unreal 4 – What causes the rotation of the car in the Vehicle Advanced template?

If you start a project with the Vehicle Advanced model, move the car up and press play, the car will turn to the front when it will fall. As far as I know, most elements of Unreal Engine will keep a given orientation as and when they fall. This is also true for the car in the standard vehicle model.

What makes Vehicle Advanced behave this way? And is there a way to stop this behavior?

Windows App – V-Ray Next v4.30.01 for Unreal 4.21-22-23 | NulledTeam UnderGround

x64 | Size of the file: 265 MB

V-Ray is one of the world's most popular rendering engines, used daily by leading design studios, architectural firms, advertising agencies and visual effects companies around the world. Chaos Group also noticed the rapid adoption of Unreal Engine by several of these companies to create interactive or immersive experiences. The production of V-Ray for Unreal was therefore a logical step.
A flawless stay

NEW – Powerful Stage Intelligence

Automatically analyze your scene to optimize rendering so you get the best quality in less time.

New fast GPU rendering architecture with support for more of your favorite high-end production features.

Instantly removes noise when rendering. Based on NVIDIA AI accelerated denoising technology.

Powerful GPU + CPU rendering
Graphical rendering of the GPU V-Ray on CPUs as well as on NVIDIA GPUs makes full use of all available hardware.

Highly optimized adaptive ray casting
Create professional-quality photorealistic images and animations with adaptive ray tracing technology.

Fully interactive production rendering.

V-Ray Denoiser
Automatically remove noise and reduce render times up to 50%.

Summary rendering
Stop your rendering at any time and resume your journey.

Required configuration:
Operating system: Microsoft® Windows® 7 (SP1), Windows 8.1 or Windows 10 Professional operating systems
CPU: 64-bit Intel® processor or compatible with SSE2 support
RAM: 4 GB RAM and 4 GB minimum exchange – recommended: 8 GB or more RAM, exchange file of 8 GB or more

3ds Max Design® 2018 and 2019 (64 bit)

Update 1.1

Modified features:
-Reduce messages on invalid hump normals

V-Ray IPR:
-Do not calculate the rendering elements (except denoising) for the IPR of the display window

GPU V-Ray:
– Coherent lighting render elements

– Hide Raytraced (Raytraced) and Raytraced (solid) modes from "Simple Broadcasts" when the V-Ray GPU is being rendered because they are incompatible

– The alembic meshes exported from Phoenix for 3ds Max 2019 can now be rendered with motion blur.

-Add empty resolution and grid size options to the user interface
-Optimizes volumetric rendering when smoke opacity is modulated by a texture.

Bug fixes:
-Artifacts in alpha channel with many transparent objects
– Incorrect lighting elements on matt objects when the option "Coherent lighting elements" is activated
-Lighting elements do not propagate by refraction with activated coherent lighting elements
– VRayLightMtl lighting with live lighting is missing in the output of consistent rendering elements

V-Ray IPR:
-Crash with VRayProxy when switching rendering between viewport and VFB
-The category masking is not updated
The -Viewport IPR option is missing in 3ds Max instances other than English.

GPU V-Ray:
-Alembic VRayProxy copies disappear randomly (since 4.10.01)
-Artifacts with matte and Adaptive Dome light
-Crash when rendering an animation sequence with DR and animated lights
-Crash when stopping the IPR from the display window during the kernel compilation phase
-Gradient Ramp stops working when moving the time slider in the IPR of the V-Ray GPU with motion blur
– rendering of a sequence with a deleted particle source for VRayInstancer returns an error (since 4.10.01)
-VRayProxy stops updating the animation when its object ID is changed during the IPR (from 4.10.01)

-The animated parameters are not exported
-Invalid location with selected faces in .vrscenes

-Some spinners in the UI for disabled properties

-Materials with material.ior dependent on a material parameter crash in the IPR of the V-Ray GPU

-Crash on the desktop when the rendering element is placed last in the list

Incident on the desktop with VRayPluginNodeMtl ​​in 3ds Max 2013 (since 4.10.01)

Different compartments in VRayDiffuseFilter and VRayReflection from DR hosts

The warning about DR and local paths always appears, even if there is no volume grid in the scene.

The -velocityAttrName parameter does not work for Alembic input files


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Collision Detection – Do not block the camera with a blocking volume in Unreal Engine

I use Blocking Volumes to prevent players from falling off platforms in a third-person perspective game from UE4.

However, these blocking volumes block the camera, as it was a physical wall.

How can I easily add block the player without blocking the camera?

Ideally without coding / plans. If this is impossible, a simple plan would be preferable.

EU Scene 1
Camera at a normal distance from the player, when it is not restricted by a blocking volume

EU Stage 2
The camera is restricted by a blocking volume

tilemap – (Unreal) Create 3D tiles (cubes) for the landscape of a 2.5D RPG (similar to Pokemon Gen IV and V)

So I've developed a concept for a college class and I think it has enough potential to become a game. The graphics will be similar to games like Pokémon Black and Octopath Traveler because the characters are Pixelated 2D sprites moving in a 3D world with a fixed camera from top to bottom. I've already realized the character's plan (the movement and position of the camera) in an unreal state and it works almost as expected, but I have trouble creating the landscape!

I would like to learn a practical way to create a "block" world that matches the aesthetics of 2D pixelated sprites. Better yet, a way to create 3D mosaics for my Paper2D character will only move in 4 directions and from one mosaic to the next (identical to the old pokemon DS games).

