#ue4-general
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blender or something
Youll find tutorials on flying movement
But if you want a specific tutorial youre probs outta luck
Youre definitely gonna have ti figure out some things on your own
i found a tutorial about Flying movement which is really good, trying to figure out how to make a rotar move
Thats probably gonna be an animation, or you could make it a separate object and rotate on tick
Can anyone help me figure out how to do a day and night system where a quest done will change the morning to afternoon and another quest done with change the afternoon to evening. (Note: I am new to unreal)
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?
guys, what do you think about this setup???
Hey does anyone know what this error is and how to fixd it?
"Failed to save the map. The filename 'C:/Users/spenc/AppData/Local/MordhauSDK/Saved/Autosaves/Game/Mordhau/Maps/HPR_Test/HPR_Test_Auto1.umap' is not within the game or engine content folders found in 'C:/Program Files/Epic Games/MORDHAUEditor/InstalledBuild/Windows/'."
setup for what lol
how might someone feed wheel torque back to a simulated engine?
right now every vehicle drifts because it has high torque to move but the tires are slipping because the engine only outputs. no feedback from the wheels.
mathematically speaking?
@oak patio add food take food regen on pickup,
I dont get why your setting the variable 3 times but
apart from that, youre just adding some numbers, theres not much setup to analyze
the clamp is good so you dont go over
I dunno if I can actually get help here or not, I think the UE4 I'm running is a like... hacked together remake of one since we use it to mod a game, but I'm having physics issues that may or may not be something common enough to get help with.
Is there a good channel to post my issues in?
if you are using it to mod a game, prolly better to find the community that does it, as our discord does not condone game-modding unless officially supported by the devs.
if its a hacked together one why not just install from the launcher
it is free afterall
ah, not even for Tekken? I forgot FPS modding and stuff is probably a thing
oh i apologise
I think even the Tekken modding community doesn't have answers at the moment lol
yeah x.x
Hey I'd love some help, I have a python script that generates NPC dialogue, how could i fire it at runtime and get save the output as variable?
hey just so ya know cross posting is agasint the rules, and ya got ur answer in blueprint
tf? since when did modding become frowned upon?
pardon me if that comes off rude but genuinely wtf lol
since forever, modding in this server is frowned upon unless permitted by the game creators, as it generally means reverse engineering
which is not allowed
im not talking about this server
well indirectly i am
reverse engineering isnt illegal
modding isnt frowned upon, its just generally better to go to the specific community
it generally against TOS for software but not illegal. in fact its because of reversing that we get security bugs discovered before they turn into nightmares
yeah i just dont get why this rule exists
the heck does it matter if this discord discusses modding?
overzealous. extremely
but i mean in a forum full of indie devs, and companies, discussing how to break other companies TOS is not a good look
whoopdee freaking doo
this is nonsense.
<mild outrage>
i sensed that bit lol
lol
Hey guys, I'm using the openAI plugin for unreal 4.26 https://github.com/KellanM/OpenAI-Api-Unreal, but I'm wanting to use the newer and better engine versions that are out now which the plugin doesn't have included. If anyone knows how, or would be willing to look through the c++ files to see how I could modify it for newer engines like davinci-001 that would be a life saver.
Unfortunately my C++ skills pretty much just consist of copy paste at this point...
In unreal, python is used only for editor time functions and utilities, you can't use python at runtime
Even myself as a modder only took few power of my brain to understand the implications.
And I've been doing underground modding for like, what, a decade now?
I too am a modder, by that i mean i returned the dart gun in ttw to its former fallout 3 glory in fnvedit
Im not smart enough to integrate my code into existing games lol
Thats wizard magic
anyone know how to get rid of this weird box thing I have on my viewport? I can't seem to move around
I understand why the rule exists though.
Underground modding is unauthorised modification, and not every single developer likes it. Chances are this server had such developer that don't like it and may found it insulting, even though it's not their game.
That's not getting into implications of EULA or copyright violations, where some games explicitly disallow reverse engineering the game files
Try moving another tab around. Sometimes it happens when you're dragging a dockable tabs.
Yup, plus as a lot of indie devs here, its not really great to expect people to respect your TOS when you openly disrespect others
π I just restarted my whole project
I personally like modding, unless its for nefarious means like mod menus in cod, or injectors for cs
But that doesnt mean everyine likes it, least of all people wanting to make games for people to enjoy the way they see it
I understand the argument against modding, but unless it is officially endorsed, then its not the best place to discuss it on an all-but-officialy-acquired unreal discord
Me and Lorash were the ones who brought it up to amend the rules to mention it, especially at the time there was a brief surge of question of underground modding FNAF Security Breach. One argued it's not piracy because they own the copy/end-user licence to the game.
hey Question im tying to fix/add a icon for my game (has the stead app id set) and all that but when i package and upadte my project the icon dont show up for me or anyone else i set the size to256x256 and used a onlione ico convrter HElp anyone
NEW to 3D - looking to Start a simple AR project where i can see lable when seeing a specific image
Does anyone know a solution for this?
just a primitive mesh or character?
Idk but this happen
The animation is playing tho
But the arms and head shrinked
only time i've heard of that is if there is a scale keyframe set on bones/joints. But i'm no animator, so no idea
but that's the first place i'd look
I don't use Maya, so yeah
People, help me please. (UE4) I got an error that didn't exist before. I did not change the project, everything worked perfectly. Tell me what to do?
UATHelper: Packaging (Android (ETC2)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editorn targets.
PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
PackagingResults: Error: Unknown Error
Sorry for writing about it here
By any chance, do you modify the project's Build.cs or Target.cs file?
I climbed in the Movies tab in the project settings and turned off the Full Rebuild checkbox.
Movies tab
What
And what should I do now?
quick question but who is lorash
What lorash
Hello, would it be considered "bad practice" to create multiple material instances to change out simple parameters? It's a megascans material and I need different tiling for different walls in my game. Is this an optimal way to do things in regards to performance or not so good?
Of course, I could fiddle around with uv maps for each mesh, but that'd be a ton of work. With this method, I can have the same texture resolution really easily, but I'm worried it might be a really inefficient/expensive way to do it.
no, is normal to have instances material instead of create new material, i also preffered the instanced material, except override material blend for situations π
Does anyone know how to Connect a NFT project to a UE4 project?
FWIW, every material used in runtime ended up becoming (dynamic) material instances, so barely any loss for using MIs.
If anything, using MIs to make few param adjustments can reduce shader permutation count the engine has to build.
Hmm, interesting! One thing I'm wondering about is how expensive the individual instances are. For example, if I only had one material compared to one master material and 10 instances, how big of a difference would this make in a bigger project where you have to think about scalability.
Shouldn't be significant enough for you to worry about it.
But speaking about scalability, you can have scalability switch node in your material to have a cheaper variant of the material without you having to create a separate material.
For my particular case at the moment, I'm only trying to have similar visual texture size on different meshes. Large wall, pillars, ceiling stuff like that.
That's a corner with a pillar
3 different instances with different tilings.
Okay, I think I get it. Was mostly trying to prevent myself from setting things up in an easy but inefficient way long term.
Wait nvm, one more question... So I have a master wall concrete material and one instance for lets say the pillar. Is that instance basically causing me to double my memory load? Compared to if I only had the one material but adjusted the uv maps for scaling.
