#vc-feedback-support
1 messages ยท Page 4 of 1
In this series we will be going through how to create a melee based AI enemy, and go through how to get a group of these enemies to attack you as a team, often seen in many third-person action/adventure games.
In Part 2 we begin the process of making the AI for the enemy. The first step is the setup for the AI and getting it to run up to the pl...
Hi can anyone help me at all?
Can anyone help me get the "Set" and playing status conditions? Thanks
@dusty geode im currently following a series but the codes off
In this series we will be going through how to create a melee based AI enemy, and go through how to get a group of these enemies to attack you as a team, often seen in many third-person action/adventure games.
In Part 6 we start work on the director; an actor that manages the action and dictates when an enemy should attack the player.
Support ...
could you go thru the video and check my code matches up?
my AIs dont switch punches
understandable
anyways its looks like you have a access none on game run
@dusty geode where are you getting the variable?
i cant see your screen
set share screen to display
thats better
its gone dark
This video was voted for Patrons and YouTube Members. For those who voted, thank you!
Learn how to use the retargeting manager to copy the animations of one skeleton to another one. A common use for this is in conjunction with Mixamo assets. Learn how to retarget a Mixamo asset to the UE4 skeleton.
Support me on Patreon and get access to video...
Here we go through the import process for several different Skeletal Meshes and show when we can and cannot share Skeleton assets. We also show how we can share animations between two Skeletal Meshes that are sharing the same Skeleton asset. We also take a quick look at setting up Skeleton Retargeting for various sizes of Skeletal Meshes.
(00:05...
Senior Gameplay Programmer Laurent Delayen explores animation retargeting and what it can do for improving your animation workflow.
Hey do yall know why when i scale up a character in animation i hit save but then it scales backk down\
I need some help, since I'm new I don't really know how to use the BPs and all so I'm having some trouble finding a way to recreate the fireball projectile in this video
https://youtu.be/lQWfWiSsaCA
My objective is to make it so that I have to select it just a weapon so I see something like a fireball in my hand without having to throw it right away and from there I'm able to throw it
Combat system inspired by games like DarkSouls/Witcher
Marketplace: https://www.unrealengine.com/marketplace/dynamic-combat-system-magic
Dynamic Combat System implementation video
https://youtu.be/ZXpCA1smAu8
Dynamic Targeting (included in Dynamic Combat System)
https://www.unrealengine.com/marketplace/dynamic-targeting
In case of questions c...
should be a new one this year. Hope they do fart noises.
quality will be shitty because I just uploaded it thanks to 8mb limit on discord
r.RayTracing.ForceAllRayTracingEffects 0
This disables raytracing effects in the viewport
DumpUnbuiltLightInteractions
LogCollision: FBodyInstance::OverlapMulti : () No physics data
In this series we will be going through how to create a melee based AI enemy, and go through how to get a group of these enemies to attack you as a team, often seen in many third-person action/adventure games.
In Part 7 we add conditional scoring based on the enemies position relative to the player. This determines which enemies are more likely...
how do I make my character move forward in the fight animations withought root motion
@dense dawn https://docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Actors/Roles/index.html
The various aspects of replicating Actor objects.
this toolbar keeps disappearing without explanation. I dont even know what its called so i cant even look it up. viewport toolbar doesnt seem to be whats it called and ctrl+shft+t does nothing. anyone know whatup with this? Its forcing me to do restart Unreal everytime which is taking 10 minutes for this project. could really use some help on this super simple thing which is absolutely annihilating my productivity.
There are some good elements in there, but it's really hard to read. I don't understand alot of stuff. 1. a team of scientist work on ??? 2. 35 years later they find an island with normal life while everything is dead. 3. the goverment agrees to use the scientists artificial life. 4. But the governement also kills everyone on the island where there is life.. because ?? 4. How is that relevant to the whole artificial life thing ? 5. What is the main protagonist doing ? He got his memory wipe but he knows he was on the asassin's side ? Overall, i think there is something good in your story but i just can't understand the text.
It's also very similar to that game with robot dinosaurs and the red haired girl where all animals are ai.
and Nier automata
hey guys, is there way to stop rendering fog once at a certain height
Someone able to help out, looking to lock camera movement on axis
can,t get it to work
Hello is there any one who may be able to help me with this issue of getting displacement on my master material blend layer for every material function and, in my master-material there is displacement for every material but when the material is used by my layer blender landscape material, on my landscape there is no longer any displacement and I can't simply find out how to add displacement on my master material layer?
my engine is crashing again and again.. due to Gpu crash..looked online.. they have answers for rendering. I am just coding atm.. nothing else. my level is basically empty.
Please help.
