SVG into a mesh?
Then no.
Then with Blender you can probably import it as a mesh, and then export to UE as an FBX
SVGs are not textures the way rendering engines expect them
they are more similar to a mesh in concept
If your question is about turning SVG vector into a mesh, then do so in Blender first.
Otherwise if your question is about turning SVG into texture, then it's impossible without rasterising it first.
no not that question
like i am a modder which design character and outfits and etc
the issue is that outfit texture is so bottleneck edges quality
i can see those funny pixel while svg their no pixel loss
Then I can assume you're leaning to the latter, which is impossible.
The only way is to make it a geometry with solid colours.
That's just how textures work in realtime engines. Either convert it to a very high res raster image, or see if you can implement some fancy shading technique like font rendering using SDFs
u could give a try raster image is really a old technique back 1990 may be
and yet... the industry standard still
lamo
xD
that the word i want to hear haha
i guess i need to work on it myself but i am not c++ i am python and ecs developer
If you're really really inclined, you can get hacky with shrink wrap a SVG vector that's converted into mesh in Blender, put solid colours in them, and call it a day.
no it not gonna work
Barely any technical skills required, just a little life hacky.
edges are not that sharp quality
It would work, but your call I guess
even u went on ue5 but texture concept remain on 1990
should not be it good to start svg concept everything is possible unless u try
Ugh, I said SVG converted to mesh with solid colours.
But whatever floats your boat, I guess ๐คทโโ๏ธ
in past svg doesnt support color but later they does overtime svg gone improved
now they even used as animation
technology growing ue5 need svg now
It's called a mesh...
dont think u can have that minor triangle with no texture
If you're failing to understand my proposed idea, re read it again until you're fully understand it.
Bloody hell.
textures are bitmaps, vector stuff is a mesh
its pretty old concept man
i know that stuff non of them try to think about svg implementation on it
And my life hack I put out above isn't even using textures, goddamnit.
Whatever, I'm running out of patience.
texture is more worth then layer of mesh
Reread this part until you understand it:
#ue4-general message
it tell the accuracy of graphic
is not that too hard
if texture has too many color on it so i make all mesh with different color 1 by1
But vector only SVGs don't use textures...
Even if there is gradient colour, one can simply generate it with shaders...
But maybe my idea of turning SVG into mesh then shrinkwrapping it is too outlandish for you
Now that Unity can import Vector Graphics (like SVG files) instead of just Raster Graphics (like PNG files), which Graphic type is more efficient to use in the software? As in, how to optimize for loading speed without losing art quality.02-Feb-2020
? what u want to say now?
ur are answer no i want to go back 1990 dont force me to modern
lol
it converts to a mix of textures and meshes
as we said to do
just unreal doesn't do it automatically, you'd need to do it through blender
oh it does have?
thats the unity instructions for reference
u dont get it their same issue after all in end
it remain 2d and cause huge load on render cycle
we're going in circles. IF you convert your shapes to a mesh you get your nice edges. You then apply your colours through vertex colours and materials
if you want to use it as a texture, say for instance on a texture slot in a material, you need to convert entirely to raster
that appears to be the exact same limitation in unity
i guess u right @real heath
can someone tell me what the advantages/downsides of shared texture samples are?
as i understand it, it reduces quality of the texture but improofs performence?
It lets the sampler be used multiple times for different textures
Which means, you aren't restricted to 16 samplers in you material
At least, if you don't have hard platform restrictions
Can a laptop with 8 GB RAM build UE4 from source? because when I try it I run into all sorts of errors. I tried the same thing on my coworker's 32 GB RAM system and it worked fine.
I run into errors like paging errors, memory errors, etc
I wouldn't have expected errors, just exceedingly slow builds. Try closing everything else, and if it still has problems you can try reducing how many cores it builds on, but that'll only make it even slower still
see the MaxProcessorCount variable there
Good morning. A few of my camera actors have gone missing, yesterday some time. I still have the sequence with all the keyframes, but the camera actors are just gone, I don't know what happened. I have some autosaves, are the actors store in the .umap-files?
thank you very much I appreciate it.
guys I accidentally closed these two tabs on the character editor, how can I get them back?
Window -> Viewport
thank you so much, it worked..you know where I can find also the Construction script tab?