Lets say my material has a 2mb cost (or whatever, I have no clue) and I create an instance, does creating the instance have any upfront cost (2mb+1mb) with each following use of that instance being negligible (2mb+1mb+0,01mb+0,01mb...) or is it more like (2mb+0,01mb+0,01mb... no upfront cost)
Idk if that makes sense
I might look like a dumbass lmao
Obviously, if I use the instance like 50 times, even if there's an upfront cost, it wouldn't matter because of the efficiency, but if I only used it once and there is an upfront cost, the efficiency of using it is much lower.
I understand how little of a cost instances have if you use them, but idk if there's an **upfront ** cost of **creating ** the instance.
Oh so that's the upfront cost
For the storage on disk, even then it'll get compressed on packaging anyway
Yeah ofc, makes sense
Okay, I think I have a pretty clear understanding now! Thank you for being patient with me π
Does anyone know how to fix this issue with the camera jumping really close to the character when the animation plays https://www.dropbox.com/s/q614437ugz6vh8l/2022-04-17 09-48-33.mkv?dl=0
I cant open my ue4.26 project in 4.27
please help
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197] Ran out of memory allocating 74446102016 bytes with alignment 0
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Water
UE4Editor_Water
UE4Editor_Water
UE4Editor_Water
UE4Editor_Water
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
Do you need to use the Water plugin?
we are using ue4`s default water
UE4`s default water plugin
Can you disable it?
Edit the .uproject file in text editor and get rid of the entry for the Water plugin
See if it no longer crashes.
its opening in 2.26 so we could disable it from there anbd then open again?
Just open it in a text editor, no backward conversion necessary
.uproject files are basically JSON text file
well actually everything is been done in 4.26 and we are upgrading to 2.27
How can I create categories in the world outliners like this?
The add folder button at the top-right?
how can I know my dedicated server's IP so my friend can join it from his client build? I already tried "whats my IP" on Google and then using "Open x.x.x.x" with :7777 at its end but it doesn't work
Do you have the port open?
thanks for reply, how do I check that?
You need to forward that port (and probalby several more) to your local ip.
Unreal says port 7777 is the default. For this temporary test can I enable DMZ?
temporarily
My router doesn't let me forward ports
Oh nvm just found the option.
OK I have forwarded 7777 on both TCP/UDP but I still have the same issue.
You'll have to find out exactly which ports you need. There might be different ports for different stuff.
On the official documentation it only says 7777, and also in my DefaultGameEngine.ini However just to be sure I have also disabled Firewall and such.
Good luck
Thanks
I have a question but i am unsure where to ask about assets
Mostly from someone who has experience with RTS game development
My question is what's a acceptable poly range for assets when making a RTS as i feel the poly count needs to be low due to the amount of units on the screen at a given time.
Hey my ue4 is crashing on startup, im on Fedora 35
https://gist.github.com/SnappierSoap318/e0fddd8f4d2869792af076378f94c1af
this is the crash logs
well you always wanna keep them as low as possible, but keep in mind rts games are a tough nut to crack for indie dev
Im very aware RTS is a whole different ballgame specially when it comes to networking
But i really wanna make a game inspired by 3 games Team buddies, Z steel soldiers and factorio to round it off.
The team buddies aspect will be focused on unit importance the Z steel soldiers will focus on hijacking and factorio will be what is required for buildings to function when it comes to material and modification by adjacent buildings.
guys i have a solid 9 hours trying to figure this out! my arrows spawns in the good location but go side ways, what m'i missing ?
hey do you guys know how to make the camera isometric ?
Position the camera to be isometric and call it a day
Is there a trick to getting opacity masks to work with grooms?
guys is it normal to think that your own game is garbage after working on it for so long?
sounds easy, but ok
Is there something obvious I'm missing? The regular Input works (below) in this Character but the Enhanced Input Action only works on the Controller?? Am I doing something wrong or forgetting something?
I downloaded this 90 degree turn from Mixamo, the problem is the character animation turns 90 degrees physically, so when I turn, both the programmed turn and the animation turn play at the same time, completely screwing with the animation.
Seeing as it is impossible to stop the animation from rotating, I was thinking should I socket an arrow component to her chest, and rotate the capsule in relation to which way the arrow is pointing? That way when we stop rotating, she will face the correct direction
https://www.mixamo.com/#/?page=1&query=turn
I'm using the right turn animation with a female in a red blouse and black pants.
https://cdn.discordapp.com/attachments/221798806713401345/964623815596466216/PlayStationTMNow_2022-04-07_20-21-41.mp4 Trying to get something like this
Here is my blueprint for turning https://media.discordapp.net/attachments/221798806713401345/965412623950708827/unknown.png
@floral girder Mixamo also has in place turning animations named the exact same as the regular turning animations, just gotta search around a bit.
They dont look good/realistic
As it isnβt possible with animation software to get a turn like that without moving the entire body around
@floral girder Whatabout using blnder/maya/houdini to take a turning animation from mixamo and delete/flatten the root/hip transform?
I looked at the anim, the root isnt turning, the feet are, which causes the body to turn
Root motion animations aren't like normal animations, you have set them up correctly
Hey question, whats your opinion on length for an indie fps shooter game?
is anyone able to look at my packaging log- im getting an error but idk what the fix is
Just rotate the arrow?
Hi.. Does anyone know of a way to get UE_LOGs working in shipping build for 4.26? I added bUseLoggingInShipping but it raises many more errors like LogTemp not found. Any ideas would be helpful in resolving this. Thanks!
Are you using LogTemp? Or is it an engine error?
Hello
i can't open my epic games launcher
What should i do
A shield type icon has came on it
yes, I am using LogTemp which works fine in development packaged app.. But when I build it as Shipping I get those errors.
I want to delete unreal engine and epic games launcher plz help
So use either your own log or one of the other standard ones that will package
Add/remove programs?
which other standard ones are available. I am not aware of them.
The whole thing
But it never completes
Learn some patience!
It will work?
Eventually.
And yeah one more thing
When i try to delete it from C folder it says launcher is running on another program when there is nothing running any thing other
I mean C drive
It's probably running as a service or sitting in your system tray.
tasklist / taskkill
hi i have made a niagara ribbon (purple) come out of my gun when i shoot it but it does not go far at all, i was wondering why this could be because i have its end point be where the line trace ends, the line trace hits the wall, this purple line does not. ty π
Delete C:/Windows folder
Problem solved
I am trying to use procedural foliage volumes in a map that is made of of 16 levels. I do not seem to have a "landscape" per say so no foliage gets painted. It does get painted on my roads because that seems to be static meshes. How would I get procedural foliage to work on such a map - I have never had a map with no landscape (only landscapestreamingproxies)
Its not root motion
The root doesnt turn
The feet do
Just add a boolean input for the function.
check your systray on the bottom right of windows taskbar. find epic game launcher or any program that needs to be closed and close it there.
The shield icon probably means you need to run it as an Administrator.
Rightclick it> Run as Administrator.
Though Epic launcher usually don't need to be run as admin
Africa had some snow not too long ago
Thanks for help
Remind me why do I press the magic button again?
Yeah, that's as disgusting as unintentionally seeing shit pic while eating
Does anyone know why my cursor input randomly clicks through a 3d widget combobox, it works fine on the buttons. "Back" and "Apply" both work
If I blow up the window to 4k then suddenly I can click the comboboxes but not in 1080p
Click the plus on the inputs section of the function, i reccomend doing a course on the editor basics
Agree
If I have a ton of unused assets in the content browser, and I package my project, will those affect the size of the packaged project?
