#vc-feedback-support
1 messages · Page 3 of 1
why are there two copies that say the same?
why are there multiple copies of static data
@lusty trellis https://www.youtube.com/watch?v=iadJsmIBbLo
In this video i make some preparations in UE4 and 3dsMax. You can do this in Blender or Maya if you're more familiar with those.
keywords:UE4, Dedicated Server, Replication
Issue Client execute a server function failed:
LogNet: Warning: UIpNetDriver::ProcesRemoteFunction: No owning connection for actor TopDownCharacter_C_0. Function ServerMoveToDest will not be processed.
Cause:
Because the Actor which invoking server function on client doesn’t have Connection.
Solution:...
any one able to help me with updating my replicates
brb
@crimson nexus This is the term I was thinking of, this should get you what you need https://docs.unrealengine.com/en-US/Resources/ContentExamples/Networking/2_1/index.html
An overview of the Network Features example level, example 2.1: Network Relevancy (Part 1 - Not Replicated At All).
Creating a networked multiplayer game isn't easy, but Unreal Engine's gameplay framework is designed to set you up for success. On this episode of Inside Unreal, Technical Writer Michael Prinke will cover fundamentals such as the server-client model, various features of replicated Actors, and best-practices for efficient networked games.
Announ...
@crimson nexus https://www.youtube.com/watch?v=6w8_eC5qlSs&feature=emb_title&ab_channel=UnrealEngine
This video is a basic explanation of what network relevancy is and why it must be considered when making network content in Blueprint.
A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Blueprint_Networking_Tutorial:_Network_Relevancy
Detailed information about how to conditionally replicate Actor properties.
void ASnake::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}
Fialed to find property locations in class /Script/Snake.Snake
DOREPLIFETIME_CONDITION(ASnake, ReplicatedMovement, COND_InitialOnly);
Official Unreal Engine news and release information from Epic Games.
@split linden https://forums.unrealengine.com/development-discussion/content-creation/1520454-why-is-my-imported-hdri-so-pixellated
I'm using a 4k HDR imported from Hdri Haven and have been following this tutorial:
http://rag3dviz.com/tutorial/hdri-li...real-engine/2/ (http://rag3dviz.com/tutoria
hey i cant save my map build data
The following assets failed to save correctly:
/Game/Maps/Map_BuiltData
let's get married
¿Sabes español?
sin traductor Google
In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and retargeting process and pass an animation between two different Skeleton assets.
(00:05) - Recap
(01:14) - Creating & Animating a Rig
(07:21) - Changing the Character's Pose
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Today we take a look at a refreshing approach to playing your favourite emulated arcade and console games. New Retro Arcade...
is there a specific name i should look up if i want users to be able to raise and lower a terrain mesh
void ASnake::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}
These color and elevation maps are designed for use in 3D rendering software. They are created from data assembled by the Lunar Reconnaissance Orbiter camera and laser altimeter instrument teams.
ColorThe color map was adapted from the Hapke Normalized WAC Mosaic, a composite built by the camera team from over 100,000 WAC (Wide Angle Camera) im...
can anyone help with multi connection and setting up sessions
@zinc ether how would i update my slot widget variable this is in my W_inventory widget and for some reason it becomes invalid when calling this function several times
too much of this is unknown, i dunno what to tell you unfortunately
@zinc ether im trying to visualize this
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FNBRUnreleased
void ASnake::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}
///
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}```
Continue your learning with my Unreal Engine 4 courses right here: https://devaddict.teachable.com
This new beginner's tutorial is using the just released Unreal Engine 4.26 version to help you learn how to make a platformer game with the free Hour of Code project. If it's your first time ever opening up UE4, then this video is for you. You wil...
I think this is another example of the style you want @jovial torrent "Ring of Elysium" : first person / third person - battle royal
Gamedev Guide: Programming with Unreal Engine, Houdini, Math, & Graphics
FFastArraySerializer
thanks for showing off stuff
Thats a very good effect for like "Necrocitc cracks" or evil spilling from the world
yep 🙂
WIP map for the French faction mod.
GPU: GeForce RTX 3070
CPU: AMD Ryzen 7 3700X 8-Core Processor
Minne: 32 GB RAM (31.93 GB RAM kan brukes)
Gjeldende oppløsning: 2560 x 1440, 144Hz
Operativsystem:
UE4 WEBINAR / Virtual Texturing | Live from HQ | Inside Unreal
Aquí os dejamos un excelente Webinar donde podréis ver como con la versión 4.23 lanzamos Virtual Texturing que puede reducir la sobrecarga de memoria de textura y aumentar el rendimiento cuando se utilizan texturas muy grandes.