It's somewhere on the left pane
Hey, any alternative so far to ue4's pixel streaming for streaming a game via web?
Hey guys, quick question. I have some low poly trees in my Unreal scene which I painted in foliage mode. Is there way to export this as an OBJ or FBX so that I can use this inside another programme? TIA
hi all! i've currently run into an issue, probably a simple fix, but for some reason i can't get it working
pretty much, im trying to setup a blendspace between four different animations (up, down, left, right), but i can't seem to get the float variable to drive it all working
https://i.gyazo.com/b08326d11427572e20689610b2bb449d.mp4
https://i.gyazo.com/cc02bd7a6fe5b3014b1bac64e0246504.mp4
the movement is based off of a vector (red arrow), and the capsule doesn't rotate (stays perpendicular to wall normal)
any help would be greatly appreciated! cheers
i have a character randomizer that randomizes stats and every generated character wins evenly vs the base character, however they dont win evenyl vs each other, is there an algorith to procedural generate chatacters that have even matchups
Hello, please help me. They make a map according to the World Composition system, through height maps. But after loading, the terrain brushes don't work for making holes, I can only make mountains. What should I do?
Hold Ctrl to brush down
It's dangerous to go alone, take this
https://www.unrealengine.com/en-US/onlinelearning-courses
better than udemy courses?
When holding Ctrl, mountains still appear, but I canโt make holes
When holding Ctrl, mountains still appear, but I canโt make holes
HTML5 was and maybe still supported on 4.23. But onwards, you will be only wasting time on bugfixing. the reason for streaming is, the technology would work for theoretically all devices which do have a browser and allow a P2P connection. in terms of security P2P is not simple at all, but when working "still" robust. if you want to "stream" a game via web, you do pixel streaming because the user only needs a good connection to have the best quality to be streamed in. means, you have a 4k monitor hdr, then the server "should" be able to serve that quality for you and not at your performance cost. it has future BUT i am still struggling in setting it up on a lan (quite embarassing i know)
any other web technology would depend more on browser engine than an internet connection, which is meaning more effort for user preference (what is the difference in playing a game in chrome, or edge really). we know what i means to ship a game for just a few consoles. for web, that effort wouldnt pay off. does this make revenue share for epic (ever), is the leading question, for an alternative web technology not being at place.
Native HTML5 export used to fail all the time, and not to mention it even fail more in anything but Firefox.
but pixel stream does definitely pay off. imagine, you enjoy 4k hdr content, maybe multiple at once, and your gpu does not know anything about it ๐
the good old flash games.... but again, browsers are changing too fast, an adaption to these is waste of energy. unless there are some backyard web developers who do some quick scripting for free for personal use, there might be an alternate solution typically opensource so it evolves fast, but does not guruantee the stability for any real production. question is what do you want? a web game? use the old methods which might still work, and have fun with that. If you want cutting edge, you must allow technology which has proven to work currently.
FWIW you might as well use alternatives like Godot or Construct for native HTML5 web export
exactly. or even just flash somewhat.
Speaking of which, I don't know whether it's a bright idea or not to build an entire website with Godot lmao
any idea's why this happens
well a web game runs independent from a page setup (i hope).
is it the elbow which is missing? meaning they are not properly connected.... which modeller do you use?
perfect! then i might find out easily what the issue is, can you show us the rig from blender?
or did you rig it in unreal only?
it was rigged in blender
I'm not sure what really happens there.
this is the rig
yes, but i meant the rig in the right panel (hope you know what i mean :D)
What exactly is happening in here?
im not too good with blender lol
ok on the right top there should be a panel with all your object. and in there you should find the armature.
u mean this thing
that armature contains the rig, or is basically the rig, if you populate that one completely, you hopefully see. exactly.
do you assume what i assume at the moment? the thigh being hooked up with arms?