Hello. I connected my texture and mixed it with macrovariation setup but I don't see any visible changes to tiling.
you need to change tile size of your UV's
I did that and this size suits my needs. that's not the problem
your macro variation is happening in each tile
hmm lemme try
here is an example
nope. same thing no macrovariation
just bigger tiles
here's my Layer Blend details
guys, when i duplicate my ai enemy they both shoot at the same time, whats the proper way for duplicating ai bp?
Hello guys I have a question. So I want to make some UI for my game. Most people make there UI on Adobe Photoshop but I dont have that. Do you guys know some free apps?
@marsh glacier windows in build paint 3d
Ill check it out thx.
Anyone know why my viewport is on the piss?
Has the swag already come to anyone?
hey guys any mixamo users here?
hi guys does someone knows if you can make your 2d tilemap a static mesh?
@stone stumpme
i had this issue with the site it was not downloading the character i uploaded now its fine, thx for replying
Is there a way to solve this shadow issue?
@gilded lichen build lights?
I cant, it causes my engine to crash so I've had to set the lighting to moveable
check your far cascade shadow count
Anyone have any clue as to why all my "Browse to Asset in Content Browser" buttons are not working anymore?? I've been troubleshooting this for an hour and nothing is working.
try "Ctrl" + "B" in content browser
Does nothing.
ok so how do I reextract the sprites from an image and overwrite the original ones generated previously so this doesn't happen?
I'm supposed to know the sprite's original size from aseprite and use that to make the sprite extraction from a grid instead of auto, but I previously did it on auto
someone please help
Nope, at this point might as well forget it happened.
hey i have a question,
I was thinking about making space game and i was wondering what should i go for.
Im good at art so 3d,2d all that stuff, but im bad with programming. And im thinking should i try to make first game as 3D or 2D? i expect that 2d game will be easier to make but if i want to make 2d should i stick with UE or should i jump to unity?
Don't make Elite/No Man's Sky clone as your first game. Try simpler stuff like single player top down dungeon crawler or a platformer
umm i never said i want to make elite or no mans sky
i want to make horror space game
think like darkwood
but in space
I'm thinking more of Dead Space then
Too many ambitious people here trying for MMORPG or Elite clone, so pardon the assumption
no problemo
so, should i go for unreal engine still if it suppouse to be 2d? or should i go for unity?
You can do 2.5D stuff in Unreal, yeah.
Though Unreal is primarily 3D so you have to treat it like so
ok I tried editing manually the source region of the sprite so it takes up higher space in the original image texture, but it still looks like it floats in the air
how am I supposed to make the sprite get grounded in the actual ground?
Hi everyone!
Is it possible to have multiple sphere mask in a single material, but have separate controls for the radius and hardness independent of each other?
Yes, I think that is possible. Convert the radius and hardness inputs to parameters, right? Use unique names? I think I'm missing part of the question, but I think it is possible.
Unrelated question: Is it possible for a Dynamic Material Instance to us lightmaps?
Quick question. When I got a convex mesh (Normals facing inwards), do I need to manually place collision objects in it? Auto convex collision just creates trash.
^ that is considered concave because you can get in
Oh true. Thx for correction. Any idea of how to auto generate them?
cant really, either create a custom collision, or if its super-low poly, set collisions to use complex as simple
depending on polygons, generally the latter is more expensive
Okay. Probably will just manually placing the collision boxes. It's not high poly.
104 triangles
Ah yeah Use Complex as Simple also works just fine. Thanks again @fierce tulip .
np :)
Thanks, I'll tinker it some more
Specifically for this object the cost of setting it as "complex as simple" collision really is inconsequential. It'd be your easiest and most accurate option^^, and then if you want to block the window, use a blocker volume then. ^^
Oh snap, I see you've already done that XD
I am sleepy.
Alright. Thanks again. Probably won't need a blocker volume though, since the character collision capsule doesn't fit through it anyway and won't have much going for physics. I'm trying to recreate the game Iron Lung where you control a player that navigates a submarine through a cave with only a map and 2D coordinates.
anyone else having trouble with the latest nvidia driver for the RTX 2080? As soon as I click on anything in Unreal it just locks up so I cannot do anything... everything else I have open works fine
Actually I got mine today
Was thinking of posting, but also wasn't sure if anyone wanted spoilers on what the swag is
Do they send you any tracking number?
No just arrived in the mail
I should note, another member of my household did not get their swag yet
Well, guess it's only for US and Canada inhabitant
Maybe. I'm in the US
Yeah, lucky you.
Anyone outside US or Canada might as well forget about it
The grief of living outside US/Canada as always smfh
Seeing the contents of the swag, I have a conspiracy theory for the delay. Marking the contents in spoiler tag: ||Some of the swag is UE5 related, making me think they delayed the swag for the launch||
Is there a way to force an actor to use lightmaps, even if it gets moved by a blueprint?
Is there any negative to using the object reference version of OpenLevel as opposed to the name version?
I've been using the name version, but I've had one or two instances of level renaming breaking OpenLevel and not realizing until later. Using the object reference version would seem to solve that.
Some of the megagrant swags have UE5 markings on it, so I call it bollocks
I swear to God (that's capital G), if they only send it to the US/Canada or major western European countries, I'd be pissed as hell.
From what I know there is no fine print on regions that they can't send the thing from.
Not even in their e-mails nor the forms do they mention only countries listed are eligible.
At least give me a damn tracking number, as it'd be int'l shipping
But even in this point I consider it a lost cause already.
<rant over>
Morning all!!! total noob here, been mincing around with EU4/5for a month or so now. anyone know how many CPU threads UE uses out of the box? if its less that 12 is there a config file I can change to represent my system?
the plug in tab dissaprread HALP
fixed it xd
so how do i export import materials and assets across my projects uassets files
Hi folks ! Iβm 3D generalist from Ukraine and have been doing graphic design for about 3-4 years. I have good knowledge of unreal and blueprints, I also love hardsurf modeling in CAD or Blender. I'm very interested in automotive and aerospace rendering, but I can't find any information or tutorials on the subject of car rendering, only that seems a little different to me. Has anyone seen any hardsurf or spaceship tutorials in UE 4 or 5? All the best βοΈ
it generally takes as much as there are free/partially unused
how to stop preloading textures at standalone/shipped
takes about 5min to start the game..
Hi
I use dozen meshes from bought assets with my project. But when I migrate it from original asset I get a lot of folders and make a mess. Is any way or plugin that can make order eg create a folder named like mesh, inside make folders textures, materials and move files inside the folders?
not afaik, as it would also have to make, fix, and clean redirectors.
what I sometimes do is export it to an empty project, create a decent folder structure, move everything around, clean up redirectors, and then move it to its final destination. but yea, costs time.
I'm doing the same. But it is a lot of work. I'm looking for automated solution π
sadly, none as far as I know.
It seems like every developer has their own way of packaging it
And lots have good intentions making sure their plugins are awell packaged with all dependencies included but that often ends up with me having five different SK_Mannequins and corresponding skeletons in my project lol
what would be the cause of everything playing in the editor but not in the shipped game? like dead function works fine in editor but it's absent in shipped game!
is their a way to increase animation height without touching the skeleton
i have a mesh i have convert it into actor and i want to export it with textures
how textures can be exported with u asset file
any one
afaik cant, really.
