#ue4-general

1 messages ยท Page 1168 of 1

rose sleet
oak patio
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If no target shows up then that means the variable belongs to that bp

drowsy snow
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There IS Sequencer API?

exotic thicket
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Well I mean the blueprints api for the sequence player

rose sleet
oak patio
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well it shouldnt, because it clearly belongs to that bp

rose sleet
oak patio
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i have no idea what the notice function from horror engine is

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and if it doesnt appear there either that means the variable belongs to the bp

rose sleet
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Basically when you pick up something it makes a message pop up and say you picked up "The Item"

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how did they get target to show up on there then?

oak patio
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i dont know without seeing the code

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im not a wizard

rose sleet
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This is the Notice Function

exotic thicket
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The node that's in the screenshot is just a regular set variable node. The target pin appears on it when you set variables from outside the BP that owns the variable. That's it.

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If you don't get the target pin, then the variable you're setting is in the same BP as the graph you're editing

oak patio
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^

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exactly what i said

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those variables are being set outside of the notice widget

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so they do have a target

rose sleet
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Right im just trying to figure out how i could get them outside of the widget then

oak patio
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why don't you show your recreated code

exotic thicket
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If you have a reference to a blueprint such as a widget as in the screenshot, then you can pull from the pin for it and use "set whatever"

oak patio
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and i mean the full window

exotic thicket
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where "whatever" is the name of the variable you want to set

oak patio
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not just a snip of the nodes

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cause it sounds like you have made that text variable in whatever is spawning the widget, not in the widget itself

rose sleet
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well this is the function

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that's for my recreated one

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and my Widget

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I have removed one of the texts (Message) because i didnt need it

oak patio
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go into the designer for me

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check if there are any binds on the messages

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because that way of doing it wouldnt work with the text

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you are constructing it, setting the ui text to nothing, then setting the texting the text variable

rose sleet
oak patio
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not actually updating the ui to the text

rose sleet
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Is that the bind you want to see?

oak patio
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well you got an issue somewhere in that function

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ye i read the error msg wrong ignore me

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but still that setup wont work

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if you wanna change those variables, drag off of the return value of the create widget

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and type the variable name

rose sleet
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I have been told that the way Horror Engine is coded is weird and wrong so im not sure if i should carry on trying to copy it or just find a video

oak patio
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i mean so far nothing that wrong that i can

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see

rose sleet
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wait

oak patio
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seems like they used binding for their text which is funky

rose sleet
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all i had to do was drag off the return value and type in front message text

oak patio
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thats what i said, yes

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if you wanna make it work properly, go into the widget and check expose on spawn for those variables

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then recompile

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they should appear as pins on the create widget

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then hook the text into there and things should work

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not without permission

rose sleet
oak patio
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:)

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you have fixed the now semi scuffed code congrats

rose sleet
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Don't suppose you know how to make it so if 2 texts go at the same time it doesnt stop the other 1 to make the other 1 appear?

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so basically it shows both the texts on screen at once

oak patio
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you would need 2 pieces of text

rose sleet
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i do have 2 texts

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1 for Bold and 1 for Not Bold

oak patio
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in the widget

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two texts

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otherwise this sounds liek a ui animation thing

rose sleet
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these 2 texts?

oak patio
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no in the ui designer

rose sleet
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these 2?

oak patio
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ok explain what you want to do

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maybe a diagram

dawn gull
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When I teleport my player the actor itself is removed, any ideas why?

rose sleet
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Ok so i have 2 options, I can either make the text appear bold or not bold. In my game the more important things will be bold, for example if you pick up some stone it wont be bold, but if you begin to get thirsty it will appear in bold saying you're thirsty but if i try and make it so both the texts are one the screen at the same time it doesn't work

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it get's rid of the very last text to show the newest one

oak patio
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well thats because you clear every text prior to making a new one

rose sleet
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how would i make it so it doesnt clear the text?

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well it does clear the text after say 5s but it lets me show both the texts on screen

oak patio
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remove the bit that does that, however it would draw them on top of each other

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you would need a container to hold them

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and add the widgets to that

rose sleet
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What bit does that?

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Sorry if im asking alot of beginner questions, it's my first time doing anything like this

oak patio
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the get all actors of class -> remove from parent

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that destroys the widget that is drawn

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so you would need to remove that, and add the widgets to a scroll or list view whenever a new one pops up

raw crag
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Anyone know how to fix assets failing to save? (No the project isn't open twice)
However the engine files were recently moved and the launcher lost track of everything if that matters

plush yew
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what link

green light
plush yew
green light
jovial wolf
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I am using DataSmith plugin to export out my Revit scene to Unreal but it changes my entire Revit scene hierarchy after import. Is there a way to prevent Datasmith from changing the scene hierarchy?

plush yew
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Anyone has experience with leap motion in Unreal engine?

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Need some help , trying to set an action if one of the hand collide with a sphere

oak patio
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you are best off asking on the forum as someone said yesterday

plush yew
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what forum

oak patio
plush yew
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thanks

oak patio
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np

jovial wolf
oak patio
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Ok so ask in the channel for it

jovial wolf
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oh sorry didn't know there was a channel for it, mb

blissful trail
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whats the correct way for adding text buttons ?

drowsy snow
fervent kernel
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Is it possible to view the previous map that was loaded or if it's possible to tell the game just loaded?

drowsy snow
fervent kernel
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I'm not, the game loads a splash screen level on first load then if in game in a different map and the player gets booted by the server they get sent back to the splash screen map (because it's the default map). Want to only play splash video once on init load then if server boots player want to not show the video again in the splash level.

fervent kernel
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I asked there, there's gotta be an easy way to check if the game just loaded or if there was a previous map

drowsy snow
fervent kernel
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It's not really mp specific it occurs in offline environment, basically if load default map check if game just initted or not.

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I think append to command line after splash finishes first time

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yeah, that might work

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Added in KismetSystemLibrary.cpp

{
    FCommandLine::Set(*InString);
}```
fervent kernel
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Yupe, worked great problem solved

coral patio
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Hey guys! Does anybody know how to clean up those (what I assume to be) sorting issues with twosided transparency shaders? I've been wondering this for a while and haven't really been able to find a good way to do this so far :<

drowsy snow
coral patio
# drowsy snow What is the in-game context of this thing?

So, I'm trying to create an ethereal mantle for an angelic unit (with stars panning over it, with a slight bump offset). It's not supposed to be as ethereal as setting it to Additive would make it look, though - it should still look like it has some substance to it. I'm not planning on giving it actual width in the geometry, so I'm planning to make it twosided. However, whenever parts of the twosided mesh overlap I get these artefacts.

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How is that being handled in most games?

drowsy snow
coral patio
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Ohh, that sounds interesting! Thank you, I'll try it out! :]

coral patio
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Hmmm, that's what I got so far. However, the dither is quite visible. Basically, I'd need to activate TAA for the project as Antialiasing for this to work properly, right?

storm parcel
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Help please: I have normal Unreal Engine that can build an Android apk just fine. But when I built Unreal Engine from source and try to build an android apk it fails.

