#vc-feedback-support
1 messages · Page 5 of 1
i didnt fix it lol
so when my mesh forcefully rips away
the camera rips away too
Okay, so what I want you to do is to add a slomo button function, that could at least help a bit in debugging
how o.o
Hold on, lemme open my BP editor
found it!
Oh, you beat me to it XD
:3
Do a Flip flop before that
First one set to 0.1 (or something)
Second one set to 1.0
0.0 paused it completetly
The delay node isn't necessary there
hmm... Gotta disable the motion blur in the meantime 🤔
how :3
Project Settings -> find for Motion Blur
The sphere seem to be gone the second time around...
hmmm?
With that part open, try do the mantle again
do it again?
that?
any idea whats wrong x-x
The trace node's debug view for the vertical wall run lingers too long
Also try give more space to the BP editor
so what if i made a check so after the function occurs the trace is killed?
No, just disable the debug view for the vertical wall run.
Though I suspect the stutter was because the code got confused between mantle and wall run...
that one?
Yeah
is that the problem right there?
No, but the debug capsule all over the place is kinda distracting :<
oh
Though I think the problem is again the code confused between wall run and mantle
you mean my wall running?
i seperated the code and made it so wall run forcefully ends when mantle or ledge starts
wait
maybe if i put it in the beginning too
So, it's working now? O~O
youre
way
too
fucking
smart
;-;
thank you
it was literally wall run
during mantle
not ledge
wdafshj
thank you
❤️
no more mass warping
now i just need to fix my ledging so it holds on active
than press to translate into mantle
thank you so much ❤️
my movement systems
almost
done
~
No probsies ❤️
well for the base lol
youre more than welcome to stay as i fix my ledge hold but if youre busy i wont keep you ❤️
Well, I gotta fix my VRoid rig (again xD), and seems like it's just the two of us here, so yeah...
Oh, okay, feel free to talk about it in DM then.
Mind if I pull from the stream?
Alright, see ya later~
yo does anyone know a way i could program stuff to help with disabled people that like to play rocketleague?
Hi everyone!
I'm Alejandra Ramirez - Resources Manager at Shapes + Forms: Studio Located in LA. We are looking for some Unreal Environment artists for a really cool project. Where I can post this request?
Thank you and Happy Monday!
Hello guys! It's DevSquad, and welcome to a new video. Want to create a character with melee combat but not sure where to start?
This is a beginner friendly video, teaching advanced topics on how to setup an attack that deals damage and kills enemies.
You'll cover all the knowledge ranging from working with animation blueprints, setting up a s...
In this video I go over how to make wall slide and jump in Unreal Engine 4 using this are player will be able to wall slide and jump off walls.
Wall Slide Animation : https://uisco.itch.io/wallslideanimationue4mannequin
Check Out My Website For a FREE 3D Model and more of my content: https://www.uisco.dev/
Join My Discord Server (100+ gamede...
I've been a huge fan of Arvalis (RJ Palmer) for a long time now, and I finally decided I was going to do everything in my power to become as great an artist as he is, but in 3D! Decided to leave it incomplete as my current workflow caused some issues that I wasn't sure how to easily resolve without having to restart an additional time
Taken from Aphex Twin’s ‘Cheetah EP’, out now on Warp Records.
Directed by Ryan Wyer, aged 12, of Rush, County Dublin.
Buy/Stream: https://aphextwin.lnk.to/CheetahEPYD
The Alchemist
Find out more about our team - https://www.youtube.com/watch?v=KcVa0cL7_XQ
Behind the scenes of making the film - https://www.cutmedia.com/blog/2018/4/11/behind-the-scenes-danny-macaskill-the-ridge
A film by @Cut Media
The Ridge is the brand new film from Danny Macaskill... For the first time in one of his films Danny climbs aboard a mountai...
For some reason quixel bridge only shows a white screen. Its for over a week now and on all ue projects.
hey guys i need help with animating a simple door in a cinematic and i'm struggling with it, it's like inherited by the building it's in and in the sequencer it won't let me animate it
anyone? please
Packaging (Windows): N:\Github\raveballarena-test\Source\MyProject\SpectralVisualizer.h(21): error C3668: 'ASpectralVisualizer::PostEditChangeProperty': method with override specifier 'override' did not override any base class methods UATHelper: Packaging (Windows): N:\Github\raveballarena-test\Source\MyProject\SpectralVisualizer.cpp(53): error C2039: 'PostEditChangeProperty': is not a member of 'AActor' UATHelper: Packaging (Windows): N:\UE_5.0EA\Engine\Source\Runtime\Engine\Classes\Engine/LocalPlayer.h(28): note: see declaration of 'AActor' UATHelper: Packaging (Windows): Took 2.3513767s to run UnrealBuildTool.exe, ExitCode=6 UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Owner\AppData\Roaming\Unreal Engine\AutomationTool\Logs\N+UE_5.0EA\UBT-MyProject-Win64-Development.txt) UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Windows): BUILD FAILED
I am following the process to build a Behavior tree here:
https://learn.unrealengine.com/course/3318392/module/6661211?moduletoken=UHxxnDLPW8Smu4xLZK6lfYmcp9eQ1jwhzkQbIOdzGuj~661q5ur5Id3QE7LOqsJg&LPId=0
There are a couple things that seem off that I am having troubles following.