Have you tried allowing unreal in - (CMD) command to use more video memory? like maybe 5gb or so? here is the command if you would like to give it a try,
'r.Streaming.PoolSize 5000'
guys im losing my mind
iv had this problem for like2 3 weeks
it keeps spitting out the same damn errors when packaging for androroid
Couldn't find UnrealBuildTool at 'C:/Unreal Engine/UE_5.0EA/Engine/Binaries/DotNET/UnrealBuildTool.exe'
@main trench if you want to play fortnite please stay in the lounge voice-chat.
@pearl echo can ya hear me?
@stable veldt got no mic. have a blessed day! stay safe
guys my project lvl screen is black does anyone remember howto fix it
It says new plugins available & project file is out of date
โ@TimSweeneyEpic @mmaballer13_ @Sony_XDEV @PlayStation @yosp @RohdeScott @hermenhulst @davethach @shawnethegirl @MichaelPattison @philrosenberg To clarify what I said in the stream, Nanite does not require PS5 hardware to run, nor does the content we used to demo it. The PS5 IO hardware we originally demoed it on is indeed spectacular and high b...
<<
SUBSCRIBE for More Free Game Docs โบ http://bit.ly/noclipsubscribe
Become a PATRON to unlock more videos โบ https://www.patreon.com/noclip
We talk to Four Quarters, the developers of Loop Hero, about the design of their unique rouge-like, and how it evolved from a game-jam project, to a full commercial game.
Noclip's work is 100% crowdfunded.
Pa...
Get 20% OFF + Free Shipping @manscaped with code TECH at https://manscaped.com/TECH
Sign up for Private Internet Access VPN at https://lmg.gg/pialinus1
Nvidia thinks they can pull a fast one on gamers looking to grab an RTX 3060, but we know you're smarter than that - Let's dig deeper and see if we can figure out why they're launching cryptocu...
@ionic flint @stable veldt
@green sonnet some of it is true man, Nvidia does care about the share holders first which are the employees but all public companies are like this.
@stable veldt thats what i was trying to say, srry for coming across as i dont even know what but mb
Im just trying to have conversation
(:
yeah I know more about this then what he is saying in the video
ight i dont doubt that
I asked the horses mouth as it were
๐
I wasnt trying to come across as I didnt beilveve u just saying what these tech yt have been voicing and my own understanding
from a sourse that is like a brother to me so I trust him to tell me things he cant really talk about publicly.
I am a etheruem owner myself I have over 2 grand of my money in a custodial account I love it
it dont matter its all good
Well u muted me and swore me off so idk, whatever
yeah i am old my tolerance is very low today.
better for both of us if I keep it that way
Chicken cutlet, fresh mozzarella, fresh tomato, banana peppers, onions, hot sopressata, smoked imported ham, chili oil, arugula, capicola and mortadella.
so much salt
Grim fantasy combined with thunderous naval combat in a vibrant, monster-saturated world! Captain an Orc, Dwarf or Human warship and sail the turbulent Abyssal Ocean with online multiplayer, in free-for-all & team based matches.Be ruthless! Sink other players ships, take their loot and collect their bounty!Be greedy! Maps are littered with float...
739
Volumetric lighting samples used for global illumination of dynamic objects and unbuild scene previews.
This document describes how you can create a sprite particle effect using Niagara.
This Game Assets Pack saves you tons of time, you don't need to create road signs and all that road meshes and waste time on your project, the props included can be used directly on UE4, or you can use the .FBX to export the props on other software or game engine. These props were created from scratch with the help of real-life references to get...
good info and sample of areas to use sub uv
This document describes how you can create a ribbon visual effect using Niagara.
Guide for adding Detail Textures to your Materials
Hello fellow Unreal Engine users! This is not really a tutorial in that I guide you through every single step. Instead Iโm going to throw my Material asset (including comments) at you for everyone to use, adjust and play around with. Note that the following images were captured using the Vehicle Game Sample/Template/Demo which is made by Epic ...
It's looking really good, and with the slight changes to the rotation on the weapons the light is refracting way more beautifully off the edges and sides of the metal blades
Larry King is really out of it. His follow up question to Jerry was "Are you a fan of The Motley Crue?
https://www.ue4community.wiki/profiling-with-unreal-insights-ilad24y4 @ionic flint oddly enough the community wiki has the info
Overview of Unreal Insights application profiling tool
Like what the...
Unreal Engine 4.26 Export Log Image,unreal engine 4.26 raw export,unreal engine 4.26 linear workflow,unreal engine 4.26 render flat image,ue4.26 render raw files,raw file unreal engine,unreal engine log look,log image unreal engine 4.26,unreal engine 4.26 tutorial 2021,unreal engine 4 2021 tutorial,ue4.26 movie render queue,Unreal Engine 4.26 Vi...