I can post errors but I was wondering if I need to build anything specific in the Visual Studio solution to enable Android builds. Thanks.

drowsy snow
chrome harness
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UE 4.27.2 - I have save games in the Content folder that don't appear in the Content Browser. Is there a way to display them? Displaying anything is better than an empty folder

drowsy snow
chrome harness
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To rephrase: "Can I display non-uasset files in the content browser?"

drowsy snow
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No

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exception would be .umap for levels, but that's it

graceful cargo
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Does graphical fidelity /level complexity affect network bandwidth in a multiplayer setting?

chrome harness
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Alright, thanks

royal basin
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any one know how to fix this problem

spice ruin
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I'd say it failed to compile or download properly.

drowsy snow
# royal basin any one know how to fix this problem

Would be funny if this is made with Unreal Engine 1, considering it complains about it being 16-bit.

Though corrupt exe, which mostly cause segfault, usually don't complain about it being 16-bit and just like nothing happened

royal basin
blissful trail
drowsy snow
blissful trail
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wouldn't i have to do that for every single button tho ?

drowsy snow
blissful trail
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how would i detect button presses inside the menu then

blissful trail
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i figured it out nvm

red prairie
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I have issue with landscape foliage painting: https://i.imgur.com/5ZST6cM.png
On this image we have the tool working. This is in new project.

In other project foliage painting tool brush is gone. And painting is not working.
Anyone has any ideas what this might be?
I was not manage to find any solution - still looking.

wanton terrace
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How can I make this cylinder hollow? I'm trying to make it a blueprint so it can be reused.

drowsy snow
wanton terrace
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Ah

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I don't have any blender experience.. Is it a simple job?

drowsy snow
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Also once you import it, you can use it everywhere.

drowsy snow
wanton terrace
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Cheers, thanks for the help

wet briar
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For some reason, when importing an fbx model from blender, the collision seems to be all wrong?

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See how the cube is "floating"

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It seems like it's taking all the empty space as solid for some reason?

wet briar
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What do you mean by that?

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When I try to edit the model, the complex collision seems to be correct...

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How do I make it use complex and not simple?

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Oh wait nevermind, I figured it out!

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Sorry!

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My bad

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I had to select it here

fierce tulip
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complex as simple = per poly collison = more expensive.

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might be better to just have one of those walls, with pivot in the center of the ring, then duplicate it, rotate it around.

wet briar
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Right that's smart, I'll probably do that, yeah

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Thanks!

bleak zodiac
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advice, use simplied box as collision or use UCX
or learn.unrealengine ๐Ÿ™‚

tawny shard
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Are there any property to Clamp value in TMap ?

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or ClampMin/Max working with it

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And can i specify length after point

formal sail
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is there a way to get fresnel or other solutions working in UE4 to produce something like this?

Currently using the fresnel node with a rainbow gradient map to drive an emissive but it's messy. was trying to use clear coat and the roughness value to be this rainbow effect but it doesn't seem to work as intended

woeful haven
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hello guys, i can't find a custom even than implement pressed state, any thought?

fierce tulip
blissful trail
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so im having this issue in multiplayer with my noclip system
it works perfectly on the host but feels laggy for clients unless they are inside of the ground

formal sail
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no such luck. I can get the fresnel effect with a lerp with 3 colors but it's messy and not as a clear coat more as a color assigned to different parts of the mesh. but a rainbow gradient map doesn't work at all

wondering if I have went about this the wrong way.

In max it's as simple as mapping a gradient to a fresnel into the material roughness

wanton terrace
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Does anybody know why I can't scale my imported FBX file in the blueprint editor?
It won't allow me to select any of the tools

woeful haven
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guys im kinda stuck, how i go about incrementing my speed equally as the phone joystick?

fast lion
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Hello.

bleak zodiac
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Hola

woeful haven
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my default joystick setting disappeared how to bring them back?

humble rivet
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Anyone know how I can have the second destruction animation by default ? these are destructible meshes created with Apex Destruction.

steel leaf
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Hi, I use UE4.27.2. My editor crashes when I try to edit scalability settings in the editor or when I try getting scalability setting's values from game user settings in blueprints. I used 4.27.2 before and it did not crash. When exporting or launching the game it works, it only crashes in the editor. I've tried verifying files using the epic games launcher and it still doesn't work. I searched it up and I'm not the only one, but still, I can't find any fix. Thanks for your help!

drowsy snow
steel leaf
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The engine usually gets stuck instead of crashing but if I wait a little bit it will eventually, I'll send the crash log as soon as I can.

steel leaf
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Maybe this one ?

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Maybe this : Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197] Ran out of memory allocating 34359738368 bytes with alignment 0 ?

mystic fossil
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Can't get direct answer from google, is it possible to increase the resolution of an already set landscape? Or does one have to create a new one and resculpt it for that to be possible

oak patio
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Pretty sure you have to make a new one

unborn dew
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can you make anims in unreal so when a button is pressed something spins

unborn dew
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cool

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what would i search up for a tut

oak patio
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Not sure really

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But typically what you would do is after you have interacted have a timeline from 0-360 that loops, and use that for your actor rotation

unborn dew
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alr thanks

fast lion
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I've just completed my first UE4 project.

unborn dew
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how do i acces the anim tab

plush yew
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how do i set the default third person as the playable character when I click play

unborn dew
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go world settings i think

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its to the right of sscreen

plush yew
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ya I did that but I cant move

unborn dew
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u got that

plush yew
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yeah

unborn dew
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u got the network player start

plush yew
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?

unborn dew
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when u press start ur default pawn gets spawned and u can play it

unborn dew
# plush yew ?

can we just go on call cause im stuck with something as well

toxic lily
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Is there a node that can repeat an action? like, "do again" after this?

unborn dew
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"do n" i think

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or "do once"

oak patio
oak patio
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Or do n

toxic lily
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got it

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okay ive made it a function, i forget how to wrap it in loop though

oak patio
# toxic lily

Also rather than doing a get all actors of class, why not get player character and cast to the class

toxic lily
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i followed a tutorial for a homing projectile, and thats what it called for, would calling player character be more efficient?

oak patio
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Cause you dont need to get all actors of class for referencing your player

oak patio
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This is why we dont directly follow tutorials

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A lot of em include bad practices

toxic lily
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gotcha

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like so?

oak patio
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No

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Get player character > cast to Main Character

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Dont cast to the class cast to the object

toxic lily
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gotcha

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like this?

oak patio
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Yes

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And than you can drag off the as main character and get all of the variables

toxic lily
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perfect thank you so much

supple shale
#

Unreal question about my death ray.
War of the Worlds - Steampunk Edition.
I have successfully inported an alembic animated death ray tentacle from CInema 4D. It undulates like a tentacle should. But now I am trying to figure out a way to get a Niagara particle effect to follow the death ray at the end of the tentacle. I made the particle asset a child of the alembic tentacle thinking it would follow its movement. But I think because the tentacle animation is baked into the alembic, the particle beam is not staying attached to the death ray as you can see in the screen grabs.

Anyone have any ideas about how I can get it to follow it correctly?

plush yew
supple shale
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Its my Steampunk version of it.

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Lots of gears, rusted iron, etc.

plush yew
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awsome! Wish I could help

turbid pumice
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I'm just getting started (just installed it) I hope that I will understand it at least a little bit lmao

thick island
#

hihi all.
I get crash after importing alembic 800 frames as Skeletal Mesh.
If 100~ frames, import without problems.
How can this problem be solved?