- Around time stamp 2:54-2:55 the Vector I just created is no longer showing in the example.
- Time stamp 7:44-7:45 it shows that the steps previously taken should show in a Behavior Tree but mine still comes back blank.
NOTE: Not sure if this matters, but I am running all of this in UE5Preview. Everything is working up to this point.
NOTE2: Also, at the 7:45 timestamp the Vector that went missing around time stamp 2:55 is once again showing.
After discussed, I was able to create the tree. Then I found a mistake. I had set the first option to SelfActor when it needed to be TargetLocation
Once I fixed that, the AI is running around lost again! Yay! - Thank you! - Onto the next video.
SIDE NOTE: Considering this is a tutorial for beginners it may help to explain the actual creation if the Behavior tree, where currently it seems like it should just appear, but doesn't. You need to click and drag and select Sequence Etc...
Without being ion this discord, some people may get stuck here. I know I would have been.
Hey guys, if anyone is up to help. you can join me and my buddy in the voice channel. 😄
I have a static mesh colliding even tho collider is uncheck
NOTE UE4.24 seems to set all engine scalabilty settings to medium. To make the fog appear you have to at least set the shadows to high!NOTE END
Seems that not many people know that UE4 supports not only global but also local volumetric Fog.
So I am showing in this tutorial video 1 of 3 how to create it.
PART TWO: https://www.youtube.c...
If you would like to support me, check out my latest title on Steam: https://store.steampowered.com/app/1602350/MENOS_PSISHATTER
You can find me on Twitter here: https://twitter.com/ActuallyGoddard
#UnrealEngine #UE4 #Gamedev #Indiedev
TheCGBros Presents "UE4 Real-Time Rendering Short Film: Rebirth Introducing Photorealism in UE4" by Quixel - Introducing Rebirth, a real-time cinematic produced by Quixel, harnessing the power of Unreal Engine and real-world scans from the Megascans Icelandic collection. With photorealistic results rivaling traditional offline renderers, Rebirth...
This in-depth tutorial goes through the entire production process for ‘Rebirth’, a cinematic produced by Quixel using Unreal Engine 4. Beyond its visual process, Rebirth serves as a benchmark and kickstarter for virtual production workflows.
Read more about the project on Medium: http://bit.ly/rebirthmedium
Watch Rebirth: https://youtu.be/9fC20...
@copper lynx
TheCGBros Presents "UE4 Real-Time Rendering Short Film: Rebirth Introducing Photorealism in UE4" by Quixel - Introducing Rebirth, a real-time cinematic produced by Quixel, harnessing the power of Unreal Engine and real-world scans from the Megascans Icelandic collection. With photorealistic results rivaling traditional offline renderers, Rebirth...
This in-depth tutorial goes through the entire production process for ‘Rebirth’, a cinematic produced by Quixel using Unreal Engine 4. Beyond its visual process, Rebirth serves as a benchmark and kickstarter for virtual production workflows.
Read more about the project on Medium: http://bit.ly/rebirthmedium
Watch Rebirth: https://youtu.be/9fC20...
Because a gem like this can't just disappear.
This is what HD was meant for.
Getting back to work after some time off. I've mostly been working on a rope swing and overall look and feel this week. Still need to do the animations for the swing and clean up the physics but most of the functionality is there. This is a quick run I setup to test changing from a few of the movement states. I still have 3 more movement states ...
holly shit /// getting my CPU Crazy
I actually had this open in my browser
@chrome cloak Here's the Fluid Flux system for water you asked about:
https://www.youtube.com/watch?v=EfzhMqZyilI
I've started this project one year ago and now it is time to show some progress.
New features:
- unconditionally stable simulation with mass conservation
- ragdoll floating and boat/ball buoyancy
- second detailed ripple simulation on top of the surface
- dynamic caustics and wetness
- improved underwater material and smooth waterline
- fluid c...
this is approved to be posted based on context of a conversation
thanks man it helps a lot
@zinc ether https://www.youtube.com/watch?v=-yZGXt3eRzg
[English/Japanese subtitles supported and recommendation]
[英/日 字幕対応・推奨]
※The ceremony will be conducted in English.For Japanese, please use Youtube's subtitle function!
※本結果発表会は英語音声をベースに進行致します。日本語は字幕機能をご利用下さい!
The Worldwide VFX Design Contest,
"WWVFX CONTEST FOR GAMES 2021" has finally revealed its judging results!
What will be the work that ...
@crisp breach when everyone said "3D Artist", I hear "3D autist" xD
😂
"What's this thing" can be translate in french : Qu'est-ce que c'est que cette chose là ?
and literal translate of french is : What is this that this is that thing there
https://www.youtube.com/watch?v=bsCN0Yx2Vbs
@crisp breach
The exact same brick texture is in dozens of Nintendo 64 and PlayStation games. From Super Mario 64, Banjo-Kazooie, and Final Fantasy 7, to Turok, Conker, and Mortal Kombat 3.