Ben Ingram cubrirá el flujo de trabajo de importación,...
GPU: GeForce RTX 3070
CPU: AMD Ryzen 7 3700X 8-Core Processor
Minne: 32 GB RAM (31.93 GB RAM kan brukes)
Gjeldende oppløsning: 2560 x 1440, 144Hz
Operativsystem:
this is just what I got so far. Doesn't look good, but whatever
@gleaming fable actually dude, keep it up, it's a cool design, keep at it and you'll get somewhere beyond what you may currently think you're capable of
We create a widget, and user blueprints on the game mode to create a timer. Direct to the point.
This is a very watered down version of the Unreal tutorial series, and it is more of a way for myself how to do this, then for anyone else. If however you would love to see more tutorials like this, then let me know.
+++++++++++++++++++
Donate -...
Cemetery Gates
Pantera
Cowboys from Hell (1990) Atco Records
(c) Respective owners (Pantera, Atco) I do not own this song
GetGroundPosition(location: Vector, unitHull: CDOTA_BaseNPC | nil): Vector```
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@rocky kettle Check this out when u got the time
anyone on familiar with how to alter layer color?
2020.12.29-03.50.13:443][400]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor MySnake_C_1. Function multicastLocations will not be processed.
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
//DOREPLIFETIME(ASnake, Locations);
//DOREPLIFETIME_CONDITION(ASnake,Locations, COND_InitialOnly);
}```
kinda need blender bone help
in blender or in ue4?
Hi,I have download 2 SDK squad and sandstorm
iam trying to copy some of Sandstorm objects from the SDK to squad SDK just to use on some animations. is there is away to do so?
i did try to just copy from the content file of the sdk to the other but when i open squad sdk the folder is empty
and if i just export the object as .obj it lose it textures and adding them back take sometime
So anyone know how can i just copy from one sdk to the other?
Hey how do I create the default automatic level? I created a new level but it is completely dark and sky light doesnt change anything
@coral pumice
Wait wrong image
Ohk
Yeah but should I remove the sky lighting?
I can't seem to make it like a nice blue color, which doesn't actually emit light kinda
Hmm yeah
and I'll prolly change the material to green now, but any idea how I can make it checkered?
You probably want to do something with a material parameter
Guide for setting up and using Material Parameters
This is the place to show, share, and link to your stuff!
you could use the ZTexture
{
SCOPE_CYCLE_COUNTER(STAT_WaterBody_ComputeWaterInfo);
// Use the (optional) input spline input key if it has already been computed:
FWaterBodyQueryResult Result(InSplineInputKey);
Result.SetQueryFlags(CheckAndAjustQueryFlags(InQueryFlags));
if (!EnumHasAnyFlags(Result.GetQueryFlags(), EWaterBodyQueryFlags::IgnoreExclusionVolumes))
{
// No early-out, so that the requested information is still set. It is expected for the caller to check for IsInExclusionVolume() because technically, the returned information will be invalid :
Result.SetIsInExclusionVolume(IsWorldLocationInExclusionVolume(InWorldLocation));```
An overview of how Collision and Collision Responses operate in Unreal Engine 4.
I having trouble with my blend space, I used print to check the valid and it hits valid and but the character remains in the T pose.
when I try to print speed or direction it prints 0
got it for got to set the anim class on the player bp
Staticmesh actoor has null static mesh property
can somebody help why this error happen?
What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...
not done yet but thoughts so far?
Reviewed by Tristan Ogilvie on Xbox One X. Also available on PlayStation 4 and PC.
"Desperados 3 is an uncompromising tactical stealth game that tests your patience and rewards your willingness to experiment. Playing with a charming team of toy soldier-sized assassins in a series of deadly and detailed dioramas is tough and requires a lot of tr...
transparent
Patreon: https://www.patreon.com/StevesTutorials This video shows how to make parts of an object transparent using alpahs and opacity masks
How can I scale the texture size of the landscape, this is what I see when I look at my feet.
it seems that these leafs are the size of my characters
hi
Good grief, some of you are really good a lighting.
yeye
(fog pumped up a lot as example) why my material doing this with tessellation
guys i need help
When I start moving inside the program, the program crash and this message appears to me
Guys, i need some help
i am having a problem with the pluggins
i just cant install my megascans plugin
the bridge is ok
what should i do to fix this?