Would need to export them separately
Is there a way to remove blooming affecting reflections while keeping it on light sources?
Is there a way to change a keyboard shortcut (ctrl _ Shift_ ,) into a button press in a widget
Sorry for the bad pic but that's where I want it to be haha π
how to export uasset file with materials and textures ?
I just told you, you cant
so i have made a level and i want to export the specific part with textures and materials just to give to other artist how to do that
either use version control, or create a content folder somewhere, and migrate the assets to that folder. (folder needs to be named "content") zip it up, send to artist.
but really, look into setting up version control.
Hello. I'm trying to achieve texture variation but although everything looks fine there's no macrovariation at all. I'm following a lesson and I don't understand why it's not working.
instead of blending two textures together, all you are doing is multiplying a near-white combination of math. iow, no variation
hmm interesting why the teacher uses this and it works for him
he's probably lerping between two materials or so. because ^ that, doesnt do anything besides slightly darkening a few pixels
I copied everything from him. he used 4.24 maybe that's the problem?
no, that is not the problem.
weird. like it work's for him and other students but not for me
so I should replace all the multiply nodes with lerps?
no...
you basically use those noise textures to lerp between two textures/math to blend between them to create more variation.
I'd suggest to either post the teachers setup, or re-evaluate what he did.
that literally only darkens/lightens some parts of the texture. nothing more.
it even oversaturates them
here's the result he got
you see those splotches of different color
waste of texture-fetches, but yea that is basically all it does. and poorly.
So creating a "macro" variation by tinting the texture?
thats also not something i'd call texture variation
well this is one of the methods and before I go on with the course I wanna understand why it doesn't work I do everything as he says
here's what I get
no color variation
He probs scaled the mask up and tinted over the smaller textures like that
yea. regardless its a very bad approach imho
and since there is no clamp/saturation being used, its being oversaturated.
Hey guys, just joined and was wondering where I could get some assistance with ChunkDownloader Patching.
anyways, the "adds" are overkill, but besides changing the X/Y of your texture-coordinates to increase or decrease the noise to add a bit more contrast, you wont get much better results.
I set ''adds'' to 0 and it darkened everything but still no color variation
there is no color variation, only contrast variation
so what should I add or delete to achieve this?
Multiplying something by white aka 1,0 does nothing, while it being darker darkens it
change the values in the noise texture's "texture coordinate node" to lower values
So that's how the effect is achieved
You combine that with bigger mask compared to the normal texture one and tada
you mean these?
ok I'll experiment with those I think I kinda start to see some results not sure tho
please do tell me this is an online course thing, and not an actual teacher at a college or uni.
because if it is an actual teacher, tell him texture bombing is a thing :p
this is udemy
So the pits of hell
I've also seen this technique a million times on Youtube from different guys
doesnt mean its good though, and udemy really is a hit or miss, with mainly misses.
and I know that this just covers the tiling and not gets rif of it
I've seen on YT a loading screen by just adding a delay, lol
yeah I didn't like udemy stuff either but it's the only thing I can afford atm
Coulda bought brushify and looked into its shader code
I'm just trying to learn the fundamentals of landscape materials and then to understand auto-landscape materials. I tried Ben Cloward but didn't work for me either although he's clearly a master
and under "topics" tick materials
You can tick materials!^?!
I think I've watched those a few times yeah
pl0x dont XD
tick what sorry?
When dark mode
Can't seem to find what you mean
doesnt it say "materials" with a tickbox next to it right there?
yeah I ticked that one but I see a bunch of courses should I pick some of them?
sorry I just went through so many courses and videos so I don't one waste time on another ''wrong'' one
there are some better material-learning tuts there yea. that one from udemy seems outdated or made by someone who... barely knows what they are doing.
I wanna find a comprehensive beginner course for a complete landscape material creation and explanation of every node that we use
I will try this one. thank youπ
good luck!
Does anyone know why my raytracing keeps staying on after I turned it off in the settings
I deleted the config folder, and restarted the engine but it still keeps happening
with lights off
anyone can tell me how i can show bones while playing in viewport
i know there is the debug ShowDebug Bones but its not showing me the bones
developer > bones
elaborate pls
Anyone know how to setup a decal where the normals are masked separately from the base color?
has anyone been able to get steam online subsystem to work with 4.27?
how did you get this to work? i'm using advanced sessions and i have done everything i can think of to get steam online subsystem to connect in 4.27, with no luck
Retargeted my model & animations from the default model to the Metahuman. my game is now running in slow motion. what could have caused this?
hey peeps
global time dilation set to 1.0x...everything still in slow motion...?
Hey guys, so I have a C++ character class and I have a capsule component that is a child of the capsule component the character class gives us by default. The reason for this is that I want to use a delegate in the class for on component hit. I have all stuff in the class and I noticed if I set physics to true for the component, my event hit gets triggered fine. When I disable physics since I don't want the comp rolling around everywhere (just follow the player as usual), it doesn't trigger it anymore. Any clue how to resolve this? I suspect it's an issue with the rootcomponent overriding collision presets or something but I am not well versed enough to truly know
I have one question: I have systems that are updated over time when they are active and saved when I close the game. That works fine. I want to leave the area and stream them out, but they should be progressed further when I return.
Is there an efficient way to do it because saving the state when I leave the area I have already implemented?
I only ask for a small description to do this efficient in Unreal before I start implementing an inefficient way. Thanks.
Like the inactivity resource gathering thing in mobile games
?
π
I think the mafia 1 remake's navigation system greatly enhances the immersion of the game.
I think Mafia 1 Remake's navigation system effectively guides the route to the destination without looking at the mini map and functions to focus on the game screen.
This video was imitated using Unreal Engine 4 and I hope you can see it as an image that e...
Hey there I'm making a project myself and I would this type of navigation system
Where the lines are showing you the wayb
Does anyone here know how to do that??
that looks like some variation of A*
Question, have you ever used timecode to sync the body and face data in sequencer?
Hey, looking for an easy way to handle lighting in the white blocking stage... working on a house, a few rooms, i dont want to start placing lights.. is there a quick lighting fix?
I havenβt, what I usually do is use the Take Recorder and record the Live Link frame data and the body data at the same time so they have the same timecode.
any useful free plugins you would recon?
Not like in mobile games. More like Plant growth or Marketplace refill after some time in Open World Games or that Mission System of Assassin Creed.
It only runs while you are playing the game, but I want to update every process that has this on the map or can not while I am in another level/area/map.
I currently can only save the states while I unload these. When the area loads, it progresses. In the end, it is multi map/open-world orientated.