@bitter prairie
https://forums.unrealengine.com/showthread.php?143716
Ryan Brucks returns to the livestream and this time he's got brand new content to show off. Ryan built a plugin through which he can paint velocity and model with volumes. He demonstrates this tech by manipulating and creating clouds in real time! It includes tons of new features for generat...
For, like, thousands of years, the origins of the United States of America have remained shrouded in mystery, lost to the sands of time. Who built this โcountry tis of thee,' and why? Only the dinosaurs knowโฆ until now. For the first time in human history, the incredible, completely true story of Americaโs origins are revealed in AMERICA: THE MO...
The Unreal Engine 4 Blueprint Vehicles User Guide for SimpleWheeledVehicleMovement Component.
Vehicles
Description of how to setup Double Wish Bone suspension vehicle with Unreal Engine 4.
In this tutorial, Glassbox's Norman Wang, gives a deep dive on how to set up an Animation Blueprint in Faceware Live and Live Client for Unreal.
@ember compass found it ๐ฆ
Describes the method in which you can share facial animation using Pose Assets, Animation Blueprints, and Anim Curves.
Inside your Pose Asset, you will need to define the Pose Names by entering in each name manually or by copying and pasting data stored from your clipboard.
manually......
Reference for Chaos Vehicle debug commands, helping users visualize the vehicle physics simulation.
191 votes and 4 comments so far on Reddit
First of all, thank you all for helping me reach 20k subscribes. I try to post new videos regularly, but these past months I have been extremely busy, but I still try to make something personal for this channel, even if its something super short. More things yet to come!
https://twitter.com/dysn_edits
#StarWars #UnrealEngine5 #Cinematic #UE5 #...
Letโs talk a little bit about tessellation in Unreal Engine 4. Iโve been experimenting with this recently because the usual techniques involving normal maps to add surface detail to an object simply donโt hold up well in virtual reality, and my development is focused on VR. What tessellation does is to subdivide a 3D modelโs geometry to add more...
This is what it looks like working: https://youtu.be/x0FBZl2VTew
Working on Tilt-Shift camera, post-process tweaking, inventory system and converted to Unreal's Enhanced Input.
Explanations of the basic gameplay elements, Actors and Objects.
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@ember compass Have you had to calibrate magnetic interference separately too?
havent had much of an issue with interference. sometimes some sensors will flash read and will jump, but otherwise it shouldnt drift too much
๐
Whenever i place a new set of blinds, the other ones in the level don't open/close on E press anymore
@knotty sail @crude garnet https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@crude garnet try disable consume input on the InputAction Interract
will do ๐
Can someone tell me why toward the end of my animation the last keyframe pose looks like he got clipped into the pose
Hi! I need somone to give me feedback on my tilemap editor tool. And help me find idea on how to do something
Blender is getting more powerful by the day, and to improve the Blender to Unreal Engine workflow we're developing a "Send to Unreal" add-on for Blender. Epic's Kaye Vassey and James Baber are the developers behind this tool, and they'll be joining us for this episode of Inside Unreal to demonstrate this new workflow.
This will be the first in ...
Hey could someone help me with my landscape materials? I had done something to it over the past weeks that really messed up my lighting and everything pretty much my materials are so much brighter and dryer, but the roughness is the same min 0, max 1, It's just so bright and dry.
@solar lintel why does delay cause overhead?
just curious
then the set time fucntion by event must also use delay within its c++ somewhere?
okay. so if I use delay while coding in c++ its better than using blueprints?
i have done this thing..hehehe
THanks
understood
๐
okay one last question ....would u prefer c# over c++ anytime for development.both are oo languages.
i have used it...
just once to try it out....found it trash so continued with vim
fair point.
i hate ms ๐ฆ
Thanks for the answers....im uninstalling unity...xD
whats the difference between liner make color and make color?? is it just one takes rgb as input and other takes as HEX??or anything else?
linear*
0-2553
255
u must try regex...u will have a heart ache in the begining...xD
@onyx mesa This project. It was featured by Unreal: https://twitter.com/UnrealEngine/status/1421433710864265225
@onyx mesa Regarding "Asking the right questions."
https://www.youtube.com/watch?v=izazdBpraC8
I got tired of looking for the sound byte, so I thought I'd upload it.
"I, Robot" is owned by 20th Century Fox, and was directed by Alex Proyas, and written by Jeff Vintar. The role of "Dr. Alfred Lanning" is played by James Cromwell.
Please support the official movie!
@solar lintel do u use blueprints for release or u convert it to c++?
@glass sparrow We use Blueprint Nativization for most BPs.
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/TechnicalGuide/NativizingBlueprints/
Technical guide for programmers exposing gameplay elements to Blueprints.
okay i went through this , one small thing... the code generated by unreal inclusive is very bad
its gtx 970
ah..okay.