I'm trying to use the "groom" plugin (for hair) but I'm having a specific problem: There is no option for "Bind Groom to skeleton mesh". I checked and I have the "Support Compute Skin Cache" plugin eneble
UE4: 4.6
//todo auto elements positioning
auto do_frame = [&](std::int32_t x, std::int32_t y, std::int32_t w, std::int32_t h, color bg, color header_text, color header_line, const std::string& name) {
render::draw_filled_rect(x, y, w, h, bg);
render::draw_filled_rect(x, y, w, 30, header_text);
render::draw_filled_rect(x, y + 30, w, 2, header_line);
render::text(x + 10, y + 8, render::fonts::watermark_font, name, false, color::white());
};
void menu::render() {
if (!variables::menu::opened)
return;
do_frame(variables::menu::x, variables::menu::y, variables::menu::w, variables::menu::h, color(36, 36, 36, 255), color(25, 25, 25, 255), color(36, 36, 36, 255), "Spinwhere!");
menu_framework::group_box(variables::menu::x + 5, variables::menu::y + 35, 100, 260, render::fonts::watermark_font, "tabs", false); {
menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Legitbot", menu::current_tab, 0, false);
menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2), 100, 30, render::fonts::watermark_font, "Ragebot", menu::current_tab, 1, false);
menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) + 35, 100, 30, render::fonts::watermark_font, "Visuals", menu::current_tab, 2, false);
menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Misc", menu::current_tab, 3, false);
menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Config", menu::current_tab, 4, false);
menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Scripts", menu::current_tab, 5, false);
}```
void render::initialize() {
render::fonts::watermark_font = interfaces::surface->font_create();
interfaces::surface->set_font_glyph(render::fonts::watermark_font, "Tahoma", 12, 500, 0, 0, font_flags::fontflag_dropshadow);
console::log("[setup] render initialized!\n");
}```
A guide to navigation techniques and visualization settings for the Unreal Editor viewports.
It's time to get back at Overwatch and recreate a new mechanic from it. In this Unreal Engine 4 tutorial we'll recreate McCree's ultimate called Dead Eye, a mechanic that makes him able to kill certain enemies that are on his screen as long as he "focused" them for the right amount of time. Then, after he has focused them enough, by pressing a b...
If you've ever wanted to create a first person shooter game but weren't sure where to start, this is the tutorial series for you. You'll learn everything you need to create an FPS from scratch using Unreal Engine 4.
You'll learn everything ranging from creating characters to setting up weapon systems.
Head over to the next video to get started...
I increased the lightmap resolution to 4096 (generated new channel with 2048)
ou.. sorry xD
I have problem
Me interact is speed invisible xd
go to box and 1 s view interface and end :/
@pale thistle can you try multi + Armv7
ERROR: cmd.exe failed with args /c "C:\Users\Judy\Documents\Unreal Projects\Excalibur\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
How to set up your Android development environment for Unreal 4.25 and later
that same i going to send
what does the * mean after the object
void ABatteryMan::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
@patent bough
how can i Replicated flashing spot light over osc and a server ?
and in an expression it dereferences the pointer
@ionic flint @hollow matrix hay guys i fixed it
@limpid solstice do have the same problem like me?
@limpid solstice u know that u can talk to me in vc?
may be is it with dedicated server client not see the controlling lights
i know it 6:45am here wife kill me
hehe
@limpid solstice do u have that packging issue
Anyone have knowledge in Multiplayer?
Well im attemtping to make a Character select for Multiplayer, but my problem is the server wont possess the player controllers to the characters
its a bit of a mess honestly, i had it working before but im redoing it all as i need it to spawn everyone in at the same time when everyone is ready, so makes it a little bit difficult
just gotta play around with it
yeah, gonna see how i go, gonna try a few ways to see if they make a diffrence
how can i do replication on this ?
For all those people that find it more convenient to bother you with their question than to google it for themselves.
thanks for that have a look
I plan to charge by the minute - for those problems that just take 5 mins... Rate = $50.00 per minute
i need to photoshop in unreal stuff
sky static movable static change
your right
is that the rain?
this has the rain
gg
@pearl echo that looks outstanding
function klab2lrgb([kL, kA, kB])
{
var l_ = kL + 0.3963377774 * kA + 0.2158037573 * kB;
var m_ = kL - 0.1055613458 * kA - 0.0638541728 * kB;
var s_ = kL - 0.0894841775 * kA - 1.2914855480 * kB;
var l = l_*l_*l_;
var m = m_*m_*m_;
var s = s_*s_*s_;
return [
+ 4.0767245293*l - 3.3072168827*m + 0.2307590544*s,
- 1.2681437731*l + 2.6093323231*m - 0.3411344290*s,
- 0.0041119885*l - 0.7034763098*m + 1.7068625689*s,
];
}
Anyone good to replication?