I am happy with many things, even when it is, for example, a teachable course or a marketplace asset.
track it in a persistent source like the game instance
Ok. I have one question about the Game Instance. I wanted to avoid the Game Instance because I thought if I update every n seconds 1000 objects it puts a great load on my system.
why are you ticking 100 objects?
hey guys question for a newbie, what dose the "launch" option do ?
even for shops there is no reason to do that
I mean for the multiple plantages and tree regrowth. Their growth event gets called every n second.
ok just track time passed in the gameinstance
then do some maths to figure how many times x would have happened
Ok. Thank you. I first tried to avoid this because I had to change some parts of my save system. But as you say, it is the best straightforward way.
can anyone think of why "enabled" prints but "pressed" does not? its the exact same setup I have in another blueprint which works but for some reason its not registering the input when I press it
and I know the key is correct because when I press it to open doors, it still works
So I turned raytracing off everywhere, redid the entire lighting, and it still seems like it's on
there is this bloomish haze everywhere, if anyone knows any fixes for this, ping me please
That's RT? Looks kind of like volumetric height fog. I guess I'm not really seeing how you know RT is still active in the scene from this screenshot. *That bloom could be from fog or maybe even just the bloom setting in Post Processing.
It's the same without the fog, there is this oddish bloom/haze effect, the only reason I assume this might be because of the ray tracing is from a older forum post I found, even my knob to rotate objects is casting a strong reflection everywhere
Turn on Volumetric fog
This is it with the vo fog on
The final render doesn't look bad at all, but the bloomish effect is still there
If you've restarted the editor after turning off RT, that should do it. I think something else may be at play here, personally.
looks like u has a point light by the window
Yee there is a point light there, still working on it
Yeah it happened after I turned on the ray tracing then turned it off
Do you have a post Processing volume in the scene?
Yep but standard stuff
remova da pointa lighta
Lemme grab a better example
Tried it, still there
What happens if you turn off bloom? Any change?
the blue is coming from them window
its bouncing blue over your scene
hence i said throw out the point light
I tried it with the bloom off, and the reflection and this strong bloom is still there
nah it's not the point light that bothers me, it's the bloom
and raytracing like reflections everywhere
so not the color blue? Just the bloom?
even being cast from the rotation sphere
nah just the bloom
sorry for the missunderstanding
oh, just remove it in PP
I have a better example
Hmm. Okay, so then it might be RT haha, just making sure. I haven't played with RT a lot, but I know I've had bloom get pretty intense from PP. Let me think...
This is the scene I rendered couple of days ago
this is how it looks like now in engine
Try this. Remove Bloom from PP and disable volumetric fog, then nothing can bloom
I've already had him do this, he says the issue still occurs.
That's why he's thinking it may be RT.
this sounds like black magic
Yeah It popped up after RT, luckly it doesn't affect my actual job/work, it's only for my personal stuff
but it's bothering me like crazy
And it's UE4 so it's not like you accidentally set up Lumen lol.
This is again fog and bloom off, and there is this crazy reflection
Yeah hahah
ye there is no bloom then
Yeah the bloom is gone, but it was never this crazy even with the fog on
The gizmo is all wacked out, though, it's super bright and casting reflections into the scene.
Yeah, Idk what I havent tried by now haha
Yeah if I turn it off it's not there
Same thought, I assume it's glitched or there is something else at play here
I'm waiting for the fix to be the dumbest thing ever haha
but if u hide the gizmo... is that yellow still there
just coming out of the abyss
Nope it's gone
when gizmo is on, it casts that wacky reflection
I'll have a look in a moment, I'm pretty sure I tried that as well but I'll give it another go
I had it on, but it wasn't that
And it seems like it's only in engine, since the final render looks fine
Can you set custom time dilation for specific actor or skeleton?
Like 1 character matrix mode. And the other normal speed and gravity
whatup people. Not sure the difference between 4 and 5 but I am new and need help setting up for the quest 2 with unreal 5 and android sdk is giving me issues. Any help?
check out the VR channel
I did and got no help
help plz ue 4
whats the problem?
Hi! I have been doing work with car models using the variant manager. I was wondering, for an actual game what woudl be a better implementation than a variatn manager
wondering what people usually use to "configure a character"
that is resource efficent
Do you also get that UE4 Bug from times to times, where context menus immediately close upon opening them? I need to restart the entire editor when that happens.
nVidia drivers/windows updates cause that. First, disable window animations from engine preferences, update your nVidia drivers & cross fingers π
NVIDIA user? See pinned messages
what's the difference between a LinearColor curver and a VectorCurve?
For materials, none. Linear color is a vector with a length of 1.
Hello
thank you!
Seems like that adding the registry file fixed the problem. The flickering didn't occur thus far. Thanks again.
hey guys , need some help on unreal engine, are someone able to a little help?
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 60.00, Real: 60.04, Good: 60.04, DriverTime: 58463.86, Threshold: 60.00, [UNetConnection] RemoteAddr: 76561198816924363:57779, Name: SteamNetConnection_2145722775, Driver: GameNetDriver SteamNetDriver_2147472446, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: Steam:[unknown] [0x1100001330F92CB], Driver = GameNetDriver SteamNetDriver_2147472446 @here
@alpine fractal Well just look at that log message. It says that a Connection Timeout after 60 seconds is occuring. So whatever you are connecting to is not responding. Also please don't use @ here, I imagine doing this isn't welcome here.
sorry mate i just copy the message from my discord, my apologises
@alpine fractal No need to apologize (: It's not enabled here anyway.
@alpine fractal Sorry mate I'm just a beginner myself and probably can't you help any further, but I can read log messages and stack traces and this looks like to me that UE is trying to do a broadcast to something and thats not responding.
@alpine fractal at-here-ing, and offering payment is frowned upon, i'd suggest to read the #rules and please try to be a little more considerate :)
i will read it, i was just trying to het help
does anybody know how to record a gameplay in unreal engine with audio and trigger blueprints included
I was having troubles packing after installing both VS19 and VS22 at the same time. I removed 2022 and just had 19, but it was still having issues. It would not let me access even the Android menu to look at settings. I tried a repair on VS and it throw an error while trying to repair UnrealEngineV1.
Package βUnrealEngineV1,version=1.0.2β failed to repair.
After looking around at the VS help it said to remove the following folder. C:\ProgramData\Microsoft\VisualStudio\Packages\UnrealEngineV1,version=1.0.2\packages\UnrealEngineV1
https://developercommunity.visualstudio.com/t/couldnt-install-unrealenginev1-1/1478843
So I removed this folder and ran repair again. During this repair it hung a bit longer than normal than kicked out the same error. I went to go back into my project to see if at least the settings were accessible again found out that VS during the repair had removed Epic Game Launcher, along with all my engine versions. Has anyone else ever encountered this type of thing before. Not exactly sure where I went wrong here or why all my engine versions are now gone. I checked file location and it's not just a case of needing to relink them to launcher, they are gone form the drive.
Hmm, I can't find stat.uobject in UE5 console, has it been changed or am I typing it wrong? π
Got a quick question, how often are looping timelines in BPs called? Every tick? Second? Trying to impl a feature in C++ but not sure best approach (not using a fCurve since I'm stopping on a func call)
From what I've read C++ tick is a whole lot more efficient than blueprint tick so not sure if it's best practice to use tick for what are originally used as looping timelines in blueprints
timelines are tick based
you gotta monitor delta time every second to be able to do one
so its gotta be tick based
Gotcha, was just a bit apprehensive since I'm essentially checking if my player should continue wall running but seems to be the best method
guys
how can i set the parent class of existing actors
i have a pickupParent blueprint and I want it to become a child of a decoParent blueprint
without redoing the actors entirely
Question, when i export my game i keep getting this error but im not entirely sure how to fix it, i have never messed with this array value, as far as im aware, but im not even sure how to edit it anyway,
(top weapons stored is what its referencing)
Does anyone else encounter issue where volumetric cloud would make the sky light/reflection blindingly red in UE4.27 in desktop Vulkan? This doesn't happen when I hide the VC away, nor does it happen in either DX11 or DX12.