`LoginId:7d
EpicAccountId:4428eaa5e

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 703] Array index out of bounds: 988073600 from an array of size 988073600

UE4Editor_Core
UE4Editor_Core
UE4Editor_AlembicLibrary
UE4Editor_AlembicLibrary
UE4Editor_AlembicLibrary
UE4Editor_AlembicLibrary
UE4Editor_AlembicLibrary
UE4Editor_AlembicLibrary
UE4Editor_AlembicLibrary
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll`

light thunder
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is there some type of editor bug where if you don't put a break on a blueprint node, it doesn't get executed - that's the only pattern I can find when trying to figure out why my changes aren't happening - I put a break to see where the execution is failing, and it executes fine, (and then actually works)

glass coyote
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In games like god of war counter attacks I have seen the camera tilted to the side, can anyone tell me how to do that?

thick herald
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just lean over a bit

light thunder
teal matrix
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hello

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is there a way to track an object's velocity angle and use it in code?

spice ruin
#

You mean angular velocity?

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Velocity angle makes no real sense.

teal matrix
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like which direction the total velocity is facing

spice ruin
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That would just be... velocity.

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Unless you want it expressed as a rotator?

teal matrix
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i guess

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okay so

spice ruin
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velocity.Rotator() or something?

teal matrix
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imagine a cube that slides along the x axis

spice ruin
#

Why you need it might help

teal matrix
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the velocity will be well x axis something

spice ruin
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Right.

teal matrix
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yeah so i wanted to make a car game and check how much the car is rotated away from its velocity

spice ruin
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I'm sure there's a "get rotator to" or something function

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Use the car's forward vector and compare it to the velocity

teal matrix
#

can you do everything with blueprints which you could do with code?

spice ruin
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Not everything. Quite a lot of things.

teal matrix
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alright

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honestly i havent succesfully made any UE games yet so this is gonna be a painful journey lol

spice ruin
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Hehe.

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If I recall correctly, if you take the dot product of the normalised forward vector and velocity, you will get a value between 1 and -1.

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1 being perfectly inline, -1 being opposite

teal matrix
#

so far i have no idea what it all means but hopefully ill start figuring it out soon

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brb

thick herald
# teal matrix so far i have no idea what it all means but hopefully ill start figuring it out ...

Get yourself into Mr Wadsteins videos. The 1st two should help you out. https://www.youtube.com/c/MathewWadsteinTutorials/search?query=vector

teal matrix
#

i found a tutorial now, ill try to make some use of it

thick herald
teal matrix
#

looks good actually

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seems specific tho, for now im learning the basics

queen escarp
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Anyone know what could be causing the "Developer" sub-menu in Blueprint Graphs to just be gone suddenly? I was using it last time I used this project lol
In particular I am trying to save the intermediate build product, which works fine by adding a keybind for it but the menu being gone is weird to me

toxic lily
#

is it possible to load a UEproject into another one?

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ive got AI from one project i want to move to another

drowsy snow
toxic lily
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superb thanks

ancient lotus
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question. how do games like modern warfare and insurgency handle magnified optics? like how do they keep the scope model from not looking bad? heres what i have currently in the first image with the scope scaled at 0.01 on the Y axis. the inside of the tube is visible. then in the second image i removed the inside of the tube so you should see through it all but it has issues where other stuff clips like the magnification dial and turrets due to them being smaller in diameter than the areas of the lenses.

thick herald
teal matrix
#

cool thanks

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can i connect objects physically? like connecting wheels to a car body

drowsy snow
leaden shore
#

Hi, i have a question. Can i use Unreal Engine with a notebook with:
Windows 11 64 bytes
Cpu: AMD Athlon Silver 3050U con Radeon graphics(gpu AMD Radeon RX Vega 2
Ram: 8 gb
I would thank if someone knows

regal mulch
#

Hm, maybe. Not sure about the CPU, probably pretty low end.
And 8GB RAM is usually not enough, should at least have 16 if not 32.

drowsy snow
regal mulch
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Doesn't sound like it would run very nicely

drowsy snow
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Also getting scalability settings on medium range

rose sleet
#

Hey has anyone used Horror Engine before?

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If so i have copied the Notice function (Where it gives a text saying what you have picked up) but when 2 different texts appear they overlap, does anyone know how to make it so they dont overlap?

junior solstice
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I want to make a little demo game playable while a different map is loading in the background but freezes, and I don't know when the other map is loaded

oak patio
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this is c++ territory it seems

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look into transition levels

rose sleet
oak patio
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with what?

rose sleet
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When 2 texts appear they overlap

oak patio
#

ok so look into what i suggested yesterday

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add them to a container instead of the screen

rose sleet
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what do you mean by add them to a container?

oak patio
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if you keep adding the widgets to something like a list view, then they just get tacked onto the bottom

rose sleet
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ah i make changed the canvas to a scroll

oak patio
#

your inivisble container would get drawn along with the rest of your hud, and then instead of adding the notices to viewport you add them as a child of the container

rose sleet
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would the container be a canvas panel?

oak patio
#

no

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your widget to add, would be just be some text or something

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and then you spawn it into something like a list view

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so you have your hud which might be

  • Canvas Panel
    • Health
    • Notice Container

and then you spawn the notice widgets as children of that container

rose sleet
#

How would i make it so it spawns it as children to the container?

oak patio
#

instead of add to viewport

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you use add child

rose sleet
#

ahhh

oak patio
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with the parent being the container

rose sleet
#

when i type add child nothing shows up

oak patio
#

well thats because your context is probably wrong

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drag off of the reference to your container and type add child

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also it sounds like you have this scroll box and the text in the same widget

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which won't work

rose sleet
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yep

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ill show you

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i've got it like that

oak patio
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i understand what youve done

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and it wont work

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you need to be adding just a blank message to a separate widget

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like i said

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have the container with the rest of your hud or whatever

rose sleet
#

i have this one

oak patio
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so add your container for your notices in there

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and then spawn your blank notices into that container

rose sleet
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should i delete these?

oak patio
#

it depends on your need

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its worth looking into precedural ui creation

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this isnt really something i can step you through

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without knowing your entire needs for it

rose sleet
#

ok

crude mesa
#

Not really sure where to ask this but if I wanted to make an FPS with custom movement should I start from a blank project and build it up, or take the FPS preset and modify it?

I am new so taking the preset seems tempting but I feel like it would be more effort trying to change that than just making one from scratch

#

mainly I want bhopping with momentum and strafing, and the FPS preset player character doesn't have strafing built in nor increased momentum etc

plush yew
#

any of these 3 options is valid

crude mesa
#

hrm, I prefer working from an empty project so I will probs create a blank one and look up tutorials for all the different things I need like making a character, items etc

plush yew
#

and i honestly think that making a blank project is much easier.

crude mesa
#

I am coming from Unity and for making simple maps in that I would just use the in-editor shapes. Can I do that in UE or should I import models to use for my map? I just want blank cubes/slopes

plush yew
#

you can use bsp brushes instead of in-editor shapes

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unless you're going to divide your scene in blueprints

crude mesa
#

im looking at a video for bsp brushes and it seems like exactly what I was looking for. What do you mean by your second comment?

plush yew
#

unreal engine uses blueprints for almost everything

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and you can also use them to make small parts for your scene, so you can combine them and reuse them easily

oak patio
#

it uses actors for everything, not blueprints

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important distinction

crude mesa
#

Yeah I get that, but why would that come into play when I am making just a map?