What is the For Loop Node in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@sonic hawk
46.54 luma
@obsidian wind
😛
And I need to define 721 structs.
help for task
• The gameplay takes place in the first person.
• In the editor, it is possible to add the "BP_Container" actor to the stage.
• In the details window of the "BP_Container" actor it is possible to set the "NeededObject" variable to one of the values available in the drop-down list.
• The player can use the keyboard to weld the "BP_Minion" actor on the stage.
• There can be a maximum of five "BP_Minion" actors welded by the player on a stage.
• The player can interact with the actor "BP_Minion" by using the button on the keyboard. (The condition for the possibility of interaction is to be close to the actor and point at him with the crosshair.)
• The player is announced about the possibility of interacting by displaying the "Interact" message near the crosshair on the screen.
• Interaction with the "BP_Minion" actor causes the display of the "WB_Interaction Menu" widget.
• The "WB_Interaction Menu" widget consists of buttons with strings that correspond to the list from the "BP_Container" actor.
• The widget is closed by left-clicking.
• Clicking on one of the available buttons additionally causes that the "BP_Minion" actor with which the player was interacting goes to the closest "BP_Container" actor on the stage, having the "NeededObject" variable set to the value from the button clicked.
• After the "BP_Minion" actor has reached the "BP_Container" actor, the log displays information about what minion "delivered" which item, and the minion stops and stays in place waiting for further orders.
https://cdn.discordapp.com/attachments/736358413893894195/807036810588848168/unknown.png
https://sites.google.com/view/acalamity/data/rgb-light-bases
RGB Light Bases
Thank you.
@wet jolt
Thats cool but what if there is a light in the distance that he has to see?
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
would a custom HLSL node so you can do it with shader language directly help?
Expressions that allow the use of custom, plain shader code.
Ah, no.
if I can't do something in a material, I tend to use this but it's at a cost of lacking any in-engine shader optimisation that carries through the Material boiler plate code
I need the subtraction to happen after the material is calculated.
hmm like in a post process? Im confused
When the object is rendered to the scene,
Instead of adding its values to the scene,
I want to subtract its color values from the scene.
Like a "light absorber".
and also effect the surrounding materials?
sounds like post process either way, but material specific. hmm. bit out of my area but now my interest is peaked
Negative lights are a thing in many engines, though.
In Unreal 4.14 you could actually do that.
Idk why they removed it.
custom depth pass perhaps. I dunno Im just guessing
Yes, which is really complicated for me rn since I started Unreal just 4 days ago lol.
welcome to the party 🙂
upon a bit of reading the UE material version only works within the same material so it's not useful in that sense I guess. But perhaps some blendable with the post process you can "over-ride" and fake it.
@ionic flint
Not sure if this will be of help, but I'm sure it will in future. So I'll post it anyway. https://www.raywenderlich.com/57-unreal-engine-4-custom-shaders-tutorial
there is an example of working with post process and such so from there you can figure out where to branch it
Alright, thank you.
Sorry Ill type in here. It's a little busy 🙂
Essentially you can feed values into a custom shader node in a material. So using Material Parameters you can have external values fed into a Custom node as inputs, then your shader code is applied and an output with the specified value in the Custom Node properties is released. Which you then plug into your material output (or you can continue to use it to chain shader nodes/effects and combine with the material nodes)
hello friends
how fix different render in editor and in play mode? what need googled? posteffect setting?
building light?
building light a helps - fixed
https://i.imgur.com/3eaUjH7.png
So in this scene I'm trying to cut the cylinder in half to make a nice little wall along the staircase, but the subtractive brush is deleting a lot more than I want it to.
Yeah, I could move the cylinder away and cut it move it back and keep trying until it's perfect. But something is telling me there's a much better way I could be doing it and I'd rather learn that way.
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
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@PlayscopeAsia,: for asian vid...
MIXING DENSE VOLUMETRIC FOG WITH LIGHT SCATERING FROM POINT LIGHT
Neat this was on my list of things to learn, thanks for the link!
Curve Atlases store a combination of Curve assets that enables you to access Curve Linear Color data through your Materials.
Check out my Unreal Engine 4 courses right here: https://devaddict.teachable.com/
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New here? Start at Part 1: https://youtu.be/maG2YnVnIVM
In this video, you’ll learn how to create Aim Offset animations insi...
In this tutorial we will continue our character tutorial series and learn how to make our own custom clothing model that we can rig to our skeleton. It will update to the animations, and will have the morph target data.We will also briefly go over cloth physics.