Guess I'll never know what really happens then.
the lower arm r is being hooked up with the upper arm r but not in the right spot
ah sorry, mixed up sth. can you please populate the arm section in the hierarchy. show us what is really connected. and you might even find the issue in there already.
you can play with the armature in blender as well to test whether it was a physic body issue, or the rig itself.
how
tab after selecting the armature in blender.
you switch between modes, and one does allow you to play with the bones effectively.
they all rotate fine if thats what you mean
anyone know how to increase player speed and tie that to a certain condition ?
would anyone know how to make this football react with the players with physics. the keybind to kick it would be space and the ball will react with the player body if it hit it
@azure shore
so does nothing happen
but the balls just a physics object right?
idk
i just made it a sprite
and placed it on
dont know how to do anything like that, havent been taught it yet
this?
i see
yeah
i fixed it
was in world settings
thats the problem though
how would i get it to be a 2d object
just tested it, my sprite hit it off the map since its coming at the left side
plus the kicking mechanic needs the sprite involved, which would look something like this
thats what i did
for A/D movements
tbh most of this stuff is pretty simple but its hard to explain if you dont have experience, havent you watched any tutorials or something?
yes
but none of them are relevant
ive learned pretty much everything ik from the tutorials
but i cant find anything on what im looking for rn
i have this key you hold to open a menu but when i try and click anything it closes the menu for some reason
so pivot isu isnt solved no one helped me also i placed pivot in maya on a postion i want but in unreal its always on its on postion
Hey there, wondering if anyone has any insight into this issue I'm experiencing with the Movie Render Queue. When I export from MRQ, the colors look different than they do in my UE4 viewport and I have no idea why. The window on the top is the render in After Effects and the window on the bottom is the UE4 viewport.
Hello, i have a problem where find look at rotation sets my camera at the correct view but it looks at the ceiling for some reason
What do you mean
You want the pivot point in maya to be the pivot point in unreal
Cause that dont wirk
Unreal takes origin as pivot, so center everything around 0,0,0
how to solve this like working on enviorment i have my pivots on my own axis fom where i can handle things more fastly why unreal change my pivots and if it is then there is any option on which i can use my maya SET pivots same in unreal
Anyone knows why context menus in blueprints do not show (editor bugs out) when the editor window is in my 2k monitor but the editor works fine if the editor is on a 1080 monitor?
you move the items to the 0 point before export, or you can adjust it in the editor using the modeling tools, or make your own script in maya that does what you want before export
The Way It's Meant To Be Viewedโข๏ธ
is there no fix for it?
there is, I have no issue for example.
what do I have to google to get that?
Is there some way to replace material references with another one? I'm trying to replace a material instance I was using with a new material, but it seems to insist on just resetting the materials to default instead of replacing with the new mat
...okay nevermind, it looks like it just hated the idea of replacing a material instance with a material, it appears to work when I just made a material instance with no changes :P
Hey guys! ๐ I got a quick, probably pretty noobish question - what ways are there to work around these artefacts and sorting issues that you get when using transparency while shading (visible at the top right part of the mesh here)? It's something I've been wondering for quite a while now. The UVs on this mesh are one big island/shell which makes me wonder even more about this since I've seen this happen a lot around UV cuts. I see a lot of clean transparency models done with UE4 and would really like to get those results as well (without using Additive, which I know doesn't create those artifacts but is too ethereal looking for what I'm going for)..
hey guys! I've tried for a couple days now to package for android but it always fails with some error or another.. Is there a definitive guide that is current? (Appearently a lot changes there all the time)
how can i change FOV with execute command?
Can I make static mesh foliage actors cull using cull volumes?
How Do I make holes in collision or to make sure that UE makes collision similar to my mesh?
I'm troubleshooting a project where, only in certain levels, building lighting results in this error:
I looked in the Swarm logs and found an error that says a file in the AgentStagingArea can't be accessed because it's in use by another process. There's only one Swarm Agent running, and only one instance of UE4 is open.
unreal does not support concave collision so will only work with shapes that do not go inward, is there any reason you need those holes to be 100% accurate
if not you may have to take it into DCC and make some loosely accurate collision primitives
90% of my project is literally putting things in holes so it's kinda a problem
so then you will have to make custom collision in a dcc application
check the unreal docs for how to do it
it's quite simple
make the shape and name it UCX_Meshname_XX
where Meshname is replaced by the name of the object and the XX is the number representing which order it has been added
has to be convex remember that tho
so you would construct a series of shapes that allow the holes to remain as gaps in the primitives
could also use the complex collision as simple, but I wouldn't reccomend it too often
Hello guys, I just switched to unreal 4 and I am so confused as to why I cannot see the bones of my actor Class... could anyone help me out ?