Unreal Engine Modeling Tools Editor Mode plugin:
https://www.youtube.com/watch?v=GtaeYUgbgzE
This episode of Unreal Tips & Tricks is all about editing 3D models in Unreal Engine. Weโll take a deep dive into the tools at your disposal for creating and manipulating geometry in the engine, then look at the workflows for basic modeling, texturing, and optimizing meshes. Letโs get started!
For more details, please see the release notes: ht...
okay one more question.....why do i need visual studio to code in c++??cant i use gcc or borland compiler
Im sorry my wifi went down, i heard it till support for clang , but i think i got what were u going to say......and u are really good at explaining stuff ....
can we store the initial location in a variable, make it rotate to the desired location and back to the stored location? @solar lintel
and why wont u use reverse from end for timeline when it ends
@slender surge UI Nav:
https://www.unrealengine.com/marketplace/en-US/product/uinavigation
i was waiting for it work for so long...and it disappeared ..... ๐ฆ
Okay one more question , should i start with c++ or blueprint for game development, i know to code , the point is i am unaware of the functions in unreal .
hi ghost
Hey ghost ive got a question for You
IS this pack worth it its only 5 dollars
or this one
@glass sparrow Very simple tutorials for learning game dev concepts. A bit out of date, but great at their time:
https://www.raywenderlich.com/228-how-to-create-a-simple-fps-in-unreal-engine-4
i have no idea tbh... @pearl echo
ok
i worked on a fps project 2 years back then i stopped using unreal ๐ฆ ..... long story
in unity it was easy to create a particle system... i didnt find anything that easy in unreal
oh they only got circle I cant use those for trails
ill get it ho
tho
No
ill look at it
dman
cause those vids are the only thing I seen that has to do with trails
I have the sword animations xD i got it for free last year...monthly sales
lucky lol
Advanced Magic FX 12 check this out
@pearl echo OK, this is a speed-build of a sword FX. You might be able to watch it at half speed and reverse-engineer the process:
https://www.youtube.com/watch?v=wx03j7E2JfE
Unreal Engine 4 Niagara Vfx Creation - Sword Slash (Speed Creating)
Unreal Engine 4
Vfx
Real Time Vfx
Niagara
UE4
Particles
Game Art
Ok Thank you
cya guys after this game if u guys are around....
@thin berry Hey, finally had a chance to paste the BP. The glitch was due to the Timeline being set to loop, therefore the starting position variables never updated, which was why it kept repeating the same arc. Simple mistakes are often the hardest to debug! I hope this helps you better manage your swinging camera.
https://blueprintue.com/blueprint/-ah8ujc4/
@onyx mesa It's pretty much like this:
https://www.youtube.com/watch?v=qAYXgbSlSv0
yeah
was playing cs, its always fun to play the most annoying game...xD
@solar lintel is the spotlight rotation working now?
@onyx mesa https://www.youtube.com/watch?v=AjSd8ivOM3U Might be useful regarding the multi-line boxes
How do I get started with using the Editable Text (Multi-Line) Widget in UMG in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
I have a question from programming perspective(the spotlight code)...... since the value of Pre_timeline_Rotation_cache is not getting changed every time the StartNewRoation event is called, why isnt it declared outside and set for as constant(idk how to implement constant in blueprints)....just thinking of it from the programming perspective
also isnt the value of pretimelinerotation and originalrotation the same
understood
๐ Thanks
NO
im not working on anything
bye ๐ ......
have a great day.....
xD
How to set up Jump Animation in Unreal Engine 4
jumping Animation UE4
adding Animation to state machine
adding nodes to event graph
removing animation frame
Finale jump Test
Hey guys, in today's video, I'm going to be showing you how to set up and create an animation blueprint and blendspace for your characters in your game. In this we will set up; idle, walk, run, jump loop and a walking jump.
Sorry for the long video, I wanted to go over this in more detail then last time to help you understand it more and learn ...
Hey is anyone familiar with exporting from blender to unreal?
I could use some help with an issue I've encountered.
@peak holly u are active on voice...xD
Download scientific diagram | Graph of the Dunning-Kruger effect on the confidence of medical students in their diagnostic ability. from publication: Lessons Learned from a Study of the Integration of a Point-of-Care Ultrasound Course into the Undergraduate Medical School Curriculum | BACKGROUND Point-of-care ultrasound (POCUS) diagnosis, perfor...
@vestal sky those look like the installations from halo
Could augmented reality (AR) be the future of sneaker shopping? Wanna Kicks, created by Wannaby, is an app that uses AR to allow users to virtually try on shoes and subsequently shop for them if they like the look. The AR sneaker app has already been noticed by the likes of LVMH, TechCrunch, Hypebeast and Highsnobiety.