To export the morphs you will need:
@pale rampart
https://youtu.be/QGIKrD7uHu8?t=993 @ember compass
With the ability to script drawing to render targets through Blueprints, content creators can now create and prototype advanced rendering techniques that would have previously required a graphics programmer. This opens the floodgates to many possibilities such as custom fluid simulation, surface deformation, and caustics rendering, for starters....
Continuing from the previous video, we now show how to make a Dynamic Material Instance that randomly changes our Class Blueprint's color. Note that this video combines both Material and Class Blueprint techniques.
A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Materials_Tutorial:_Dynamic_Material_Instanc...
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Hello everybody :)
I've created a material which changes the color depending on the world position, but it doesn't work on foliage, only on static meshes
Something went wrong. Check the logs for details.
:triangular_flag_on_post: Disorganized#5589 received strike 1. As a result, they were muted for 10 minutes.
it looks haunted
The singularity is loose, the AI is malfunctioning and the air is plasma.
Good luck out there, spaceman.
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This is a project I am working on called "2050" made using Unreal Engine 4
Demo Link: https://frederickson-company.itch.io/2050
@terse kernel
Made in Unreal Engine 4
LinkedIn: https://www.linkedin.com/in/kevin-khachi-8485aa1b3/
Human body activity associated with a task provided to a user may be used in a mining process of a cryptocurrency system. A server may provide a task to a device of a user which is communicatively coupled to the server. A sensor communicatively coupled to or comprised in the device of the user may sense body activity of the user. Body activity d...
https://www.youtube.com/watch?v=B0_s61Fb8Gk
@terse kernel
In a town of terrorists, two players are traitors that are trying to kill everyone else. The town must work together to find and kill the traitors before everyone dies
~Watch more videos like this: https://www.youtube.com/watch?v=yAfjVXd-8Y0&list=PLliBvQE3gg9eve2PX_E6XQG9CjG_qrn_b
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~Merch Shop: h...
Move! - Spycrab
All Friendly Guides:
Spy (Spycrab):
https://goo.gl/5OE5Eg
Demoman (Democrab):
https://goo.gl/hf8M7K
Pyro (Pyroduck):
https://goo.gl/sDctXK
Engineer (Lazyneer):
https://goo.gl/OZVXPm
Sniper (Headbanging & Humping Sniper):
https://goo.gl/6sHilH
Scout (Scoot & Old Scout):
https://goo.gl/ZtHRHC
Medic (Caring Medic):
https://g...
An in-depth look at what makes up a MetaHuman character, and how you can use these in your own projects
Google this : unreal 4 creating game time system:
damn you and your facts Mike. This is the internet. At least make a cool conspiracy out of it.
im running cheap right now because I just took a year off coding to learn more modelling stuff. I feel in programming when you take a break, its only fair to whoever pays you that you don't charge for some of the googling time to refresh or specifically figure out a logic setup or core codebase. But if I was on my usual form for coding, double it.
you can charge whatever you feel appropriate, no one on the buying side should complain about $25 dollars, that is very cheap for programming
my rate starts at $50 because I'm old, but that is for full time with benefits on top, and that is at a discount
for freelance you got to keep in mind you may be working part time or a job for a few months and off, so I would expect a bit more
yeah my imposter syndrome is fickle :p I often don't understand my own worth. It was the same in web dev
Anyone in the support channel able to offer up any advice on snapping with sockets?
A reference for advanced search syntax when performing searches in the Content Browser.
Nice.
I've got a c++ issue. Using mac os. When I right click the uproject, I'm unable to generate project files. How else can I generate them?
@spiral finch
Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:ReceiveTick
Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:ExecuteUbergraph_BP_PointerMotionController
Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:UpdateLaserBeam
Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:ApplySmoothingEuroFilter
Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:CalculateAlpha
LogScript: Warning: Script Msg: Divide by zero detected: 1.000000 / 0```
Error Could not find definition for module 'UtilityShaders', (referenced via Target -> SteamVR.Build.cs) LiveSimulator E:\LiveSimMainline\Intermediate\ProjectFiles\UnrealBuildTool 1
but WHY
Any idea how I can add an layers here, I don't see any options for that?
How do you guys export multiple texture set materials from substance into UE4?
Anyone know?
someone knows how to do
wet clothes with eu4 materials?
@frozen flower specular effects on the material help gives that wet look but its not perfect by itself
@hallow dagger DOO YOU NEEED HEEELP?
?
When you first create your landscape within a Default Level, you will see these black lines on your landscape.
The black lines outline each landscape component. There is nothing wrong with your landscape but having these black lines is distracting to work with.
The video will show you how to fix it.
Full UE...
Welcome to the official Unreal Engine channel!