I'm very thankful for your explanation but I'm to stupid to understand any of this. I will just rebuild things to fit in my projects and maybe set animations or something to hide collision problems.
so in unreal there is a setting to use complex collision as simple, this solves the problem, but is a bit of a band aid fix.
the other solution is to use a tool like blender, where you make shapes where you want the collision to be. then you rename the shapes correctly and upon reimport unreal handles the rest.
you ain't to stupid for this, you've just not even tried
i get things can be a bit overwhelming, but trust me it's simple enough
sounds scary but it looks like you are already using a modelling software of some kind
Update: I decided to rule out the possibility of corrupted actors in the level by deleting one actor at a time, saving, building, etc. until I stopped getting the error. It stopped after I deleted a particular static mesh actor, so I guess that was it.
Here's where it gets crazy: All 4 levels that were failing to build lighting were derivatives of the same level, and all had the corrupted actor in them. So I figured: delete the corrupted actor from all of them, right? Well... after fixing the 1, the other 3 now work, even though I didn't delete the corrupted actor from them. 
Since my whole model is in blender I renamed that one shelf like you said. Problem is that UE says that it cannot be created since all polygons are degenerate.
Wait I was looking at wrong one. That one that I renamed just didn't create itself without any errors?
When I try to import it as seperate object this happens
Is there a easy way to use UAT or some other tool to build lighting for all levels? I want to setup CI/CD for my project
anyone know why an static object may look good (baked lightning) in the editor but bad (dynamic lightning) when playing? it's set to static
I don't , but I solved my own problem haha
did you make extra polys for collision or did you rename the base mesh
if you did the latter it explains the error
how would i go about adding a bullet trail effect to my gun? currently i have ity
trace the bullets but im unsure on how to make it have effects
does anyone know if there is another way when i open a bp or something it opens to a tab not another window?
There is an Editor Setting that allows you to define where it will Dock.
were can i loc this?
Thank u kind sir
I accidently deleted the default cube
Is there anyway I can get it back there?
I didn't know you could do that....
Engine assets aren't write protected, so yeah.
reverify the engine installation in the launcher
although that was a dingus move
thanks
no problem :)
Hey guys, anyone know why my material is being applied poorly once it gets into ue4? heres how it looks in blender
vs ue4
nvm solved it, needed to scale the uvs
is there a better way to do this? every wall has a collision opens a widget, you select the color and it changes it to the one you selected in the widget, there are lots of choices https://blueprintue.com/blueprint/ximeh56r/
can anyone explain what this node exactly does
i dont find anything about it anywhere
I think it's the scene's shading model colour IDs like this.
well the id has its own node
Hello everyone.
I am a making a Project with Unreal engine 4 and i was wondering if someone could help me out.
i started without any knowledge
i am having some Problems with creating stuff like that an enemy ai makes Damage and stuff.
if someone can help me and is willing to help me pls send me a Friend Request on dc TheDarkdev1l#6488
Thank you in advance i really need this project for my Final Papers ( or something idk how its called in english)
Hey everyone, I have made a procedural island with different biomes, I am having a problem placing stuff in it procedurally though.
Does anyone have any advice on how i could place a premade level in a random location?
Level steaming doesn't seem to work as I can't change the world position of the entire level and having all in one blueprint works somewhat but it's kind of a lot to keep track of in a single blueprint
What is a control rig used for? real time gameplay or pre made cutscenes?
control rig is also to do character setup for mannequine and your custom if if got any
Both.
For one, you can bring Control Rig into animBP and expose some parameters
i wonder, is that to much for a character master mat?
The numbers looks okay to me.
alright then im just beein paranoid
200 ish instructions on both is still a perfectly fine range for materials
btw u do anime in ue4 ?
Yes, I do.
hm, wich route did u consider best? if i may ask
the pp route or the vector route with normal dot light vec
i have been testing 3 different variations A LOT. and every single one has a big downside
I think it depends on the lighting conditions and maybe on screen effects as well.
Post Process route is fine if there's not much variability in the lighting condition. Some custom depth comparison done Before Translucency won't make much dent, but it may not play nice with particle effects.