oak patio
#

they wouldnt

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they mean actors

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actors are the representation of objects in the world

drowsy snow
crude mesa
#

so they mean like a staircase would be an actor and I could place that preset actor around to have my staircase in multiple places

oak patio
#

yes

plush yew
crude mesa
#

instead of making each staircase from scratch

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ye that makes sense

oak patio
#

an actor is the same as a prefab essentially

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and like a prefab you can still attatch code and components to it if you wish

crude mesa
#

so I don't need to use blender to make models and import them, I can just use the brush if I just want simple terrain

oak patio
#

an actor with a static mesh component, is the same as a prefab with a mesh renderer

#

i wouldnt reccomend bsps

#

theyre fine for greyboxing

#

but not actual assets

plush yew
oak patio
plush yew
oak patio
#

bleuprints are the code

#

and you also don't use bsps for terrain, you would use a landscape actor

plush yew
crude mesa
#

so what would you recommend for making a simple map? Like generic shapes and lowpoly, flat smooth surfaces etc. Should I just make the separate parts in blender and import them

#

ah maybe I worded that wrong, by terrain I meant just like an arena map, similar to Quake but probably even simpler than that

plush yew
#

bsp brushes for prototyping, static meshes inside actors for final scene

oak patio
#

for prototyping and greyboxing, use blender, when you want to import your final assets make them in blender

crude mesa
#

I see, so I would prototype the map using the brush tool and when it comes to making the final map I make each "section" of the map in blender and then import. Such as a bridge being its own asset, staircases, doors, door frames etc

plush yew
#

another thing i recommend is downloading quixel bridge for ue4

crude mesa
#

this is the wrong chat bu I am actually using UE5 and I think it has quixel bridge already installed?

plush yew
#

then you don't need to download quixel bridge manually

oak patio
#

i mean quixel bridge is only useful if you need quixel

#

lowpoly-esque games dont need quixel

plush yew
#

you can still use megascans anyway

oak patio
#

yes but they look out of place

#

if your game looks like this

#

and then you have hyper real photoscan tree

#

and a photoscan brick road

#

doesn't work

plush yew
#

ye

#

but idk

#

megascans is there

oak patio
#

yeah megascans can be useful, but generally for photorealistic games

crude mesa
#

is it a bad idea to make my entire map in blender as a single asset, excluding stuff that needs scripts like doors/pickups?

oak patio
#

generally yes

plush yew
oak patio
#

you would have to make custom collisions

oak patio
#

its about your personal style

#

no one said low poly graphics cant look amazing

#

and megascans assets are huge

#

not everyone has half a terabyte for their project

#

i got a tree once that was 2GB

crude mesa
#

I see, I am sure it comes with experience but I am just not sure when making a map what parts need to be grouped together. For example on that lowpoly island image you sent which parts would be their own actors.

oak patio
#

thats massice

plush yew
oak patio
#

because again, maybe they dont want to

#

they wanna make a lowpoly game

#

it seems

#

so reccomending high fidelity photorealistic assets is sueless

plush yew
oak patio
oak patio
#

having per poly collision on a finished map is terrible

#

horrendously unoptimized

crude mesa
#

I see, so that blue-esq building to the left in that image would be it's own full actor/asset as opposed to having the pillars, roof, floor, stairs being all separate assets

oak patio
#

complex collision as simple on greybox levels, is fine

plush yew
oak patio
#

not on final passes

oak patio
oak patio
#

and then assempling

crude mesa
#

I see

oak patio
#

or you may choose to assemble houses in editor and then import

#

but if you have something like an entire house in blender, that you want to import and go inside, you will need to add collision shapes

plush yew
#

modular assets are also useful if you are going to use distance fields

oak patio
#

because unreal's collision generation will either take the outermost points and generate a bounding shape, or you can make it use every poly as collision, which can be bad, because say your assembled house may be 3000 polys, it will use all of them as collsiion, where you could make a series of collision meshes that total maybe 100

#

yeah modular assets can be good for optimisation

#

you can run into minor lighting issues with them however

plush yew
#

light leaking

oak patio
#

however if you just need a bunch of non interactable houses, then i would advise just having complete houses to dot around

oak patio
#

light can band terribly on modular assets

plush yew
#

what does banding means (sorry i'm not a native speaker)

oak patio
#

stuff like that

plush yew
#

oh ok

oak patio
#

where you can clearly see where the two assets join

plush yew
#

yeah

oak patio
#

and don't apologise for not being a native speaker

#

learning a second language is hard

#

and for what it's worth i couldn't tell you werent, your english is amazing

plush yew
#

thanks

#

i have never actually studied for english, i'm brazilian, don't even know how my english is so good

plush yew
oak patio
#

oh yeah, ti tends to be most noticable on walls, because you have lots joined together

plush yew
#

and i think that only happens with static lighting

oak patio
#

it does

#

but static lighting is preferable

#

dynamic can be expensive

plush yew
#

i only use dynamic lighting

oak patio
#

personally i am using dynamic though, im having way too many issues with static atm

#

i will see if the dynamic lighting cause me many performance issues down the line, but if it doesnt imma stick with it

plush yew
#

it does not

oak patio
#

so far the only lighting i have in a scene is 1 directional light so shouldnt be too expensive

#

but ill need to test it on some vms to try and figure out minimum specs

plush yew
#

i have a low-spec pc and i'm using a lot of high-quality lighting features

#

getting around 40-45 FPS

#

unreal 4.27 with ryzen 5 2400g (no graphics card)

oak patio
#

thats not bad tbh

#

as long as i can get 60fps on relatively low spec hardware

#

that would be great

plush yew
#

i'm using a directional light with lpv and mesh distance fields, all two-sided and with scale of 2

#

i'm also using a sky atmosphere and a sky light

oak patio
#

i imagine with that your levels are fairly large as well?

plush yew
#

only megascans assets

#

but i'm also using 7 lods for each mesh and mesh streaming

oak patio
#

oh no, i mean how large iss you level

#

is it like open world? or something smaller

plush yew
#

cinematic scalability setting, my fps only drops when i get close to a mesh

plush yew
oak patio
#

thought so

plush yew
#

but i'm currently using a small scene just for lighting tests

oak patio
#

i should definitely be fine then

plush yew
#

yeah

oak patio
#

because all of my levels are small and indoors

plush yew
#

nice

#

even more by considering that people will mostly use high scalability setting instead of epic or cinematic

oak patio
#

yeah

#

thats gonna be the real test, if it can run a stable 60 on lower settings on really old hardware, i will be happy

plush yew
#

it'll mostly run at 30 FPS or higher

#

minimum is 25 FPS and maximum is 45 FPS

#

but that if in my hardware

oak patio
#

not like 90's harware mind, but if i can get my game comfortably playing on maybe early gen intel, with maybe 4GB RAM ill be happy

plush yew
#

yo

#

this

#

my old laptop had a i3 with 4GB RAM and it was running the same project with 30 FPS on low

oak patio
#

might see if i can scavenge some really low end hardware, to put together a testing rig