Unreal Engine 4 is a complete suite of real-time 3D tools made by developers, for developers. Create and take your content anywhere, from PC, console, mobile and VR games to cinematic experiences, visualizations and training applications. With Unreal Engine you get everything you need to start, shi...
I'm new to cpp and new to cpp in unreal
I've got a question about blueprints and cpp objects within unreal
can I initalize a bp as a cpp object?
anyone can help with basic decale creatin?
creation
somwthing not work (
decals not work
solved
I need some help with a ladder mechanic if anyone would like to help me :/
hello someone is good at making local multiplayer inputs ? im trying to make a fighting game where you can control second player with controller but when i open my level blueprint and create player node , the second character doesnt move when i use controller..@here
I'm attempting to call Timer Event on my GameState from a Scene Actor but it doesn't ever call the linked event. Any help is appreciated. I did some print debugs to see how far it flows.
im working on paper 2d. i got a basic algorithm that set run/idle sprite with looking velocity x. and i have basic capsule resizing algorithm that provides sprite stay in capsule for hitbox. normally without using capsule resize, when you try run to wall it stays idle and dont moving. but with capsule resizing its going to change velocity x when you run to wall and thats constantly changes sprite while character not moving
how i can solve this?
@polar ruin
I'm trying to build a map in UE4, but I have no idea on how to do it.
oh. of course
Game developers like to customize their technology to deliver the experiences they want to share with players. The Grand Tour Game was no exception. Starting with many of Lumberyard’s rendering features, we added new innovations to the engine to achieve the results we wanted. You can download Lumberyard here and try implementing this technique y...
@fiery shuttle https://docs.unrealengine.com/en-US/RenderingAndGraphics/ParticleSystems/Reference/Modules/Acceleration/index.html ?
These modules provide the ability to apply a change in velocity over time to particles.
likely similar applicable to large object bodies
Per-particle drag coefficient.
@fiery shuttle https://arxiv.org/pdf/1705.05065.pdf
AirSim: High-Fidelity Visual and PhysicalSimulation for Autonomous VehiclesShital Shah1, Debadeepta Dey2, Chris Lovett3, Ashish Kapoor
how i can get reference of controlled pawn without saying its class?
Get the parent class @storm dome
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
How to set up your Android development environment for Unreal 4.25 and later
How to set up and use the Procedural Foliage tool.
Hello, me again
I've got an issue with GAS, but it could be cpp in general
This isn't updating
cpp = c++ ye
the enum looks good
I'll read it more in depth
seems like I might need a UMETA for the display name
that's from the doc
yeah, live compile
alr
alr = alright
im compiling it without live
Hey I was wondering if someone might be able to help me figure the best way to recreate the real world sizing of a landscape based on a heightmap. Terrain.party only allows 1000x1000 png exports and their minimum region selection is 8KM. So my landscape ends up smaller than realworld. Anyone know how I could go about fixing this?
Terrain.party won't be your friend in this case. Personally, I used terrain.party to get the original, then modified it in World Creator 2 and Gaea Quadspinner
it's best used with small sections of the original bitmap
Quadspinner isnt free, unfortunately
You can also sign up for the US goverment's world data map service, it's free
You'll need to run it through another program at least, ye
also, the output must be 16 bit
8bit pngs will lead to horrid terracing
when you have 8 cores but it still takes forever to compile 😣
checking/savings account
Thanks!
I'll look into it further
okay so I went through the painstakingly long compile process
and no dice
hmm?
yeah im around every once and a while
nothing but cycles of the same routine
well at least you recognzie it
now, you dont get a pass
yeah yeah have a good one
Okay, wtf. It's updated
thanks for your time guys
for the future
the solution is to close ue4, vs and live coding
and build
@zinc ether good ass elevator pitch 👏
and if will is here elevator music
when the player doesnt inherit the gameplay attribute set, I fear something is unfortunately very wrong
alright, this is a tomorrow me problem
gn guys
what do you mean?
using landmass?
or to use splines to adjust landscapes?
if i'm not mistaken, under the hoode
hood*
the spline is doing nothing but modifying the height map
by adjust the black to white values on the map
and the spline is just an editor visual aid to do it
and some good maths and some canvas render target painting on the height map
If anyone would like to help me that'd be nice.... I am in trouble with spawning one of my character BP's
😦
Quick question, I was about to re target an animation to the female version of the default mannequin for the third person project. When I was ready to re target it showed the male skeleton, it would still work with the female mesh right since they both share the same skeleton?
i can't seem to find where to download pivot painter 2.0 unreal content example file :.(..