The normal manipulation could work if there's more variability in the lighting conditions and if post process method breaks particle effects. But it is a tad harder to get right I think
well the problem with the pp is just that you DO NOT have enough passes to adjust your things
and the problem with the normal manipulation for me is, if i do the needed traces for the light, it very quickly gets outta hand
checking for lights etc
and then the problem with getting the light color
๐
Hmm... I'm not actually thinking of tracing the light, but rather this post
https://forums.unrealengine.com/t/cell-shading-without-post-processing-or-forward-rendering/74863
Also @lost fractal you might want to give your input on some anime shading stuff in this convo
Iโve been thinking of a way to get cell shading working in unreal without expensive post process effects, code plugins or forward rendering so I can take advantage of unrealโs deferred pipeline (multiple lights, etc.) After much experimentation I came up with a method that alters the vertex normals of any mesh to achieve a cell shaded effect. I...
are the imgs loading in for you?
I don't think the first post do, but the ones below do load on me
eeeh
isnt that just extreme normal abuse
that seems pretty jank but thx for showing me.
@drowsy snow rawr!
Personally I never got that far with that method anyway
Show us your findings for anime rendering in UE
my input is that I followed youtube tutorials ๐
which I could post, but thats about all I can really say honestly...
you have far more knowledge in this part of UE than I do
that being said, I looked at this
Arc System Works' GDC talk:
https://www.youtube.com/watch?v=yhGjCzxJV3E
MiHoYo's Unity conference talk:
https://www.youtube.com/watch?v=egHSE0dpWRw
Epic Games stream on post process cel-shading
https://www.youtube.com/watch?v=cQw1CL0xYBE
00:00 - Intro
02:07- Inverted Hull
03:35 - Base mesh
05:26 - Default Shading
07:43 - Lighting info
09:36 - H...
hmm I see
these are for materials, what settings are you trying to focus on specifically?
well i want shadow value, light colors in mats
that can be done through this method
well i guess you should be more specific then, because im not sure what you want exactly, sorry....
well i mean, i dont think its a ez to solve problem to begin with
im just trying to have a general discussion
the middle one is using just the atmos light
you wont have any shadows
That reminds me, I haven't really go through Epic Games Japan stuff on anime rendering presentations a while ago, it's longer than I anticipated, and I'm kinda focused on tech anim stuff right now lol
There's probably some gold hidden behind language barrier, I haven't tackled it since I'm still newbie on Japanese.
ๆฌๅ็ปใฏ2022ๅนด2ๆ19ๆฅใซ้ๅฌใใใใUE4 Manga Anime Illustration Dive Onlineใใฎ้ ไฟกๅ็ปใงใใใใกใใฎๅ็ปใซใฏๅ่ฌๆผๆฌ็ทจใซๅ ใใฆ่ณช็ๅฟ็ญใฎๆงๅญใๅซใพใใฆใใพใใ
ใใฃใใฟใผใชในใ๏ผ
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06:32 ใใณใฌใงไฝฟใ๏ผๅใใฆใฎUnreal Engine (Epic Games Japan Technical Artist Developer Relations ๆ่ค)
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1:24:09 ๆช็ต้จ่ ใงใใงใใ๏ผUE4ใๆดป็จใใ2Dใซใฉใผใคใฉในใไฝๆๆณ (ใคใฉในใใฌใผใฟใผ/ใญใฃใฉใฏใฟใผใใถใคใใผ ใใใ)
2:14:02 Unreal Engineใงใคใฑใฆใใคใฉในใใๆใใใใฎใใฆใใฆๅคงๆพๅบ๏ผ (ๆ ชๅผไผ็คพ I...
hmm, well I have a few japanese friends but even then they would know nothing about UE4 and wouldnt know what to search for sadly if I had them take a look..
Not sure if there's any character rendering to begin with tbh
Not doing the characters in UE as well?
well i guess they talk about anime creation using ue4 as tool to help
more for movie/series production
Well, I guess good thing I'm slacking on it then lmao
My Japanese is still spotty tbh, so I don't think I can help on the search
Yeah, guessed, I think post FX method only works with direct light probes
@drowsy snow actually remember I mentioned awhile back that I used MMEffects plugins for MMD? many of that stuff has shaders that look very good, which gets me thinking... i wonder if theres a way you could possibly learn how they work and then try re-creating within UE4?