Even with low exposure things looked like hell
Is it usual that you have to wait a half hour to open a project? Every time I open one it gets stuck on initializing 39 percent for a long time
In potatoes that should take you around 5 minutes. Though I think 39% is compiling important engine shaders
I know it was recompiling shaders when I last left it. So is it doing that before it launches and thats why its taking so long? Also will this do it every time or just once in a while. Sorry if these are dumb questions I am new to unreal engine and am trying to get started making VR games.
does anyone know a good environment pack inside the epic marketplace for hack and slash game? I want to buy a good pack
price is not important , just I want it big enough for demo
I cant make my doors work any help?
can someone make template of their door so i can look the bp
And see whats wrong in mine door
anyone know how to package to linux version on window PC?
thanks, let's try
Hi!
I currently have this landscape ^
It's massive, but obviously the problem is
there is only 1 material in it
how do I change this
How do I make this landscape more realistic?
help, I tried to animate this in blender and imported it per FBX file into Unreal. Why did it import so many animation things? wich one is the one to use?
So I bought asset pack from synthy store and... I have a little problem with materials.
When I use their materials on simple shapes, then it is just a pallete of random stuff. Is there a way to specify which thing I want from those materials and textures?
that's a texture atlas designed for meshes with UVs that are handmade to use them
I assume
so there is no way to use them on meshes other than those made by synthy?
your best bet is checking their documentation etc
they probably show how they set it up
or even just the static meshes they provide
you could definitely use this, just might take some workarounds on your part
i like static mesh, best friend to level blockout ππ»
Does the pawn blueprint
how to load autosave in unreal engine
anyone here willing to help me out with some math?
well did a few times soo~ but sure
to make it short
https://gyazo.com/52ab26f7b125089c4e66e8f17761ba8d
bone space on mesh to map texture
so, my thought, bone- absolut world pos in mat = done
but apperently doesnt work like that im guessing bcs depending on the rotation, it changes what of both is further away
any ideas?
im well aware of decals, decals are not what i want to use, i specifically need this to work
Is it possible to fix weird (zeroed) livelink bone scale?
I need some insight on how to solve this, i have been toying around with custom depth and everything to get the sprites to always render in front because unreal has no render order system for god knows what reason.
How would i get the prompts (paper sprite components) to always be rendered in front??
custom depth's limitation of not being able to use scene color is frustrating.
Unfortunately it goes as far as the object/mesh as a whole, not affected by bone space.
Though I recall this article talking about wound, but even myself still lost on where the hell does he do the transformation on
https://www.tomlooman.com/unreal-engine-render-character-wounds/
hmmm
You can use either isolated scene capture + render target to have something render on top, or use World Position Offset / vertex displacement tricks which doesn't use render target and thus faster, but may break with lighting and view culling
that looks pretty damn cool, love the idea of the bullet wounds appearing.
Unfortunately it's kind of pain in the ass to implement right
Damn man, sorry about that :/
are you still working on that currently?
No, I'm doing something else currently, mainly tech anim stuff
Oh thatβs good, Iβd love to learn more about animating objects but i need a pc first
character creation i want to do
good evening
i have a little issue where i don't know how to lock the position of my left motion controller in VR after grabbing an object with two hands
the idea is that i want to hold a Cue Stick for (billard/pool game) and then make the Cue go in it's forward vector (Arrow direction)
No.
Certainly not here - we're just developers using Unreal Engine and doing our own things.
So anyone has an answer to my question?
Not dealing with VR, so no idea
#virtual-reality would be your better bet
thanks man
noob question here. Is there a way to click/drag the Transforms in the Details pane like a slider similar to Maya? Or can you only manually enter values there?
You can drag them horizontally just fine
(though Rotator is clamped from 0 to 360)
Oh, I see. I'm actually in the Control Rig editor and I guess it's not enabled there. In the regular editor I see the little arrows that allows that. I guess you can't in the control editor
It can do normal assets for static actors, skeleton rigs, lights, cameras, blendshapes and timecode.....
Stream data from Maya to Unreal in real-time with Autodesk new Unreal Live Link plug-in for Maya.
The Unreal Live Link plug-in makes it possible to stream object, lights, camera, animation and timecode data from Maya to Unreal in real time. And is the result of a close collaboration between the Maya development team at Autodesk and the Unreal t...
The Unreal Live Link plug-in makes it possible to stream object, lights, camera, animation and timecode data from Maya to Unreal in real time.
This video is Part 2 of 2 videos explaining the basics of using the plugin to stream data between Maya and Unreal. In this video we will cover the following topics
- Initial Setup
- Establish a Live Con...
how would i something like this
Rotate the gun mesh 360 degrees over time
you need to right click and enable context sensitive
ok and the name ?
its not actually in my graph
its a screenshot
how wouldi do that
ty
set actor rotation weith a timeline
lol i just did that
I'm trying to lower a landscape with the sculpt tool, but it doesn't seem to work. According to the tooltip pressing CTRL+SHIFT+Left Mouse Btn should lower it, but it still just raises it for me. Any idea why that is?
I'm using 4.27 with the SkyLight set to real time capture but I'm getting a lighting pop about halfway through the animation. Is there a way to not have it do this?
guys Δ± tryied package but Δ± got this error pls hlp
Hi
My texture's transparent parts aren't transparent, does anyone know how to fix this?
Show us a screenshot of the material (entire screen preferably).
Does anyone know if its possible to take the UTCnow node and have it use the hours, minutes, and seconds nodes to make a real 24 hour day/night cycle.
Figured it out. I apparently need to wiggle my mouse cursor around to lower the terrain. If I leave the cursor in place, it just raises it. Weird mechanic.
I'm probably better off. Creating the initial height map with a different program.
I feel like there is a lot missing there.
Does your texture have an alpha channel? If so you need to utilize the Alpha channel in your texture sample.
I am procedurally generating planets in my world, I've gotten lighting to look decent on the side of the planet that is in front of the light source but the back of the planet and literally anywhere with a little bit of shadow is completely pitch black. I have a directional light and a sky light, both with default settings. How do I make the lighting not so harsh? Can I decrease the amount of shadows that there can be in general?
You want the alpha plugged into Opacity (the A off the Texture Sample. Assuming you do have an Alpha channel in your texture like @soft crystal suggested), and in the details panel of your material set the Blend Mode to translucent or masked. Masked is less expensive but will give you a sharp fall off/hard edge.
Ah just found out, that the landscape edit Layer setting Alpha to negative also works for lowering terrain.
Trying to download the Medieval Game Environment that was made with UE 4.26 and Quixel. And its showing unavailable on the the Epic Games Launcher. It's taken down?
Is it actually possible to have multiple levels loaded at the same time? Or do I need to place all actors in the same level in order to interact with them.
Wanted to have an interior level and an exterior level to control a camera from the interior level which is placed in the exterior level .
if possible also visit learn.unreal to understand the material editor
Has anyone ever encounter the error "Attempt to use a deleted constructor"? I am trying to get the LODRenderData from SkeletalMesh but it gives me this compile error
this i use actor->getskeltalmeshcomponent() and get its pointer
and then i try to get its buffer by skeletalmesh->getskinweightedbuffer(0)
i am only wanting to get all its vertex by using the getskinnedvertexposition function
Hi here, I'm working on my first unreal project.