I'm wracking my brain at this point, can someone point me to where I can download demo scenes?? It's just a default unreal demo scene
In this Unreal Engine 4 (UE4) tutorial I show how to create a healthbar in an UMG widget and bind the value of this progressbar to a float varibale of the player character.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
Facebook: https://www.facebook.com/jayanamgames
Patreon: https://w...
@eternal bear
Instead of binding have it respond to an event or something when the value changes.
WHY IS IT NOT UPDATING FUKC
I think its specifically discord
Some fucked up cache
Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, program in Unreal using Blueprints, and end with creating a photorealistic...
Landscapes are the foundation of your world in Unreal Engine. In this episode, we go over how to create a landscape. We go over all of the settings for tuning the landscape performance, vertex density, and distance detail reduction. Then we go over the tools that Unreal provides for sculpting the landscape - including Sculpt, Flatten, Noise, ...
can someone help me find this context menu?
@pearl echo
IDK whats the problem
In this episode I go through the graph editor in detail from a beginners perspective and we make a simple bouncing ball.
Part 1 - https://youtu.be/zp6kCe5Kmf4
topics covered:
interpolation
curves
handles - bezier and vector
The Animators Survival Kit
https://amzn.to/30Gh9Do US
https://amzn.to/3042Rw5 UK
This is the must have for ...
.
Talk about Level Design, Static Meshes, Physics, and more.
Hi there, I was looking to use render target result(I created a static texture) to use for a foliage mask. Problem is that the render result is in the uasset format and the landscape layers wont accept this format when right clicking and importing mask. Not sure how to get around this can anyone help?
Hi can someone help me to install HTML 5 to Unreal Engine 4.26.1
"As of Unreal Engine 4.24, support for the HTML5 platform has been migrated out of the engine to a public Platform Extension that can be maintained and improved by community members. Documentation for the HTML5 Platform Extension is hosted alongside the GitHub repository ."
Developing games for the HTML5 platform.
So I have a bit of a dumb question but I thought I would put it out there. I was wondering if anyone knew a technique to blend thing like rocks and plants seamlessly with the ground or terrain.?
🤔
I googled "ue4 blend rocks and plants seamlessly with ground or terrain" and this was the 2nd link: https://polycount.com/discussion/148143/ue4-terrain-mesh-normal-blending
Sounds like Run Time Virtual Textures are exactly what you're looking for ^_^
In this video I show how to apply the RVT technique to blend Megascan assets in UE4
If you would like to support the channel: https://www.paypal.com/paypalme/manuelrondon3d
Follow me on Twitter: https://twitter.com/MR3Dev
New to RVT? Start here: https://youtu.be/_u-HdkJ3woE
Please Like and Subscribe it really helps my videos get out there
Ne...
This video shows how to use RVTs (Runtime Virtual Textures) to blend materials or actors/landscapes using the Unreal Engine 4 (UE4)
00:00 - Intro
01:15 - Setup
03:39 - Enable Virtual Textures
05:25 - RVT Blending
12:06 - Example
In this video I show how to to use the Runtime Virtual Texturing technique for Blending assets. This video is all about the basics of RTV and its concepts.
If you would like to support the channel: https://www.paypal.com/paypalme/manuelrondon3d
Follow me on Twitter: https://twitter.com/MR3Dev
How to create a landscape Blend material: https://y...
So I have read the content examples map and read anything that I could but when I click on one of the buttons that opens levels on my map the loading screen doesn't pop up. what is the cause? any ideas?
Ye
My mic hates everything and refuses work
good
One sec
oh
Just do a get actor transform
and add that
Yea
Just add that
The sequence is a placehholder for the code
And thats to save loc
Transform includes location rotation and transformation
F
Nope
most of my animations are done
in the most inconvienent waay possible
So what are the type of vars that are in play here?
What type of Var is this one Specifically?
What type of struct?
ok i made a mockup macro to save stuff
However some of the vars werent verry clear on what they do
so you may have to modify them
wdym
i migrated these assets
the Save
is a save object
Save Stuff is the macro
SaveStuff refrences Save so i had to migrate both
just drag and drop them into your content folder
in Explorer
wat
what engine version are you using?
wait
just re do the cast node
4.25
One version below
the cast node
well its just a base for you to use, Should work if you re do it
Copy pasting cast nodes between projects is a mess
Ah
So the anomation is messed up
At least it isnt replication of all thigns
Replication sucks
then change object ref to save object ref
Wait did you import both files?