I only know MMDRay, which can be done in vanilla UE4 rendering effortlessly
cause they worked much like how shaders/materials in UE4 work, at least visually
yeah thats one of them
just figured id mention just in case, heh
Personally I still went with the modified 4.27, because I need it to work with dynamic lighting down to near complete darkness.
Any other MMFX stuff that are actually good?
?
i dont remember the names of em sadly, i just remember a few that looked very good haha... but i havent actually touched that stuff in years sadly
id have to relearn how it works and sort through em and all that
The same modified engine I used for a long while, which is basically port of doomfest's custom shading model to 4.27.2 (last time I checked, kusogaki's fork stuck at 4.27.0, and I need to implement AMD FSR which requires 4.27.1)
meeeh modifing the engine
Oh well lol
I don't know if the modification works with ray traced reflections, nor do I know if it works with Lumen (as I don't have the rig to test it)
well the main thing is we wouldnt need ray traced. we just need accsess to a lot of different things in order to mix and mash them up as we want. wich is what the anime community constantly does
hmm
It seems like the presentation focused more on background creations, as opposed to character rendering
That being said, do you mind outlining your pros and cons of non-mod methods according to your project needs?
non modified engine?
Yeah, the methods that doesn't involve engine mods
well its a whole different thing you gotta wait to be updated and there might be errors in ther etc etc. i rather stay stable
That's the cons with those methods, including post process methods and normal manipulations?
well pp is just the definition of limitation
you can pass through the diff color and that about it
its dirty and ez. so if u want it quick and okey looking go with pp
the normal manipulation just looks utterly broken to me
though im not sure i get your point
Well, my project(s) for some context
I used post process materials but for different effect, mainly testing out painting effect. I found out that setting the blendable location to Before Translucency could yield better looking results, as it's done before Unreal's vanilla post process kicks in. I posted my foundings on the #work-in-progress a while ago, and to be fair it's still more of a proof of concept
Normal manipulation... I didn't experiment much with it, as I found it rather weird to set up, and iterations can be hell to go through.
Unlit cel shading only works with static lighting, so it's out of the question for me.
I think I reached the conclusion of using modified engine because I don't want to go through post process for that, and my requirements for it to work on any lighting conditions of varying colours and brightness.
I made an Editor only build of the custom engine, devoid of any gameplay plugin, mainly for machinima making. Feel free to download it in the release page (2 GB) if you want to test the materials around.
for me, i'd want something that looks good but also looks good during gameplay/animations too (rather than just renders)
appreachiat it but i think ill keep going the direction im currently going
^^
but maybe ill try some pp for landscapes
Ah, I used the painting effects for environments as well
Here was the post
#work-in-progress message
the bg still look to realistic for my taste
I know lol
It's just a rather quick throw things together as a proof of concept
lol
I'm sure with better painting effect algo could yield better result, but it's just throw photoshop tuts together
Reminds me of Okami more ngl
okami is so simple but legit has one of the best styles
yea i smushed that project wasnt happy with much of the quality
I've placed grass with foliage, such grass when viewed from a distance becomes like multiple X's, in a way that looks like it's trying to conserve rendering of the many instances. How might I remove this? Besides adjusting culling distance. When viewed up closer it looks normal. Thanks for your time
heres up close, and you can see the yellow greenish highlighted grass
same grass
but the foliage on my beach doesn't do anything like this
what
look directly from above
it will do that either way
bcs they are just flat planes
better grass? id say
yeah it just looks ugly when I'm playing as a character
kinda breaks immersion
hm
So you're trying to use impostor billboards on near distance?
id say its just messy grass?
or is there a method it mends the grass when looking from top
then delete it
lol
I guess I could switch it out for different grass, but I like this grass
just not that effect
You made the grass mesh yourself?
im guessing he just smacks assets
^^
if ur new to ue4 i dont think thats a good way to learn but thats my personal oppinion
AFAIK Quixel grasses are mostly atlas billboards
the way i've learned rather quickly was to look at other content to begin with, and find out how they work.. break them down and recreate it yourself
FWIW if you want some better reference, consider look at Project Nature stuff on marketplace
for like blueprints and stuff, but it works with any concept/project really... more of a general advice thing rather than just UE4 alone
IMO PN's stuff had better looking grasses
thanks @drowsy snow
Hi guys,
how would I go about creating a platoon of soldiers that act like a singular being? I have already setup my singular character that I want to duplicate, etc.