"cobble_stone" is the most overused game graphic you never noticed. Why were competing studios sharing the same graphics? 'Texture Archaeology' gives us the answer.
The...
this video blew my mind..
You must watch it honestly, it's quite inspirational. : )
Gonna watch it! 😉
Thanks man, I think you will honestly love it.
Any sufficiently advanced technology is indistinguishable from magic
@ionic flint
Science fiction (sometimes shortened to sci-fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, and extraterrestrial life. It has been called the "literature of ideas", and it often explores the potential consequences of scientific, social, and technological innovations
Hey ya'll. Is anyone avail to help me with an issue where my character movement isn't working correctly when I tick 'orient rotation to movement' on. Thank you so much in advance!
--based on the Stackobot Unreal tutorial.
When I play it, the player is locked to an axis for some reason.
When I left click the character follows where cursor is. All good. This is suppose to make the character turn to the cursor. It's not working. Followed tutorial three times, can't figure it out.
--figured it out. Was the Class Defaults> turn off 'use controller rotation yaw'
Not sure why they didn't touch on that in the tutorial.
I am watching a video on making my first ai enemy. i have trouble to get my BT work properly and execute a task. i am not sure what the problem is, might be the nav mesh maybe. At the end i get a random position but the "Move to" Task does not execute
you mean in the dev community?
UStaticMesh* UUtility::LoadMeshFromPath(FName& path)
@lapis orbit I thought to bake ue5 sim to texture and use it in ue4, but can't
never tried, so cant help you
@lapis orbit can u use cosine instead of that texture sample for distort?
or it should be a texture for that case?
ok, thanks
i heard u say mipi
yeeah)
🤣
hi
@lapis orbit trying to make it going from puple to fire and synchronized with light?
nahh, just goofing
@ionic flint if multiply this by 5 get same result i guess
@sour kettle try to find smoke emitter and with arrows on keyboard shift it before fire emitter
ok
LogInit: Display: LogBlueprint: Error: [AssetLog] E:\Unreal_Projects\Grotto\Content\FirstPersonGame\Components\BP_InventoryComp.uasset: [Compiler] Can't connect pins Object and Return Value : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/FirstPersonGame/Components/BP_InventoryComp.BP_InventoryComp
LogInit: Display: LogBlueprint: Error: [AssetLog] E:\Unreal_Projects\Grotto\Content\FirstPersonGame\Components\BP_InventoryComp.uasset: [Compiler] In use pin As BP Player no longer exists on node Bad cast node . Please refresh node or break links to remove pin. from Source: /Game/FirstPersonGame/Components/BP_InventoryComp.BP_InventoryComp
LogInit: Display: LogBlueprint: Error: [AssetLog] E:\Unreal_Projects\Grotto\Content\FirstPersonGame\Components\BP_InventoryComp.uasset: [Compiler] Can't connect pins Return Value and Object : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/FirstPersonGame/Components/BP_InventoryComp.BP_InventoryComp
Warning/Error Summary
@potent plover can I stream my screen to the group?
x! stream @potent plover
!stream @potent plover
Would anyone be able to help me in the Feedback and Support chat? I have a problem with a changing materials blueprint
@merry tapir This is a great learning path for you to explore:
https://dev.epicgames.com/community/learning/paths/yG/stack-o-bot
@merry tapir For multiplayer, check this out:
https://dev.epicgames.com/community/learning/paths/Z4/lyra-starter-game
@shrewd saffron The Mighty Mouse, an open-source 3d mouse:
https://github.com/mattogodoy/mighty-mouse
@safe pivot Here's the Unreal docs:
https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/WaveFunctionCollapse/
Hi, i wish you are doing awesome.
Does anyone here has work with VR hands and know how to handle motioncontroller rotation for match hand mesh?
Anyone who want to come to feedback channel?
I am fairly new to unreal engine and I am having trouble with animations, I am in feedback & support if anyone is willing to help.
@short sable This is a great intro to Paper2D:
https://learn.unrealengine.com/course/3769722
@vivid raptor This should get you started on migration:
https://dev.epicgames.com/community/learning/paths/vQ/transitioning-from-ue4-to-ue5
@pearl echo Great course from Epic on retargeting animations:
https://dev.epicgames.com/community/learning/courses/xm/animation-for-virtual-production/VXq/introduction-to-in-engine-animation-for-virtual-production
@calm marsh Good starting point for game dev:
https://dev.epicgames.com/community/learning/paths/yG/stack-o-bot
@calm marsh Good starting point for hardware:
https://www.logicalincrements.com/newuserguide
@calm marsh Here's an example of one of those open courses:
https://ocw.mit.edu/courses/6-s096-introduction-to-c-and-c-january-iap-2013/
MIT OpenCourseWare is a web-based publication of virtually all MIT course content. OCW is open and available to the world and is a permanent MIT activity
@true juniper I heard the fullsail before, one of moderator also study at there before 👍
Rotate Vector (Quat)
whats everyone working on?