i have qusetion, i tried to bring object fbx from blender and i want paint with Foliage but its not work in fbx material, how can i use foliage in fbx mesh?
When I export the game using GPU collision "Ray Traced" in my computer with a NVIDIA it works but in another computer with a AMD doesn't work, both have Directx12, why??
I used the same way to make an animation sequence shorter. Using those little triangle handles to keep some parts of the animation "outside", then bake animation sequence and I got a new animaton.
There's also a way to set post process directly on the camera component (without needing a post process volume) -- not sure if there are any downsides to going that route. . .
Thanks for the video! Please tell me how I can render every second frame in a sequencer? That is, I need to skip one or more frames. Then render and save one. Then skip again and so on.
Just as a tip, in the documentation, it states to limit the amount of logic in the animation blueprint. The best way to go about that would be to call a function in the character blueprint which executes a trace, or any other logic for that matter. You'd then set any variables in the character blueprint which the animation blueprint reads/gets through its tick.
The option in the project settings is specifically for streaming assets, not voices. Streaming assets are used for heavy audio files that you want to load in the memory as it goes, instead of when the sound gets called (to avoid long loading for the music at the start of a level for instance, or between zones in an openworld). I think the issue with streams is when multiple are used at the same time it becomes heavy on the CPU (this is most important when working for console or mobile games). That is why we usually limit their number.
To answer your question at 20:20. Binaural panning and regular panning are different. Regular panning using left and right channel volumes to determine direction. Technically when centrally panned it exists in the head where as binaural uses your Head related transfer function. Imagine around your head.
My cpu or Mainboard just died after doimg your playlist daily for about a week now. Ahh.. after i get some new parts i gonna continue this asap. I really hope i can recover my files... Im thinking daily about what my plans are, what story line i want and what the keyparts in my fav. Games were, and why i loved them so much in the first place. Your Playlist gave me something i really needed
felt like the last episode.. im so hyped for more! thanks for all this incredible well and intense teaching. Your RPG Playlist is one, if not the best in depth Tutorial I've ever seen. It feels like school, very informative, but fun and interesting. There is so much more i could say.. thanks! (:
even after changing the height of the material it wont stay green for me. 80% is brown after erasing and the erasing goes pretty far down.. still dont know what im doing wrong
( UE Version 5.4 ) EDIT: FOUND OUT YOU CAN LET IT BE LIKE IT IS. I think it didnt work because; 1. Top Right in the Editor u need to click on *Runtime Virtual Texture Volume*, look in the bottom right side into Details, look for Volume Bounds, and put the *Landscape* in the Bounds Allign Actor, and Press *Set Bounds*. 2. If u didnt do it, dont forget to put in Runtime Virtual Texture in the Info Box the Virtual Texture to VT_HeightData 3. repeat this step for Runtime Virtual Texture Volume2 (we created 2 of it) & put VT_MaterialData in the 2nd. 4. Now i tested it, if it works in general, with the way the other guy did it (Look Down, the YT Link) bc you can see if it blends, if everything is Pink. (If you only see the thin outlines, like i did in the beginning, it works! BUT, you need to set the height in the variable (VirtualBlendHeight in M_MS_Default) to a higher number. Just put *VirtualBlendHeight* & *VirtualSharpness* somewhere where you have space, in to his code (i did height into add & Sharpness into Divide) and u eventually set it properly up. like me (: 5. Now that you see it pink, u can use the full code our @NumenBrothers used. But use the full one 23:55 he is adding more to it there. NOW this should work. This took me 1,5 days... I hope i can help at least 1 Person with it. Original Comment: After 1 whole day i FINALY GOT IT. i had to do it in a completely different way + with a bit different code/variables but it finaly worked..... here the video from the guy: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ATfzfvtvfIo.html&ab_channel=GameDevAcademy I just started from the beginning and changed everything he did different. Good Lucky!
I have done now 13h of your playlist but this... this broke me. 1billion different errors and nowhere an answer.. gotta sleep and try the 9th retry tomorrow... man this took like 4h and the errors are still not found
So where the F... do I get the converter? I click on your link and all I get is video adverts and crap and of course the donate.... so where to I get the so called FREE version of this software.. PS I don't want to upload a project
There is no reason to cast to the game state in a player pawn. Use an interface to talk to external objects from the player - as someone working on a mid size team project, undisciplined player casting is a rabbithole nightmare that causes grief in everything from the editor to builds, to load times. The engine chooses which assets to load and the order to load them in an efficient manner - using casts and hard references really messes with that. If A has a reference to B, A cannot load before B finishes, and if B has a reference to C, and D, and E has a reference to C and so on, if forms a thing called a reference chain (which is an important part of OOP but nasty if unmanaged) - with side effects that aren't forseeable or controllable. So casts to important shared objects like the game instance, state, and player pawns should be avoided entirely on anything that isn't the size of a 15 minute demo. We have interfaces and soft object references and soft class references for this very reason. But if you don't mind build errors and editor crashes - by all means, cast your brains out. Also aspiring devs should look into the load order of things. UE has a specific way it loads objects into memory and there's videos on here that explain it. Fwiw, I think game state loads before foliage and thus may not find all the actors on begin play (esp. if using world partition) - But if this works, it works. I think a better approach would be to call a game state interface message on the level's or player's begin play event, to do the find all actors of class and store those references then send them to the player as needed. Of note, find actors of class is one of the slowest built-in and cpu resource heavy operations that UE can perform, and should be used sparingly, once on begin play is fine - just never use it on a tick or a timer, always control it with events when needed.
Thanks for this video. It's still pretty confusing what all these entities (gamemode, gamestate etc) are, what they can access and what they be used for.
My BP_FluidSim_01 is moved away from where I put it as soon as I hit "simulate". I don't understand what I'm doing wrong though. Could this still be bugged after one year?