Depends if it actually tied to the gameplay or just for decorative effects
is world partition useful for non openworld games?
gameplay
I have Resident Evil 2 like map
basically a maze set up in a building (with puzzles and zombo's)
There is a huge place like police station, most places are locked at first
During discovery and solving puzzle you are getting access for parts of station
I think manual sublevel streaming is fine for that linear progression as opposed to using World Composition
Distance based streaming might be redundant in that case
is there a better way to do this? every wall has a collision opens a widget, you select the color and it changes it to the one you selected in the widget, there are lots of choices https://blueprintue.com/blueprint/ximeh56r/
For starters, why do you create a seemingly static array every time this event is called?
Just create it in the bp editor beforehand
cause I am new and not sure, not even sure what I am searching for sometimes, did get it to work!
Okay!
not very many specific tutorials, so i pick from this one and some from this one
and I am old ๐ 51
Never too old for video games.
hi guys can you help to my son subject old fortnite modding project?
been playing all my life would be cool to make one before leaving, but this is a personal project
Please be patient when posting questions. (and please read the #rules when you have some time)
I actually posted this 2 or 3 times different days, I get on no replies, getting back to my original post is not easy, because I see dozens of others getting help, was just being a little comedic and still no real help, so it will get buried by all the others receiving it and I shall try again another time, sorry
Why not make it so each color is a 3 vector, then you just set a 3 vector colour param in a dynamic material instance
That way you just need tk send the colour over when you click the widget, which can be done in the widget code
And then have 1 function that takes the 3 vector and passes it into the parameter of a dynamic material instance
Rather than hard coding every material
I'm having an issue working out the best logic for this function, if anyone could help that'd be very appreciated. Squares are static meshes and circles are the materials. The numbers are how many should be in each row. All I'm trying to do is create a function that can generate this without me physically going through and creating a database or something with all the variations then to randomly choose one on begin play.
cause I am not sure, I am positive i am doing this all wrong ๐ but most of that i don't know how to do or would have to watch a bunch of tutorials to begin to grasp it. paid someone on here to make a widget and they crushed it but I barely got it working due to my brain and my skill level, but modifying and that is a lot more than I understand right now
Basically if i create a parameter in a material, it lets me change that material at runtime, so with a dynamic material instance i can just pass in a colour to the parameter
How can I reference the material of the thirdpersoncharacter in blueprints?
I want to change the body material when he steps into a collision box
this is what I made, this is only one menu of 3 for red, each one is 2 buttons, i make all the images for the buttons 3 times, normal hovered, clicked, wow it doesn't capture the one Scaled up in front but the one selected does expand closer
So in those widgets you could store a colour, and that can get passed down to the parameter
A 3 vector is a fancy way of saying the RGB colour code
I have all the buttons stored as variables
also made an array that had a bunch of colors
Rather than checking every button, yiu could just have the code on the button be responsible
If every button widget has a bit of code that says "hey pass my colour down when i'm clicked" then that solves a lot of bp spaghetti
And then all the colour changing bit sees is "I have received a colour so i shall change the parameter on the material to it"(
I would like that, but not sure how to achieve this, to where i am know has been months
I'll see if i can throw something together in a bit :)
i tried so many different tutorials and they all do it different at times, that would help, I appreciate that
i am super happy i was able to get it to do what I wanted, restarted this 3 times now but didn't want to quit on it, just getting the character to import, rigged and clothed was a lot but I got it done with some help
Yeah definitely dont give up, i mean the way you have done it works, it just seems like a pain to add colours. Clothing and rigging can be a nightmare tho so good job on that
it is and also it slows my stuff down and trying not too, I am almost there do need to learn how to enter a load on other side of door, depending on where they enter, but that's for later
actually know this! Set Material by Name then copy the name in the object material slot and paste into the Set by Name slot in bp
Hello, can I get some help with leap motion here?
odd's of people using leap here is small.
i got one for many years, but never used it XD
I'm not expert in that, maybe somebody will help you soon
but yea, might be best to ask on the forum.
hey so these are two viewports, the one which is little blurry with the reflection surface is mine right now. The clean, accurate reflection is of tutorial i'm following. all the environents are same.