#

see if anyone has a spare amd athlon, or like an i3 2nd gen

plush yew
#

but i live in brazil so our economy is poor, and since USA economy is better, most people will have a good pc

oak patio
#

ye but thats exactly why i wanna make sure things run as smooth as possible

#

not everyone has great gaming rigs

#

i wanna make sure it can be comfortable played on pretty much anything

drowsy snow
#

Even more so with prices rising up as pandemic seem to never end

plush yew
#

try to make at least 30 FPS on epic or cinematic

oak patio
#

that too

plush yew
#

if not possible, 30 FPS on high

oak patio
#

idk i just wanna break the reputation of unreal devs making poorly optimised games

plush yew
#

any hardware that makes 30 FPS on low may not be target-hardware

oak patio
#

i lie optmization

plush yew
#

xd

#

only way to get 60 FPS on i3 with 4GB RAM is using mobile renderers

#

but then you can't get the visuals you want

oak patio
#

idk i think it's possible, lowpoly game with small levels

plush yew
#

that too

#

the thing is that it depends on what game you're making

#

my game needs a good lighting otherwise the entire point of it will be lost

tall sorrel
#

where is the blueprint call stack in 4.26.2?
I cant find it for the life of me

crude mesa
#

on the topic earlier of making stuff into actors for re-usability. What about my maps lighting/fog/atmosphere? Can I group all of those separate components into a single actor which I can drag into each of my levels so I don't need to recreate them every time?

oak patio
oak patio
#

as you may find levels need different lighting

#

for example the atmosphere and lighting of a subway station is extremely different to the lighting of a house

crude mesa
#

I see

oak patio
#

there is some stuff youwill want to redo

#

however you can do certain things, for example in one sample project i had shootable lightbulbs, and lightswitches, so to make sure the code would work, i had my lightbulb mesh with an attached light

#

that i could place around and it would work with the shooting/lightswitch code on all of them

#

stuff like that it's ifne for lighting

#

but for the most part i'd manually place the lights

#

as they do need some tweaks

crude mesa
#

ye im just looking at a video for setting up the atmosphere and stuff in my level and there are a bunch of things. I figured it would be as simple as adding a light and a skybox lol

oak patio
#

oooh no

#

post processing, lights, atmosphere, 2 types of fog cause why not, several types of light cause why not

plush yew
#

also

#

my house was in "going dark" mode lol

#

that's why i didn't answered before

royal basin
#

i made a 9by9 light puzzle and want to add a win screen to it once all 9 tiles are glowing the same colour can someone walk me through it

oak patio
#

well i can explain what you would generally do, but not exactly

royal basin
#

ok

oak patio
#

basically, check the colour of the tiles

#

i imagine they are set colours?

#

so green on each tile would all be (0,255,0)

oak patio
#

ah ok

#

so basically you already have a var for is on

#

so make a puzzle manager

#

that holds a reference to all the tiles

#

then just loop over em and check if they all are on

#

if they are

#

congrats puzzle solved

royal basin
#

thank you

oak patio
#

np

grim violet
#

UE4 crashes whenever I use Take Recorder on an actor that has live link on the head and body, any suggestions? Trying to record both face and body animations from mocap at the same time inside of UE

grim violet
#

Uncheck these boxes under the Live Link source inside of the Take Recorder;

Start at Current Timecode
Record Timecode```
for anyone who ever has the same issue! Spent a while trying to fix it while recording for mocap so hopefully it helps someone else
unique kraken
#

anyone can help with "set master pose" it behaves really weird.

to be clear, i made 100% sure the weights are correct.
even imported as one skeletal mesh but without merged mesh.

fact is that, for some reason, set master pose component doesnt work correctly

tall sorrel
#

On github, when you do a pull request on a blueprint (yes I know, there are better repos for unreal, but our entire team knows GitHub) why does it say like -68% when all you did was delete one node, or vise versa? I think it may have something to do with GitHub struggling to comprehend the binary file, but Iโ€™m not sure.

Edit: I say โ€œteamโ€ but itโ€™s not a studio or anything, itโ€™s a class project, and there are some really really dumb people, itโ€™s just a big mess, but I was just curious on that.

spice ruin
#

Checks this

tall sorrel
#

Then why canโ€™t github read them?

spice ruin
#

Yeah, forget everything I said. They're binary files ๐Ÿ˜ฆ

tall sorrel
#

Ok, I think I may have figured it out, but this is a shot in the dark, and probably 99% not factual.

However, GitHub determines the percentage of what was changed by the lines (I think, from what I read), however binary files could have stuff scattered, all on one line, or whatever (not too sure what they actually look like, besides 1โ€™s and 0โ€™s), so when you delete 1 node or something, it could change the entire structure of the file, and the new ordering could be significantly less lines. โ€ฆ maybe?

Edit: itโ€™s not really a big deal at all, I just wonder why it frequently does that.

twilit ridge
#

For some reason, even though my project settings have my character as the default pawn, if I put one in the map instead of using that one it makes a new one wherever the camera in the editor is, can someone help me fix this?

modest trench
#

but uh... maybe not now because it might confuse everyone even more

#

but yeah blueprint version control is suffering

#

shit stinks

#

there is technically a diff checker but it's not really useful

#

trying to keep stuff separated is all you can do sometimes

humble rivet
#

Which channel would be suited to ask a question about Apex destruction ?

humble rivet
dry lion
#

Hi! I'm working on a game for my portfolio. It's supposed to be a 3d space shooter. I'm at the modelling assets phase and I was wondering what should I consider before exporting the model from blender to UE. Will i need to rebuild textures and materials? I know it's better to do simulations in UE, but can I do it in blender and import it in UE (to be paired with the model and working as a PNG of sorts)? Should I put these questions anywhere else?

still quest
#

Does someone know why my dedicated server get ip 0.0.0.0

#

I wanted to be my public ip so friends can join

real heath
#

When a server is listening on 0.0.0.0 it means it's listening on all interfaces. If you had 2 network connections, both networks can connect to it. If you were listening on 192.168.0.10 for instance, then only that network interface would allow connections

#

In other words, 0.0.0.0 is probably what you want, and your friends still connect via your public IP, presuming you have forwarded your ports correctly

#

@still quest ^

snow lichen
#

hi guys

I am new to unreal and in desperate need of help!

I am developing a game for my masters thesis , and as a part of its function, I want to be able to read a postgres table (which has geometries stored in it) and render those assets in runtime.

Next I want to be able to select one of the assets and drag and drop it on top of the world (like how we do it in minecraft).

Any help or resources would be highly appreciated

Thanks!

oak patio
#

whats this got anything to do with ue4, or unreal engine in general

#

<@&213101288538374145> its nto unreal related, and hes spammed it across channels

oak patio
#

still completely unrelated

still quest
#

@real heath it is not working u did portforwarding but i canโ€™t connect to the server can you dm me and help me

oak patio
#

and still breaking the rules lmao

fierce tulip
#

@eternal zenith please adhere to the #rules, that would be appreciated. thanks.

#

Especially when you just joined.

bright knot
#

hmm

oak patio
#

id understand if they were a longer term user maybe asking for friendlies in lounge or smthn, but thats just lazy

still quest
#

@real heath can you dm me

real heath
#

Sorry, You might be able to get some more help in #multiplayer

lament sonnet
#

some can explain me when we export character what does t0 character at reference pose what does it do

drowsy snow
lament sonnet
#

but when i enable it went the character to ground 90degree angle

#

and the rotation 90 degree doesn't effect to make changes

drowsy snow
lament sonnet
#

i will screenshot u later

#

need to test this fbx rotation Up axsis

blissful shuttle
#

How do you guys feel about 4.27? I've been using 4.26 and haven't updated because I heard 4.26 was more stable.

teal matrix
#

how do i connect wheels with a car body?

lime musk
#

My friend sent me a group project so i can work on the code part of it but whenever i open it, it crashes my pc. The game works perfectly for him but just not for me. Other people also tried to open the game but it crashed for them too. is there any fix to this?

teal tulip
#

Someone noticed a huge baking times increase from 4.26 to 4.27 GPU baker ?