Where do you guys put your SoundMix class volume initialization on startup ? I added my volumes variables to the GameUserSettings class (not sure if it's good practice though), but now I'm not sure if I should override ApplySettings to init the soundmix volumes in C++ (is it too early in engine initialization ? and I don't like hard-codding asset path in C++) or is there some blueprint running on startup that would be better ?
Trying to recreate that really grainy look from the camera on the game "Iron Lung". It starts to look like it (:
how can i export these grey bone on blender?
it only exporting the current white bone not the grey one
this structure appears twice when searching for it in variable details - what are these two different symbols?
ok so quick question: I'm using the iggy and scorch flamethrower effect here from Paragon, but it looks like this crappy from this view emitting from there, how the hell do I make this not look this crappy, like, actually looking like it shoots the tons of flames it's supposed to shoot?
it looks nearly invisible, that is
it's supposed to look like this in around the same perspective
it might have something to do with how the material is done, right?
I haven't looked into the asset itself, but you might better derive from the starter content Fire particle
remove "fadebasedonviewnagle" done.
what is this ball name ?
ball is bone?
where i can find the guide no one on youtube or any tutorial advance setup
crazy name convection cant even find docs and those bone
where i can find reference skeleton with that name?
Yes, even though ball bones is a toe and not, well...
but what about root bone
i still get stuck their as well
ik rootl ik rootr
their only 1 root on center
Personally I don't bother with IK bones. They're useless in my practical cases as I use Control Rig now.
i am modding i need to be more specific with them
Also I added extra bones for weapons in gameplay
so far trouble with this animation on some game
are there any alternative ways to draw lines on the screen for widgets? what I'm doing calls for a curved line and making each line in photoshop/xd would be a huge pain
guys its hearth breaking ! a good project that play perfectly in viewport, is missing a bunch of stuff on phone, i mean when does this fight ends ? any thoughts
Develop for Steam Deck / Nintendo Switch and call it a day.
Mobile renderer is significantly paired back due to sheer (under)power of mobile phones.
@drowsy snow it's typical to get phone package problems?
@drowsy snowhow does this big guys do it? like pub g and stuf?
I don't know, I don't make mobile games
are you following any sort of guide for mobile packing ir are you just building an apk with hopes and prayers
@oak patio basic guide, I've packaged my game regularly but suddenly certain events quit working, and then certain levels glitches, you don't have any problems ?
i dont do mobile games
hashtag #PCandConsoleMasterRace
What does the Installed flag do in a .uplugin ?
You might need to look at a packaging for mobile video. Should answer your questions and more
can you map "mouse left click/select" functionality of unreal to a key in the editor?
Hi everyone I am currently making the transition from UE 4.25 to UE 4.27 until now every thing worked fine, but I would like to know if there is a way to bring the Custom Launch Profile over to the new version? So I don't have to push the entire Project at the next update. Or is there a different solution to make a patch after upgrading the engine version?
A few things can affect this.
-
In your static mesh build properties (not the actor, the actual static mesh asset) make sure you tick "Use High Precision Tangent Basis"
-
In your project settings change gbuffer format to "High Precision Normals"
try one at a time until it's good for you
bro help i cant download unreal engine
since the plus mark is not colored
pls help fast
this is fucking annoying pls help
hi guys, deleted my game by mistake, how to use source control to get it back?
did you log into your account, I had this issue too when I started the launcher in offline mode
Is it possible to install UE4 through the epic games launcher?
Or will it auto go to 5?
yea just select the version you want to download
You can checkout a previous commit
@autumn flamecan you elaborate a little ?
git checkout <commithash>
uv map I would expect
I reinstalled it all and it worked, and agree that was super annoying
There's git reset and git revert too
Getting a runtime error when getting a widget ref to check a button press boolean from an Event tick, no error when it's off of a branch, *when branch is not connected to a tick that is
Doesn't seem to affect game play........yet
Hey everyone! Iβm hoping someone would be able to explain what is going on here after building the lighting? The path and the road are both lighting weird. They are made from splines. This is for a university project which is due next week. Any help is much appreciated π
can you rescale 4k texture to 2k and 1k inside the engine
Yes, see mipmapping and Max LOD Bias
There's Max Resolution too
Which packaged the texture directly in that lower resolution
@autumn flame do i find git commit on the desktop version or in the online site?
Wherever your repo is stored
so when I move folders elsewhere for organisation reasons it moves fine but then the old folder stays there and I can't delete it, it doesn't contain anything but its just annoying seeing it there any way to fix it?
Right click -> FIx up redirectors
doesn't do anything π¦ do I need to open it up again for it to take affect?
I initially tried to delete it dunno if that messes with it
that can mess things up significantly
always clean up redirectors.
the content browser has some filters that can show redirectors alongside other files, and only redirectors.
oh well guess i'll not do that in the future then
i have an issue i can not figure out. maybe one of you 3ds gurus can help with. When i imported this mesh into unreal engine, i had it broken down in 5 parts. So the issue that is happening, when i export the model from unreal engine as FBX and import into 3ds max, it has the model as one mesh. Does anyone know how to separate it again to the way i had it?
In import settings, you can disable combine meshes for static meshes
its not a static mesh its a skel mesh, and i deleted the main 3ds max file π¦ ugh
Oooohh, I don't know about 3ds Max but at least in Blender skelmesh preserve split meshes.
yeah oh well. guess i will keep trying. the issue i am having is in substance painter its making 30+ texture sets, and I only need 5. I wanted to remap out the texture layers.
Does anyone know how long a Lighting build can take?
Does anyone know how to use third party libraries in c++ in unreal engine?
Depends on CPU and the scene itself.
There is a Third Party plugin template when you try to create a new plugin in UE. You can use that as the starting point
As a beginner with Unreal after I learn the basics of the UI and the API what should I learn next?
Make games. You'll learn as you go.
Start simple imo
Short levels, basic concepts
Will introduce you to all of the aspects but on a smaller scale
I have a really weird issue
I have some strong screen tearing
but it doesnt show up in videos
only during gameplay, but I cant record it if I record my screen
started happening today
doesnt happen in editor either
only happens in windowed full screen
Hi i am relatively new to unreal engine. I want to download assets from a server during runtime. What is the way for doing this in unreal engine.
With a custom link to your server likely
What assets di you need to download at runtike
Runtime*
Character models
Why not have them in the game
Is there a specific reasoj they must be downloaded at runtime
Also some maps
Yeah this is gonna be difficult
Players first register their account in our website and choose their character as we have hundreds of different models we dont want to ship them during build
You will need to write your own method of downloading the files, ajd the maps, and integrating them with the engine
is there anyway to render only one object from a scene to a transparent background??
This sounds way more easily done with a charcter creator
Afaik in unity they do it with assetbundle is there an equivalent in unreal engine
Ik i for one wouldnt wanna junp through these hoops to play a game
Bit again
Unless you find a magic plugin
You are gonna need to write this from scratch
Isnt this a common need for many games and still there is no system in place for that?