anyone know how to make an accurate mirror using planar reflection, I have increased the prefilter roughness and screen percentage. I've enabled the option in edit--> project settings--> support gloabal clip lane for planar reflections but for some reason i am not getting the expected results as of right now. I'm following a tutorial and the reflections looks much better and accurate in the tutorial with all the same settings
Maybe render distance or something to tweak?
anyone able to offer any tips/help on how to use an interface to set a variable in an actors BP that can be used in the animation blueprint? Ive tried a couple tutorials but cant figure out the general idea on how interfaces work/how to use them. I have the animation blueprint setup to have idle and jogging states, trying to add an attacking state that is activated based on a variable that gets set in the actors events
not sure but something I would be interested in, can you link me the tutorial?
You can try learn.unrealengine first hour in animation
Sure, check DM!
Do you guys have any must have editor plugins that you cannot live without?
Things like Electric nodes, or Blueprint Assistant?
Anything to recommend?
Is there a way to check where an input action is refrenced?
what is control rig? when would you use it
Especially if you don't even like the look of the electric nodes
Hi
@maiden swiftpart of the anim bp event graph is normally getting the controlled pawn that the animation bp is on, and then doing stuff with it (like getting variables). If this variable is set on the controlled pawn then you would do it the same way
the default third person character for example does this to determine if the player is falling or not
thank, now i can be happy
Tf Am I Looking At?
would you by chance be able to look at this message here? its an update on what I implemented and where I am at and unfortunately its still not working: #animation message
That is nice but would be nice to know what they were
not mine, wish I knew exactly what i was doing mine looks like a spiral graph ๐ but not sure how to make a function out of it, and how are you covering all the items when posting?
zoomed out and cant even see half of mine ๐
mine is using widget button and onclicked events someone said they would try and see if they could work something out, for me I am lucky I got it working @grim ore tutorials have put a lot together for me then scouring every inch for any tidbit I could get i got it to fuction
that is an issue i don't think like a programmer, never coded anything but old apple graphics which i enjoyed and was fairly good at, hline vline hplot vplot cos tan, old school
I have a need for something like that must be 10000 buttons so that's a bit of spaghetti, there is a lot
i have to look that up
https://www.youtube.com/watch?v=eQ0gcUedv24 something like this?
In this video tutorial, i explain how you can do a loopable or not loopable scroll box menu in the widget. That feature will help to add a lot of buttons in the scroll box with a loopable or not loopable scroll feature.
If you like that content please like the video, subscribe, and write comments with ideas for the feature tutorials.
To save yo...
๐ figured the thumbnail would tell
and i don't blame you cant tell you how many I watched only to have what i need fail ๐ but still trying
you can use a list view if you need that many items, it only creates what is needed from your list
and that many items is not really an issue using proper coding, you would keep the data and visuals seperate
sorry wrong one
I paid someone for a widget for me but he used c++ and it uses a csv file and it is amazing! sadly i have a hairpulling head banging time to get it into any project, and then no 0 c++ but gets color info and also name
Is there an easy way to make the listview scroll by dragging the view itself rather than the thumb knob?
why is the texture stretching across the object and not tiling properly
What is more efficient (using in vr on quest) participle system for a small quick explosion or making 3 low poly models that look like an explosion and turn them on and off sequential to make a anim in a way?
Perhaps look into the Texture Coordinate node to adjust tiling. I believe it works with your materials diffuse input. Maybe hacky, and there's probably a much better way to do it, but it's a place to start looking.
@grim ore googled "list view Ue4" did find an hr. long one on it but it's Unreal in French, and I don't speak it, I checked your WTF series and didn't see one, you know of like the french one but in english? or your you tube not much as for ue in seach results using that
LOL croissant for French Nice play
That's Awesome I am a noob and shocked I actually knew something! was just messing with it because walls would paint both wall and trim same color, send me a link to check it out
I am gonna start doing this function library thing
Ugh, why is the sequencer api so awkward to use, even just trying to compare if it's currently at the end seems you have to compare current frame to duration - 1 because ????
I mean am I missing something lol
hey guys
Hey question here, as you can see in the ss my FrontMessageText has a target under it but when i add a new set FrontMessageText it only shows the pink circle for the FrontMessageText and not the target. How do i get the target to show up?