Original Wannaby Videos :...
Proving you don't have to be good at playing a game to make it. Here's a minute or so of some more pre-alpha stuff.
!stream
I'm trying to have a punch (which sphere traces off the hand bone on animation tick during a notify) stop its notify tick or stop its damage after one instance. How might I do this, either within the notify tick or otherwise
Important thing to note. Variables are read only
@digital kraken https://docs.unrealengine.com/5.0/en-US/WorldFeatures/WorldPartition/ <<
Happy Birthday @tender ibex ๐ ๐ฅณ
Leave FUNNY - WiTTY comments or else GTFO !!!
Lock N Load - Blow Ya Mind (DJ๏ปฟ Zany remix)
@vivid raptor https://www.unrealengine.com/marketplace/en-US/product/uinavigation << UI Nav plugin
Learn how to optimize your games by setting up and using the available culling methods available in UE4! In this introductory stream, Tim Hobson will go over the high-level use of these culling methods with some practical demonstration of how visibility and occlusion culling works, this session will primarily focus on View Frustum and Hardware O...
@cosmic blade You were asking where you can learn blender.
https://youtu.be/Plw03MczF5s
@deft prairie He also mentions why you should not really care about exact verts in your models.
https://www.patreon.com/IanHubert
By Lazy People For Lazy People
Model an air conditioner.
Download Blender here: Blender.org
"You can be a little sloppy because maybe the person who made the real air conditioner was sloppy. Think about it."
This channel is about games design and game art. I use Blender, Photoshop, Krita and a few other programmes. My tutorials are mainly about How to use Blender. I also Vlog now and again about freelancing, being creative, and the creative industries.
Live streams every Friday at 4pm GMT
Visit my website http://www.gabbitt.co.uk for complete cour...
This channel is about games design and game art. I use Blender, Photoshop, Krita and a few other programmes. My tutorials are mainly about How to use Blender. I also Vlog now and again about freelancing, being creative, and the creative industries.
Live streams every Friday at 4pm GMT
Visit my website http://www.gabbitt.co.uk for complete cour...
This guy is really good with blender. I would encourage you to watch these ๐
!stream
@shadow moss sqrt(x^2 +y^2+z^2)
Alright, I'm here.
Though maybe try streaming in 30 FPS, if you don't mind. My internet connection is kinda limited at this hours.
so i managed to get the daz rig and all setup and ready for animation
and it works
okie
ill set it to 15fpa
doesnt need to be higher atm
so i managed to get the daz rig into the engine and i can even send stuff straight to engine as wanted
can make animations but
it doesnt seem to be able to easily retarget or such because it breaks
ill show
the animations fine so far
however
itll send to unreal and i should be good to go worst case scenario ill have to retarget but idk how to force it into a pose that'll work for both models
itll bring in the model and all and the animation
it has the exact same layout skeleton wise as the intended model
so from here i just need to maybe retarget right?
Retarget to another different skeleton? Sure, though iteration might be tedious with it.
its the same as the skeleton i want to target it too
and whats iterations o.o
like animation adjustments?
Yeah, and maybe reimporting anims along the way.
oh yeah definitely
It either has to be final, or import a new action/sequence.
lol yup
so what would i do to make it so the same exact pose on one model can be used on another
for example the standard t pose
or would i have to do the ALS body matching all over again?
With the old retargeting system, from this point it would be just making sure the retarget settings are right.
o.o
And TBH I ended up retargeting the entire ALS setup into my VRoid skeleton anyway xD
O>
so
i need to
from my understanding
import my son here
based on the standard pose
since itll mean no need to retarget the long way
_>
And theoretically that should do for other Daz model.
Though the scale has to be the same, otherwise the short guys will stretch out to fit the animation.
if this works o.o
i should be able to do it majestically
oh true
i think the scale is proper
if not i can change a setting
Control Rig could solve the scaling issue, but the bone name has to be different in the rig hierarchy. I've been trying to do that for days :<
yeah control rig and daz dont play nice at all
xD
gimme 10 seconds
Yuki being a dummy boi
I had to prepare my tea as well xD
its ok :3
Alright, I'm back with some fresh tea ๐ต
o/
I win!
the skeleton
It has the same base pose
as the intended mesh for animations!
Crap, I forgot the correct term...
i wanna make a random animation and see if it trasnfer over just fine
Hold on, my Discord app froze x_x
Okay, it goes back to normal. I'm rendering something in the background :'3
Alrighty :3
they mentioned some stuff about the states so i sent a video
anyways time to try it out
importing an animation and retargetting and seeing what happens :3
okie
time for test
I'm waiting :3
Oh, I thought you forgot about the Select Rig thingie xD
On the Retarget settings for the white acryllic man, I thought you forgot about the rig retarget settings xD
oh wait did i forget x3
Though the left one doesn't seem to show anything...
o.o
The retarget error'd right?
yes
Okay, go back to the acryllic man's skeleton...