No
I have never played a game that needs this
And ive played a lot of games
Again its a lot of hoops to jump through for an indie game
In fact even if you did have a character maker on the website, i would just use it to pass down the values to the game
Rather than an entire mesh and map
Basically what my team did was they shipped only gameplay logic and downloaded assets during runtime to keep the size small. Now they want to shift to unreal engine and want to do the same thing here. Thats y im looking for a way to implement that
Ah
Well again youre gonna need to write the system from scratch
Unless you can find a way ti integrate then as individual packaged files
See if you can integrate the .pak files easily, but either way this seems like a complex system
And one that i do not have the qualifications to help with unfortunately
I hope there is some simple solution, but it isnt one i am aware of
Writing from scratch seems it takes some effort, I will spend some time looking for a plugin that does this. Hopefully i can find one.
Again you may find better luck trying to integrate the packaged files, sort of like downloading dlc
Maybe start there
If you manage it like dlc it kay be easier but i have no clue how to do that in ue4
Okay thanks
This may help
Although unsure
Yes it does seem you can chunk out the individual assets
Will definitely look into it
Yeah the chunkdownloader section appears to be exactly what you need so a custom system wknt be necessary π
Although i didnt completely read it yet,
I have been searching about this issue for the past 10 hours. I guess i should talk with ppl more
Thanks again
No problem :)
And good luck on your project
I have a ryzen 5 3600 and it's a pretty big scene yea
But
It's still at 0%
if anyone is experienced with ue4, particularly 2d design i need some tutoring and will pay
dm
theres too much
Ask bit by bit
Learn with the courses
Come here when you get stuck :)
This isnt really the channel for fi dign tutors, you can post on the job board but you have every chance if finding someone that also doesnt know what theyre doing that well
I am basically creating a rip-off of a game called Big Head Football for a college assignment. I have got features such as the character sprites, background, timer and stuff done but i need the following:
- Scoreboard
- Football (that has physics which reacts to the character)
- Kicking mechanic
- Kick offs after a goal
- Sound effects such as: crowd chanting, full time whistles, background music
- Main menu
- Mute music/SFX
its my first actual
project in ue4
Break them down into small parts
If you are paying someone to give you the specific answers anyway thej that could be viewed as academic fraud
Muting music and sfx ik there are guudes on
Same with a main menu
Just learn the smaller parts
im not wanting anyone to make me the game
or do anything
just teach me how to do it
theres nothing wrong with that
Learn basic umg and then you can make your menu
Well a lot of those resources there are available online already
its just particular things which i cant really find on tutorials, such as making a 2d ball that can be kicked with space bar for example
i dont have any luck finding those
Again theres probably guides on 2d physics, you just need to adapt it to your use case
If you can find out how ti apply impulses to a 2d object in general
Then you can do the same for your case by tweaking the numbers
A scoreboard just shows 2 numbers
Thats really basic umg
i can find out the ui
im alright with that
its mainly just the gameplay mechanics
Seems like a normal physics system to me
You just ignore y
If you are making 2d game its better to go with unity
its way better
Thats entirely opinion based
If they were asking the best way to approach a potential idea theb sure reccomending a different engine is good. But when they want to solve their problem, saying just switch engines doesnt solve anything
Cause then theyre in a different engine with even less idea of whats going on
yeah but we are taught ue4
in college
we are doing unity next year
they should have gone from unity to UE4
Ue4 is certainly more veginner friendly
But both engines work differently so you cannot adopt 1 workflow for the other
The onky stuff that carries over is basic principles
@oak patio
ive got this already
i just need a ball
which can be kicked
by the player
Then look at the guide and apply the concept to the ball
ive added a sphere, which when walked into it moves
but thats a 3d object
yeah but idk how to make it a mechanic
do i make the ball a sprite then
When you kick the ball you need to apply an impulse that forces it away
so basically, make it a sprite and toggle physics
So slightly under and in the direction of the kick
Yes
ill give it a go
no cos i didnt use a sprite
i was told to make a sphere
idfk
ima try it when im on
but idk if that bp goes into the sprite ball or the character
@oak patio
Thats not making a sphere
Thats making a trace
In the shaoe of a sphere
Basically look up 3d ball ohysics
Then convert it to 2d
Hello
hi
Trying to figure out if there is any way to see if there are more visemes that OVR looks for other than the morph targets that Melindatar uses in the ovr demo. There are about 24 morph targets with viseme names, curious if there are more that could be assigned to morph targets
why i cannot able to select that skeleton
i exported that mesh from ue4 which used that bone and added animation
Hey I have a question about live link for Maya to Unreal
Im encountering a problem where I import my mesh and control rig into UE, following that I set up LiveLink add the subjects and im able to get a livelink preview but the rig is connected. How can I troubleshoot this?
If anything I can supply screen captures or screenshots, or vc
wowzer
substance painter to ue, do you need to do something new for the textures?
thats how its importing.
Do I need to worry about run time errors that don't affect my ability to package?
It was the UVs! Thank you
your got some material issue at holder
im just repainting now, about to export idk what happened π¦ looked so good there lol
Did you connect textures after the import and also how are your UV's set up?
ofc i did lol it just broke on import, maybe i have to flip it? should i use Metallic PBR or UE setting in Substance painter?
- check your UV match or not
Export UE packed
from Substance painter
thats what i thought, baking mesh maps from high poly rn
yeah for some reason its not working as expected
i set it up exactly the same.
Doesnt work
Is Niagara in UE4 just as powerful as it is in UE5? or is it different?
Pretty much the same, except UE5 has built in fluid modules
I'm inclined to think they're reproduceable to UE4 - automatic backporting won't be possible, had to be recreated by hand
anyone know how to extract skeleton only not the mesh and physics
it only creating COPY and t3d file which are hopeless
Export the skeletal mesh, it's your only option
i cannot able to export skeleton from ue4
Export the skeletal mesh
how in the world u want me to export this ?
ue4 even getting hanging
i tried to export t3d very old plugin
is their no uassets converted into data ?
i tried the fmodel not allowed me and umodel deleted the bone after rename
i have the uassets file how do i get my data back from it?
manually export skeleton is not allowed on ue4 no idea then how do we manually take out our skeleton
@drowsy snow u should ask them to put fbx export button on skeleton as well
these are very outdated export i dont know why it even not updated on ue5 as well // t3d can never be extracted nor the COPY extension is still unknown on google search
clearly didn't work
as I stated before
that's why I'm reposting my question in hopes to someone else knowing the answer
You're not pressing ` or ~ right?
The one to the left of Enter
how do i add squence and animset name on ue4 animation?
i have a question
can i use unreal engine 4 assets without using the unreal engine 4 once i own the assets?
wdym unreal engine 4 assets
like marketplace?
I'm trying to setup Proximity Voice Chat, the voice chat works but it's global and not proximity, what could I be doing wrong?
lets say my widgets interface disappears on my screen where do I need to check to see the problem?
because im not too familiar with widgets and I didnt do that part in my project
we have to transmit a build of our progress and the guy that did it is away
this is what should appear on my screen
when I click play
idk why its not appearing anymore
are you drawing/creating the widget on your client
can i see how you're showing the widget to the player?
I need to get up to 200 subs before my weirdo friend does! please help...
if you don't help me, I swear, I will find you!
Not sure if this is the right place, but does anyone have any ideas on why majority of (about 90%) UE4 games hard crash my PC requiring a restart while none UE4 games work fine?
not sure
this is what i found
is this singleplayer or multiplayer
why
idk