#

Now takes more than the actual CPU one

dawn jungle
#

Hey guys I am having trouble with my character animation. When importing my character the eyes are below the head but in maya the eyes are perfectly in place

teal tulip
#

We are getting like 35min bakes for scenes that took 10

lament sonnet
#

is it possible to duplicate socket with similar name i want to call same time two weapon duplication at left and right

blissful shuttle
tepid haven
#

Does anyone have experience making enemy AI with blueprints only rather than using behaviour trees and if so did you notice any significant performance differences?

fickle epoch
#

Can you kindly guide a beginner how to understand why my movement controls don't work? It is my first UE4 project.
I tried to create flight controls to my ship following different beginner guides and docs but even the basic WASD keyboard controls don't move my ship.
What I have and what have I tried so far:

  • Project Settings - Inputs have the keyboard keys WASD configured. For example forward movement W (1.0) and S (-1.0).
  • I created a BP_pawn with components BodyMesh and Camera. The BodyMesh is a static mesh with my ship fbx model.
  • In the BP_pawn event graph I created movement for all directions, but currently focusing only on the forward movement in this help question here.
  • For debugging the forward movement I "watch" the axis value of the InputAxisEvent node, but if I press W on keyboard, the value remains 0.
  • I also created BP_game where I set Default Pawn Class to my BP_pawn.
  • In the game scene I added my ship pawn to the scene and in Details set the Auto Possess Player to Player0.
  • When I hit Play button and press W (or any other configured key) the ship doesn't move.
    I am stuck for a while repeating some steps and reading docs. I hope someone here can help me to get it to work.
grim ore
#

When you press play, tab back to your pawn blueprint and see if the nodes are firing (showing red)

grim ore
#

yes

#

so that mans the blueprint is atleast running,and that event is firing

#

and your screen right now just shows a ton of 0 being printed?

fickle epoch
grim ore
#

yep, and you assume W is forward and if you press it, it should show 1.0. When you press and hold W nothing changes for the #?

fickle epoch
#

yes, exactly

grim ore
#

ok so project settings -> input, show your settings for that axis. the SpectatorMoveForward

fickle epoch
grim ore
#

do any other inputs have those keys as well?

fickle epoch
#

nope

grim ore
#

ok try something stupid, change the W to something that could not be bound such as the 9 key

oak patio
#

Have you checked your physics settings

#

Doesnt add force need physics enabled

grim ore
#

even if it does, their input isnt coming in. When they presses the W key it just shows 0 still instead of the axis value

oak patio
#

Oh damn

fickle epoch
grim ore
#

so are you sure there is only one of these objects in the world then?

#

make a new blank level, drop the blueprint into the level, set it to auto possess, and try the keys

fickle epoch
oak patio
#

In the details of your bp

#

Or mesh

fickle epoch
oak patio
#

You dont have it as the default player in your game mode do you

#

Check your world settings

#

If gamemode default character is the ship then there are 2

fickle epoch
oak patio
#

No simulate physics is off

#

You want that on

#

But gravity off

#

Cause otherwise you ship just drops

#

But also check your gamemode

#

In project settings > maps and modes

#

And in the workd settings

#

If that character is there, then it will be spawning that one instead

fickle epoch
oak patio
#

Whats 6DOF pawn

#

As long as its overriden there then only there

#

If 6dof is the ship

#

Remove default pawn class

#

Just set it to none

fickle epoch
#

Ok the ship pawn world settings and project settings show different things. It is VR pawn as default in the project settings:

oak patio
#

Ye they will do

fickle epoch
oak patio
#

Thats the default but you have changed it

#

Which have you removed it in

fickle epoch
oak patio
#

Do it in the world settimgs too

#

The one in proj settings says automatically assume this one unless they specify otherwise

#

Which you have by overriding it

fickle epoch
#

So like this it is wrong?

oak patio
#

Yes

#

Cauee that makes two

#

You have 1 plaved

#

But that gamemode is also spawning one

#

The things in the gamemode get automatically spanwed

#

So it uses that instead of your current one

fickle epoch
#

Sorry I'm a bit lost now, where do I need to remove one of my ship pawns exactly?

oak patio
#

You don5

#

When you click play

#

Everything in that game mode gets spawned

#

Which means it spawns a ship

#

As well as the one you akready have

#

So remove that default pawn class

#

And it wont do that

fickle epoch
oak patio
#

The thing you circled in the picture

#

Set it to none

#

The project settings is the defaukt game mode, you have set a different one in the level

#

Si you need to change that one

fickle epoch
#

Changed it to None, still nothing moves

oak patio
#

Ok but now we are making progress

#

Show me the details of the ship in the world please

kind sky
#

Sorry if I interrupt, but does anyone know what causes this weird light baking error? The quality is set to high and it looked just fine before baking

oak patio
#

Possibly lightmaps or lighting quality

kind sky
#

Thanks, I'll ask there

#

Didn't know which channel is the right one

fickle epoch
oak patio
#

Yeah thays unusual

#

Im not entirely sure

fickle epoch
grim ore
#

new blank level, open the level blueprint, add in your input event for the axis printing out the value

#

this literally means nothing can get in the way of your key input, if this still doesnt work your input is bad somehow

#

right now its less about getting movement working, and more about getting input working

fickle epoch
grim ore
#

the code you are showing me is not a blank level

fickle epoch
#

hmm, I made a blank project and it gave me this..

grim ore
#

the empty level with nothing in it

#

file -> new level

#

no pawns, nothing in the world at all

fickle epoch
#

Ok I will try more carefully now..

grim ore
teal matrix
#

how can i make a car? for now i just wanna know how to connect wheels with a car body

fickle epoch
# grim ore

Yes, I did this too. But I am stupid! I didn't know until now that after hitting Play, I need to click somewhere in the scene window with the mouse! I did it by accident and it works, in the original project as well! I am so sorry for wasting your time. Thank you for all the help still. At least I know how to debug my simple thing. Sorry...

grim ore
#

that was actually going to be the next check if this didnt work, making sure your actually in the viewport giving it input

fickle epoch
grim ore
#

yeah it all depends on the project and template as well as some of them give focus to the viewport automatically

#

problem solved for now tho ๐Ÿ™‚

still quest
#

How to install asset pack from marcketplace to source build

random summit
#

When I import my mesh the UV's seem to being somewhat distorted and I have no idea why

#

heres how it looks in the modelling software

supple geyser
drowsy snow
random summit
#

what does DCC stand for sorry?

drowsy snow
drowsy snow
random summit
#

3ds max

#

.fbx format

teal matrix
#

how to add sheels to a car body?

fluid cave
azure shore
#

jesus christ why does my pc sound likes its gonna literally blow up just from me touching a single node in material editor

oak patio
#

are you running unreal on a bomb by any chance

#

cause that may have something to do with it

real heath
# random summit heres how it looks in the modelling software

Are your uv's repeating? You can get that with large uv numbers. Go into your static mesh asset in unreal, and on the right panel you should find an option called full precision uv. Tick that. You might have to click build mesh. Can't remember. That should solve your problem.