Im guessing ue4.25 and .26 are vastly differne
t
you could have the vars interpolate based on input
so if its pressed it does that
instead of a custom event
just do Input W
same animation for everything
Ok
so just do Input W
or keyboard W
and bind the the var being changed to that
on pressed set move __
If you want the var to go between 1 and -1 smoothly
or just want it instantly
One sec
Just realized the time
brb
back
lemmi stream
Wait why cant i stream?
Nvm
also
This is how my own movement works
replace the set relative rotation with the variables
because i never rigged the 28+ aircraft models
This may be for thrust but same concept
Setup the input like that
by making it a axis
and then have the vars use the input amount
just redo the cast
drag out from player controller
and dont do a pure cast
the one without a exec is pure
Target is what you want it to interp to
current is current
plug vertical to current
and set target to 1
yea
and create a get world delta secconds and drag that into delta time
ok that should work
now set Move Vert
ok
yea
If your making your game MP Make things replicated first
ok
just make a simple hitbox
and add spheres to the hands
that deal damage
ya
but include something that prevents you from hitting yourself
np
flight game
MMO
However not MMO yet
yea
ok
@compact lagoon you know for the hand hitboxes, thats just parent socket to hands, right?
yea
thanks
would anyone be able to help me out?
anyone use Parsec, having issue running it on android with UE
the mouse locks on to camera and i can't unclick
Hi! i'm having some troubles with virutal texturing on 4.26 If i enable it on my project and after restarting, the project won't open anymore and it will stay at 39% loading.
anyone have any idea why?
question, its simple to set up a per poly collision mesh for a static mesh however i cant seem to find out how to do that for a physics asset with a skelatal mesh, ie a player model.
Can someone help me with unreal movement
@hollow matrix @verbal timber It won't let me launch unreal engine can you help me?
I'm sorry I can't hear for some reason
let me pull my headphone out
When I click Launch
It doesn't open it
It just says Launching... then opens nothing
I can't hear anything
it my headphones
I’m on phone now
I should be able to hear
@verbal timber Do you know why it not opening?
Oh I see it
I’m going to use an older version
Ty
@verbal timber I can't launch Unreal engine when I click launch it says launching... then opens nothing
@echo ibex I need help with just launching unreal engine so I can use it
@placid anchor Help please I can't even launch unreal engine because it won't open
It just says launching...
then it opens nothing
try running as admin
Does anyone know if you can migrate grouped objects to another project without needing to reassemble the migrated assets?
I'm here in the chat if you'd like to explain how.
Is there a crouch animation?
oh now i do
can you hear me :p
might want to edit the sound settings
click on default, and select one hehe
alr lemme try
and hope you'll hear my awful voice
Would i be able to screenshare
can someone give me a litle help
on support chat
have a small issue with a blueprint
what kind of issue?
Word2vec is a technique for natural language processing. The word2vec algorithm uses a neural network model to learn word associations from a large corpus of text. Once trained, such a model can detect synonymous words or suggest additional words for a partial sentence. As the name implies, word2vec represents each distinct word with a particula...
Discussions:
Hacker News (347 points, 37 comments), Reddit r/MachineLearning (151 points, 19 comments)
Translations: Chinese (Simplified), Korean, Portuguese, Russian
“There is in all things a pattern that is part of our universe. It has symmetry, elegance, and grace - those qualities you find always in that which the true arti...
do you know How to i fix this tessellation glitch ?
#graphics message
@spiral finch is the car running on (Physx) or (Chaos) ?
UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'InnerLoopLLC'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in InnerLoopLLC.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'InnerLoopLLC'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in InnerLoopLLC.build.cs to override.```
Hello im having a small problem where everytime to play in the viewport the player spawns at the center of the map instead of player start
Any ideas on a fix to this?
@vocal token Create a Player Start and assign the playercontroller to it. Then you can move the Player Start around the map to where you want to spawn.
Tried it and it did not work
The game mode is assigned yet when i play it doesnt
spawn the player character
or it either spawns them in the middle
hi
Any knows the fix for skeletal mesh that is not casting shadows in MRQ?
This is my scene with rendered out with MRQ. You can see that there is no shadows appearing on the mesh behind.
This image is what it looks like after I started a new project to see if I messed up anything. Everything was stock. You can see the shadows are flipped now.
This one is from the viewport as you can see both meshes casts shadows.
I converted the one without shadows to static mesh and it casted shadows naturally. So far it is only on skeletal mesh that is having problem. All of them have physical asset. this on RT
Using
- Voxel Plugin
- Modular RPG Heroes Polyart
- Retro 8 Bit Sounds
- Sound Phenomenon Fantasy Orchestra
- Magicavoxel
brb
Hi can anyone help with a lighting glitch in unreal? Thanks