The skeleton one, not the mesh.
On the bone hierarchy...
There should be the show retargeting options or something ๐ค
Yeah, that one. Everything should be Skeleton, except the root (Animation)
IK bones and non deform ones would be Animation Scaled
I kinda forgot about the details, so, go experiment xD
hi mayor
Huh, someone else is in the room o_o
The left one still doesn't show anything ๐ค
Nice!
I KNEW IT
they import from daz
and blende rin the same pose
This means
possible naga race down the line!
Nicey dicey ๐
Gaaaah
The clipping ๐ญ
There :3
the animation models jaw
leaves the body
and flies around
and the teeth bone get mangle dup
during animations
but
when retargetting the teeth stay in place
so expression morphs will be fine
okie
robo test
if this works
I can animate custom animations for every single race gender and age group without issues >:3
Sorry doing a bit of clean up
than i can make some fresh animations and move to vaulting systems!
after that i think i only have dodge ceiling cling/latching, ledge running and im all set to go
Alrighty, good luck on it. I'll be looking on it until you end the stream :3
yush~
im just doing some clean up
afterwards ill be touching the naked robot
than if it works i can get some real work done >:3
welcome back!
working on the toes
Oh snap, my Discord PC app crashed...
they arent animating and i think i know why
thats ok~
how do you add more bones for animations
i wanna add toe bones ;-;
toe movement in fights are pretty and add more texture to animations
Well, you could add them in blender, and merge them with your daz skeleton.
It should be retargetged if all the bones are assigned correctly in the retarget rig setting ๐ค
@static wave maybe try screen recording instead ๐ค
Had to download the assets for use tonight (in my time)
The stream's barely moving on my end :<
What about the built in Windows DXR?
That'll work ๐
i might adjust a few limbs and reupload to the engine
Needing some help with setting up GPU lightmass in UE5
I am in the voice chat if anyone can help
beautifull!
wb jb
@tawny goblet for fun
@tawny goblet your russian is good)
@compact lagoon https://www.youtube.com/watch?v=z4PsBqE3oMQ 2001
I played this
Full Walkthrough - https://youtu.be/y3HSlO16HRE
Some gameplay samples from one of the best combat flight simulators, which, suprisingly, was greatly inspired by the MechWarrior series.
It would be awesome if we could manipulate vertex colors at runtime that would make a whole lot of things possible and from what I understand it wouldnโt be that hard to implement in the engine. As for how it could be setup in blueprint, it could be similar to the Radial Damage with Falloff node, instead of damage it is then vertex color and th...
where is shader chat?
Why can't i share my screen
Please give me feedback about my puzzle game, art is very WIP
It is physX
https://petrkee.itch.io/mayhem-delivery try it for yourself
Thanks
I'll definitely fix level 10 and remake level 11
You mean when it fell off the bridge? It hit a physics wall and spun off into space.
it moves like a car wven when its off the bridge
even*, but it should fall, gravity
I hate how they implemented AI in UE4 ๐ฆ , I once programmed in UE3, that was ease. No blackboard stuff and dealing with so many variables
damn, that came straight to my face. ๐
!stream
how do I get rid of dark spots in the roof. I bumped up the indirect lighting scale to 2 but still it has 0 effect over the roof
the lightings are based on real time
@pearl echotutorial playlist: https://www.youtube.com/playlist?list=PLZlv_N0_O1gZfQaN9qXynWllL7bzX8H3t
documentation: https://epicgames.github.io/BlenderTools/send2ue/quickstart
Save the project
Do you have any input at all from the pawn?
Do a print string and check if your getting different axis values on the mouse movement
@pearl echo
== When reporting issues PLEASE provide the .rdc file that causes the problem! ==
To pack all textures into a single image, check out LilyTexturePacker: https://gumroad.com/l/DFExj
To stitch several captures together, try LilyCaptureMerger: https://gumroad.com/l/KSvXuu
INSTRUCTIONS, AS OF JUNE 28, 2021 (MapsModelImporter v0.3.7):
- Use Re...
@nocturne cliff https://www.unrealengine.com/en-US/onlinelearning-courses/blueprint-runtime-saving-and-loading << Saving and loading
<@&213101288538374145> do I need a role to stream in the voice channels? I just gotta stream my UE blueprints to get some help
Thanks
@nocturne cliff Could be animations?
idk
my animation is completely RUINED by ue4
like wtf
oh
Alright, I'm tuning in
BTW, can you lower the stream to 30 FPS or something? my connection's throttled atm ๐
better?