random summit
teal matrix
#

so now how do i rotate something in blueprints when a button is pressed?

latent sentinel
#

Hey guys,is there a way how to lower the quality of the map? Because my pc is slow and when i play the game it gives me 30-40 fps. But the map im using is really heavy to render i quess.Or change the lod of the models to lower ones.

oak patio
#

look into scalability settings

latent sentinel
oak patio
#

ah yeah, look into the scalability settings

#

that will help

#

only reason i asked is cause if you were on like top of the range hardware, it would be more of a case of optimising the m,,ap

latent sentinel
oak patio
#

ooh have fun, but yeah, you can force an lod in editor i think, but scalbility settings do that anyway

latent sentinel
oak patio
#

no problem :)

upbeat night
#

idk where else to ask this so i will just put it here, i'm using "UE Viewer" to view and export files from Chivalry, it's working fine, but the files that i export end up sort of "blocky" for some reason

#

export as .psk, import into blender, blocky, export as fbx, and it's blocky in both unity and blender

#

both before and after exporting as an fbx

drowsy snow
upbeat night
oak patio
#

it is...

drowsy snow
#

I (and Lorash) was the one brought it up a while ago

drowsy snow
woeful haven
#

guys big problem! i packaged my game for develop mode, then i messed my project by mistake,, is there a way to load the packaged version back in unreal??

azure shore
#

why is collision on a skeletal mesh so inconsistent? (for context I found a nice way to make the water waves effect by using a skeletal mesh, the spheres are its bones collisions) and it literally is just the most inconsistent collision

#

they all have the same settings, doesnt matter which one I hit, its literally random

azure shore
#

I also dont know why theyre different colours

drowsy snow
oak patio
#

you have learned the source control lesson like the rest of us, the hard way

azure shore
#

thanks for the reminder to make a backup

drowsy snow
woeful haven
#

ive been using source control!! how can i load a version from thr source control?

#

im new to source control

oak patio
#

just roll back to previous version

#

or just pull your latest version

woeful haven
#

i will check it out thanks

azure shore
woeful haven
#

guysssssss, you can go into your game folder>saved>autosaved, and restore specific actors this is crazy!!!

drowsy snow
#

The problem with UE's Autosave is that automatic restore would require the project editor to have source control enabled to work

woeful haven
#

yep im not scared anymore!

cyan cargo
#

is there a way to check what position a entry is on an enum list? Like 3rd item on an enum list will output an integer of 3

drowsy snow
#

I hope you're not confusing it with arrays

cyan cargo
#

yeah I was wondering what's the most strightforward way to convert

#

not arrays

#

just need to get the position in the enum so I can pull something from an array

#

is it just ToInt (byte)?

drowsy snow
#

Enums are uint8

cyan cargo
#

alright thanks just wanted to make sure I was doing this right

#

normally i'd use an array but I'm using a sequence to switch between states easier

#

switching the enum will then pick from the array

oak patio
#

ye just cause you survive a car crash once with no seatbelt doesnt mean you will the next time

#

source control is your seatbelt

fluid cave
woeful haven
#

@fluid cave im not scared knowing i can undo a couple of hours of code so easy, before i had to delete that blueprint, and start fresh

fluid cave
#

I Would Be Scared Because Idk Code.

surreal eagle
#

hello everyone

#

what jobs are most needed for working with unrealengine?

surreal eagle
oak patio
#

depends what field surely

surreal eagle
#

what is needed most

oak patio
#

are you talking in terms of making a game solo

surreal eagle
#

and i can do almost any code stuff

oak patio
#

typically game dev jobs are hard to get

#

not like emergency job things

#

and would you be looking for an indie studio or professional

surreal eagle
#

honestly if they pay me i'll do what they want me to to their project

#

no preference

oak patio
#

indie devs may be more forgiving though

#

buit may require you to be more of a generalist than a specialist

surreal eagle
#

maybe if i say i work cheap

oak patio
#

AAA will require specialties

surreal eagle
#

i'm an indie dev

#

my specialty unironically turned out to be movement jank stuff

#

but i'm good at almost anything

oak patio
#

if your speciality is "jank" then i wouldn't expect to be hired into gamedev

surreal eagle
oak patio
#

but you can try and apply for indie dev roles

surreal eagle
#

that's it's common name

#

it's best described as movement system code

oak patio
#

in terms of most needed every aspect is as important as the other

surreal eagle
#

i've done a variety of things

oak patio
#

but in terms of most souight after, i've heard good programmers are highly sought

surreal eagle
#

need to learn ai programming

surreal eagle
oak patio
#

good problem solving, clean code, efficient solutions

surreal eagle
#

define clean code

#

in your opinion

#

mine is "does it look tidy and can i read it wasy"

oak patio
#

well documented/commented, unused bits cleaned up, good names for variables and functions

#

if you were to give it to a non programmer could they understand what it does basically

surreal eagle
#

i try to explain some stuff to my freinds with no background in this and they seem to understand after a breif explination

oak patio
#

but you also need some evidence of your skills

#

ah but i mean if they read your code could they understand what it does

surreal eagle
#

i could show off some code then i guess

oak patio
#

like they may not understand

if (x < y) {
  foo.bar();
}
```but something like
```c++
if (playerVelocity >= desiredVelocity) {
  player.doWarpSpeed();                      // Sets the player into warp speed, provided they exceed the limit
}
```is a lot better and clearer to non programmers
surreal eagle
#

the time when i didn't i had to redo a lot

#

๐Ÿ’€

oak patio
#

displaying your skills is best done by creating a portfolio of projects that you have worked on and saying what you have done. If you have not completed any major projects, then displaying mechanics you have made should work too

#

like a video of some gameplay in a game, and you would say "i extended the movement to support dashing and dodgin" or "I made the pathfinding system for flying enemies"

surreal eagle
#

would that be enough?

oak patio
#

you would need more than one example

#

you need to show a range of things you can do

#

so maybe work on a couple of systems and display them too

surreal eagle
#

maybe i should bring some of my stuff onto the marketplace

oak patio
#

it depends

#

what have you written good enough for the market

drowsy snow
oak patio
#

int lol;

modern furnace
#

Hello, I am making a multiplayer map and when I merge meshes using harvest geometry from selected actors and merge them into multiple instanced mesh components sometimes I get really weird lighting effects and can not figure out how to fix it.

modern furnace
#

Thank you for repsonding ๐Ÿ™‚ Yes I am. Its for VR

drowsy snow
#

Aha, figured. I'm sure the lightmap UV is a total mess

modern furnace
silent wadi
#

Hey guys , I was wondering, probably a dumb question, but do the laws of motion in physics, actually work in ue4? Or there are some work arounds.?

drowsy snow
#

If you want mathematically accurate physics, you have to roll out your own.

silent wadi
#

Oh get you, Thanks

royal kernel
#

Iโ€™m having problems opening this project I got from another dev - Iโ€™m new to UE

#

Should I try convert in place?

#

Or open copy?

drowsy snow
royal kernel
#

I tried that and I get thisโ€ฆ

true wolf
#

kicks down le door

#

I have no idea wut I am doing, and google is failing!

drowsy snow
true wolf
#

Mighta came to the wrong place

drowsy snow
true wolf
#

Idk wut I am doing, and I am trying to view exact character stats of characters from a playtest I can no longer access through a ripped ue4 data table I cant read superded

#

I am kind of an idiot if you cannot tell

drowsy snow
true wolf
#

Ah, rip

drowsy snow
#

๐Ÿฅ

true wolf
drowsy snow
#

FWIW, might as well try directly asking the developer on the character stats

true wolf
#

Well uh... The publisher is bandi namki-

#

Honstly I was just trying to make a spreadsheet of character damages, hp, ability cd, etc. for competitive info

drowsy snow
true wolf
#

Gundam Evolution

drowsy snow
#

Elden Ring?

#

Ohh, okay...

true wolf
#

I missed my chance during the playtest

drowsy snow
true wolf
#

Well, I like to make mods >.<

#

I wanted to put the gundams

#

Elsewhere-

drowsy snow
#

Well, considering Bandai Namco games don't have official modding kit, that's out of this server's scope then.

true wolf
#

And all the info regarding this thingy, is UE4

#

So I was like- I shud try this place

drowsy snow
true wolf
#

Tbf- I did say I am an idiot

#

I'm justa modder, unreal engine scares me lol

drowsy snow
#

We have no idea about the underground modding tools nor do we condone it, per #rules no. 5 as well.
Though I can imagine the feels, I'm a modder by heart too (modding single player games).

true wolf
#

I love modding SP games too

#

Skyrim is the most fun

#

Until it crashes

peak bane
#

I used Movie Render Queue in UE4.27. The hair physics simulation does not work.
Anyone else have this same issue and know a fix?
I think the problem is in the setting of the Anti-aliasing.
Thanks any help would be greatly apreacited!
This is my setting:

spice ruin
#

See: n-body problem

drowsy snow
#

Though to be fair I think even 2D realtime physics sim made by academia like Algodoo isn't super accurate, but made good stats on the maths

spice ruin
#

Totally not possible.

stone stump
#

hey guys if i want to make a leaf falling down in a cinematic way what are the first steps can i take to achieve that? any good videos to start?

#

camera following the leaf falling down. tag me

drowsy snow
stone stump
#

is there a tutorial that focuses in animating static meshes? btw i get what you are saying.

drowsy snow
#

(Did Epic removed some UOL courses in the new site?)

stone stump
#

iam new to this i didnt check them out can you guide me there

stone stump
#

ty so much

wanton terrace
#

I'm a bit confused about the logic. How can I get Reverse Input and Multiply to only have one output?

jade swallow
#

Anyone knows why some parts of my mesh becomes tiny after i bake an animation and imported from Maya?

maiden shadow
#

I have a question about UMG and input system: I'm creating an action menu with time slow in my ARPG and need to show an UMG widget on button press. I'm doing a widget vis/notvis fine, but I have a problem with input. I want to disable my camera/character mouse input and show the mouse cursor while I have my key (alt) pressed and then hide it and enable back when the key is released.
The UMG part works fine, but the input always bugs out one way or the other: either the mouse cursor get stuck or I need to click back to be able to resume input or the mouse clicking doesn't actually work at all as long as I don't click again... Not sure if I'm doing it the right way, especially since the API has two ways: input resets and input mode selection...
Any ideas or hints, please?

wanton terrace
drowsy snow
jade swallow
#

Ahh

#

Yea for maya i did the uniform scale but it didnt work

#

Anyone knows how to fix this? :(

zealous plover
#

Hi, I have a question regarding Unreal Engine Online learning. Can I share it here?

zealous plover
#

So I followed the Clinton Crumplers Becoming Environment artist course and I am not sure which is the second series of that particular tutor.

#

nvm I figured it out, thanks

wooden apex
#

hey whats this? 2.27.2

woeful haven
#

guys, something happened now when i open basic Windows the properties are not there, how to bring them back?

sharp crest
woven star
#

Hi there, I'm trying to get a post process material that makes heat distortions , but I only want it to be applied further away , so I need to use the scene depth , how can I do this?

zealous plover
drowsy snow
#

You can still get distance to camera in non-post process material

fierce tulip
# woven star

look into pixel depth. i think there is a camera-depth, invert that and the further away the more hazy it gets. but.. might look a bit odd.

drowsy snow
#

Felt like particles with refraction would be more sensible approach

fierce tulip
#

either that, or just a cylinder around the player thats quite far away and rather high, depthfade node + refraction.
its lazy but works XD

woven star
#

hmm let me try it with the camera or pixel depth

woeful haven
#

@sharp crestyou know,...... sometimes is difficult to see people like you, because you guys don't wear capes

sharp crest
fluid cave
half nexus
#

Hello

I have a Character(Enemy) in my Game and all ist working fine, it has animation, can attack and so on.
I want to implement that when i hit the Enemy with my Sword an make him Damage, i want to give him an Impulse, so he gets knocked back a little.
For this to work i need to enable Simulate Physics, but when i enable it on the Mesh, the Enemy Mesh just falls to the ground and detach from the MainCapsule.
The MainCapsule just works fine, is running around, attacks, i also can apply Damage, but the Mesh is just lying on the Ground.

What do i make false? Thank You ๐Ÿ˜„

sharp crest
#

keep it disabled

#

then just use the launch character node

half nexus
#

@sharp crest ok i will try it, thank you ๐Ÿ™‚

river sedge
#

Can someone sell me on C++ coming from Java and C#?

#

From where I'm sitting it feels like the workflow of header files and actual code files is just busy work that a halfway decent compiler could do for you from a single code file

#

It's fine if the answer is just "C++ is old and therefore somewhat annoying to work with"

#

Every time I look into C++ it makes me go "Oh wow that looks terrible" and I go do something else

drowsy snow
#

Ask in #cpp, they'll give you some insightful reasonings

river sedge
#

God I hope so

harsh aspen
#

Did they change the website for the Unreal Engine tutorials?

onyx garnet
#

hey guys, there a simple tutorial to get the collision to match the mesh?

drowsy snow
harsh aspen
#

I was kind of just starting UE4, then I was away from it for a few weeks because of college work, and came back after UE5 launched, and the courses I was doing were gone.

arctic bone
#

Does anyone know how I can fix this error?

oak patio
#

also its a lot easier if yuo're on a computer to just use window key + shift + s for taking snips rather than a phone

arctic bone
oak patio
#

no problem :)

#

where is that collectibles variable sotred

#

because that depends on what cast you use

#

the game mode is a class that is responsible for spawning various default classes, and is useful in multiplayer as welll, whereas your character is, your character

#

depending on where that variable is made

#

i assume character

#

you would cast to the character

#

@arctic bone

arctic bone
#

@oak patio this is where the variables are made

oak patio
#

Oh it is in the gamemode

#

So cast to the gamempde not the character

manic sequoia
#

[Help] Hey everyone, I'm on a project that's for some job training kinda stuff.. I need to recreate like a ratchet strap and I'm not exactly sure what to use for the strap.. a spline mesh with physics on it? orr... idk.. I don't have any 3D modelling experience so I know I won't be using a skeletal mesh with animations

oak patio
manic sequoia
#

what do you mean for no reason? I posted in the ones that seemed most relevant where people would know the answer

oak patio
#

Keep it in one channel

#

Eh? A chicken leg?

#

Noooo not the puns

surreal eagle
#

how to get physical material of skeleton physics asset when i hit the colision capsule (tag if you know how)

stone stump
#

Hey guys i am making an isometric game the player would be using a helicopter in it, i created my model made it game ready is there a good guide that demonstrate how to add helicopters and make the rotor move stuff like that?