Looks good ๐
โค๏ธ
is that ALS or some custom stuff?
alright
So it wasn't about what we both talked about earlier?
am i the only one who cant read stuff on the graphs?
no this isnt for clothing this is for mantle and vertical wall run
i can make it bigger o-o
@static wave that's lot of function tabs
idk if it's you or discord is sending me garbage compressed video
Try setting aside the side panels and zoom
one sec
My bad, it's my connection that got throttled.
@lucid turtle better?
Blame on me folks.
that's a bit better
but still zoom somewhat in on the graph please
-4 is too small
yea that works
like that
okie
no its not your fault hoodie
youre ok
i just have a big screen x-x
Welp, I gotta turn off my jazz radio then.
you are in jumping mode when it doesnt work?
that macro causes the vertical wall run to occur
and itll keep launching the character via this
but even thanitll still keep launching the character
in what movement mode is enum when the character gets launched?
and does said mode allow transition to wallrun?
vertical wall run
oh
im ttrying to tear out the vertical wall run :/
Maybe the movement? But I doubt that's the case.
Definitely should make some notes in the process ๐ค
so you didn't setup the whole movement system and don't want vertical wall run at all?
its ike 3 ghours of blah blah blah
i just followed it because it made sense
i didnt think it would entangle my ledge grab with vertical wall run and i built a bunch of systems on top of it
so starting over would be more painful than ripping out vertical wall run .-.
im trying to figure out what exactly causes the vertical wall run and rip it out
@tawny goblet โค๏ธ welcome back
we're doing surgery on my movement system
look at everything that alters your enum, and start where it gets changed to vertical wallrun
thats what i planned on doing today
if you guys notice anything that may also cause that pls point it out
Snow isnt very smart ;-;
Is the wall run happen anytime, or just on sprint?
what if "can vertical wall run" just returns false? ๐
anytime im airborne
and check where can vertical wallrun is used
o.o
because most likely theres where stuff starts
its automatic so i plan to make it manual after i gut it
so ben you mean to check where vertical wall run starts
and make it false?
I was going to assume that wall run automatically initiated only when sprinting.
disconnect the bool in this method
and set the output to always false
and check if vertical wallrun still works
you mean this one?
o.o
no
oh
at the start, double click the first method
macro^
yes
set output to false
remove the connection from the big AND to function output
xD
that was the OR
no
Did I make a mistake by swapping the AND with an OR?
lol
no no that worked beauitfully
I thought not...
undo what you just did
like this xD
The last one.
so
is that what you wanted?
Yeah, it seems that I misled you with that OR node. :/
im trying to kill just the vertical wall run and keep quick/mantle
Should've said you to move the entire mantle check to a new macro entirely.
i kept mantle and quick but lost vertical
but the vectors would warp me across the map xD
hence why im trying to surgecially remove it
lmao
i might be stupid
but
i think this is for mantle
and wall run
wait, show that graph again
no, back to the other
with the trace
ok, show a bit of the right side of graph
yea it appears that the movement system is made so that mantle happens from vertical wall run
that's a bit more of surgery required there, probably not explained quickly
o.o
but you would have to split the mantle stuff from the vertical wallrun updates
Maybe starting by decoupling it from wall run.
thats the goal
Me? O~O
you would have to reorganize a bunch there
yeah definitely :/
you should really try to understand how the system works
otherwise, you are screwed sooner or later
yeah its confusing as floof :3
huge differnece with my results with maya(left) and unreal(right) what am I doing wrong??
because all those transitions look kind of awkward when not executing as of now
Might help more if you take note of them.
ive watched about 6 videos and read documents on vectros and such
where he kinda jumps against the wall over and over
but i still dont really get it
yeah im thinking its because its relaucnhing repeatedly
Try asking in #graphics
or just enable ragdoll and show game over screen when player hits a wall
wait what?
Welp, that's what you get for walking around without making markers, I suppose :'3
literally
.-.
im honestly thinking of just gutting the whole dang thing
all of it
and starting over from scratch again again again :33333333333333333333333
Welp, for now, where do you think the mantle code take action?
um
it ledge grabs
than transitions into mantle
um here
it checks for mantle
than does the mantle
via opening and closed gates
than it flows back into vertical wall run end part to start mantle process
Hold up, which part did it flow back?
well
ill show
mantle happens after ledge grab
hence why im trying to do surgery
once mantle staerts after ledge grab
thats pretty much what happens
but all of that happens after vertical wall run
Hmm...
I think the whole system is dependant with each other, or so it seems...
yes
they flow into each other
hence trying to find the pin pointed area where vertical wall run starts
and than scrubbing
so the rest occurs as normal
but the vertical part is skipped
rip hoodie ;-;
welcome back hoodie lmao
Had to slap that phone lol
did you make sure she knows whos the boss around the house U:
I did xD
Don't ya worry
Hold up, about those collapsed nodes you showed me...
@dark hamlet Everyone's muting you because you're spamming feedback or something
hmm?
No, not that one, I think, the whole system
hmm?
this is a sort of sequence
thatr flows into each other
using gates to leave and enter states
How about maybe running them in a separate events?
you mean like adding events to each one to essetionally occur
I'm kinda scared with the performance implications, but set that aside for the moment
yeah tell me about it
._.
im thinking of just using this
it would solve most of my problems at this point
just add a few systems like wall run and cover and i could call it a day
Let me guess, it's a C++ only stuff?
yup :33333333333333333
and i reaaaaaaaaaaaaaaaaally
dont wanna mix them up
wdafesgrhdtuythrgefw
Well, it won't hurt much I suppose, but I think you'd need a substantial amount of reverse engineering.
most likely
.-.
blah
imma just apply it and see what i can do
if i hate it ill roll backwards
its just
if i cant make severe changes without rewriting his whole system
im goiung to be very upset
:/
If you want to do it in BP, I guess you have to trace back along the tutorial you're following and make notes/comment blocks along the way.
I kind of stumbled with the same kind of problem in my early weeks.
yeah i also hate having to use gates to leave and enter any system
seems super clunky
i want something simple
like check if were doing this
than do this
Well, I'd assume those that are exposed to BPs are mainly about the adjustment to the system.
probably
i have no clue
i had to change my gamemode and stuff
and i really didnt like it
Welp, seems the stream froze on my end, gotta love the hard throttle :/
hmmm
its ok im going to see what i can do before coming back
thanks for the help โค๏ธ
No probsies~ see ya later then
that was fast
@smoky jewel o/
pay no mind to the mesh im preparing outfit workflow tests
Also 30 FPS at least :'<
srry
lookin cool
thx
its a work in progress
so far hoodie thats how my movement is
i want to sort of make it go back to default where the camera dosnt change or follow the mesh
or rotate it
I saw a net correction. So your doing muiltiplayr right?
yes
epic
but i havent touched replication yet
i need to tho
way before i start doing combat again
Did you give her hoodie in reference to my alias? ;3
O>
maybe
i needed to test an outfit lol and thats what i had on hand lmao
everything else was too baggy
but i know its in my third person
or maybe even blendspace
TheHoodieGuy the game
thats detailed
O_O
and i have a plan to execute on it
im still putting pieces together but its coming out well so far
and thank you โค๏ธ
@smoky jewel so yaw right
is that what im looking for?
I feel like the Gameplay Ability System plugin would be really useful for your game
when disabling yaw i lose my ability to locomotion but in reality i just want to turn off mesh rotation when moving the camera :/
i have an rpg system for that but definitely want to look into the gameplay ability systems
ive heard good things
I think it's "Controller Rotation Yaw", should be unchecked
you mean this
yeah. abd disable it only when camera moves i guess
Let me crosscheck on the thirdperson BP first
my mesh still rotates with camera x-x
but i think the directional movement might be fixed
What about your camera/rotation logic?
(does discord support 1080p15 btw?)
Looking okay
So, about the rotation logic in your BP
ok
so the 1d i working
but lets look at the logic
thats how movement is handled
this should be camera
Hmm... don't see anything odd with it...
likewise :3
yet my character rotates with my movement
i think it might be because of this here
These bad bois does nothing?
I'm suspecting the ParkourMovement component..
I thought you could just disable it as opposed to get through each node...
Actually there's an Auto Activate checkmark in every component, maybe that's more efficient to disable it than going through that risky way
Is your parkour movement component have something to do with the rotation?
ill check
Hold on, my discord app is acting up, let me restart for a moment
Try using the search feature, search for rotation or something
No, in your Parkour Movement component
Try use the Find button, search for rotation. I'm still suspicious with the component
The ParkourMovement one, you alerady have it open, try find for "rotation"
Yeah, there's a Find button.
Seems like that's the culprit.
The component has those Set Control Rotations, I think those are what rotates the capsule...
didnt change anything
I definitely had to look on it directly myself...
Sure, just pass me the link on DM
@static wave BTW mind lowering the framerate? :<
better?
Sorry about that i was kind of setting up the screen i didnt expect you to get here so soon
Speedrun strat xD
โค๏ธ
okie so this is what i currently have
lemme show
most of my parkour is working no problem
n oweird bugs etc
sometimes they intersect but a check macro can fix it
however my ledging does this when active
wait its just working now o-o
lemme see if i can make it happen again
you see the way it stutters and whips up & down
in some cases itll drga me through the air
thats what im talking about
itll keep me on the ledge and drag me around
I thought it was you turning around the camera...