I have a track from the Octopath developer's presentation that shows this custom tool to place blocks in the world (GIF below), but I have not found a way to develop something similar yet. . I've thought about Minecraft and how there is a world of blocks where the player can place the blocks but I do not know if that's exactly it.

In any case, thank you for your time!

Octopath MapEditor GIF

image – Unreal Engine – Is there a way to assign a texture to a button and resize it?

I'm trying to create a main menu for my game and have followed a simple tutorial to do it. The tutorial does not cover the assignment of textures or images to buttons, so I decided to do it myself.

Assigning the image to the button (I have a 'normal', 'hovered' and 'clicked' texture) was rather easy, but the images do not go to me.

The texture of the button.

Using the "Image Size" options does not do anything at all and I have no idea about how to change the image without returning to Photoshop or GIMP and simply redo all the images. image to fit the size of the button.

Is there a way to change the size of the image inside the button in Unreal? Or should I just suck it and do it again?

textures – What is the workflow? Blender -> Substance Painter -> Unreal Engine 4

I'm calling Jose and I'm pretty new to Game Art development.

I know some intermediate UE4s (C ++ and Blueprints), but my weakest point has always been the workflow for importing Blender and Substance assets. Until now, I've always bought external 3D resources.

As far as I know, the workflow is the following (but I do not know if I'm right):

  1. BLENDER: Create a 3D model in Blender. Create the materials I need for each part of the mesh. UV unpack it. Export as .fbx
  2. SUBSTANCE PAINTER: Import the .fbx file into Substance Painter. Paint the 3D model. Export the .obj file AND texture maps (albedo, roughness, metallic, normal, etc.)
  3. UNREAL ENGINE 4: Import the .obj file AND texture maps. Create a material based on these cards. Apply the material to the model.

I have some questions now:

  1. Is this workflow correct? Or is there something that I do not understand well?
  2. Which model should I import into UE4? the .fbx of Blender? Or the .obj of Substance? Is there a difference between these two?
  3. When exporting textures from Substance Painter, I can choose a drop-down menu called config, towards which game engine I export these textures (Unity, Unreal, Lumberyard, Cryengine, etc.). What exactly does this option do? What is the fundamental difference in exporting textures to Unreal or Unity, for example?

unreal 4 – Error GenerateProjectFile Referenced Directory […] does not exist

I am this tutorial to install Unreal Engine 4.22 from GitHub under Windows. I created the project and I cloned it on my computer. I have executed Setup.bat and everything went well, but when I run GenerateProjectFiles.bat I receive all these errors:

PS D:softwareUnrealEngine> .GenerateProjectFiles.bat
Setting up Unreal Engine 4 project files...
Binding IntelliSense data...
D:softwareUnrealEngineEngineSourceThirdPartyIntelTBBIntelTBB.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyIntelTBBIntelTBB-4.4u3Include' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyDirectShowDirectShow.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyDirectShowDirectShow-1.0.0LibWin64vs2015' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyOggUEOgg.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyOgglibogg-1.2.2libWin64VS2015' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyVorbisVorbis.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyVorbislibvorbis-1.3.2Libwin64VS2015' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyVorbisVorbisFile.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyVorbislibvorbis-1.3.2Libwin64VS2015' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyOpenSSLOpenSSL.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyOpenSSL1.1.1includeWin64VS2015' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyOpenSSLOpenSSL.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyOpenSSL1.1.1libWin64VS2015Release' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyKiss_FFTKiss_FFT.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyKiss_FFTkiss_fft129libx64VS2015Release' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyVHACDVHACD.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyVHACDlibWin64VS2015' does not exist.
D:softwareUnrealEngineEnginePluginsExperimentalProxyLODPluginSourceThirdPartyOpenVDB.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyIntelTBBIntelTBB-4.4u3include' does not exist.
D:softwareUnrealEngineEngineSourceThirdPartyQualcommTextureConverterQualcommTextureConverter.build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyQualcommTextureConverterLibvs2015x64' does not exist.
Binding IntelliSense data... 0%ImportError: No module named site
Python SDK not found
D:softwareUnrealEngineEnginePluginsRuntimeLeapMotionSourceLeapMotionLeapMotion.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEngineSourceThirdPartyLeapInclude' does not exist.
D:softwareUnrealEngineEnginePluginsRuntimenDisplaySourceDisplayClusterDisplayCluster.Build.cs: warning: Referenced directory 'D:softwareUnrealEngineEnginePluginsRuntimenDisplayThirdPartyVRPNInclude' does not exist.
Binding IntelliSense data... 100%
Writing project files... 100%
PS D:softwareUnrealEngine>

At the end of this command, it creates a UE4.sln file (but no UE4.v12.suo file), but when I try to compile the project under Visual Studio 2019, the number of errors reminding me those above is quite high. suppose the problem comes from the generation of the project files.

How can I solve this problem?

Thank you for your help.

unreal 4 – How to make a homing projectile a more objective path towards the target?

I have difficulty making sure that a projectile thrown by a tower quickly strikes the player.

See the image below:

enter the description of the image here

The projectile touches the ground very close to where the player was.

If the player did not move as much, the projectile would certainly hit him, but even by slowing down the player and increasing the speed of the shot, the shot often does not hit the player.

What almost always happens is the projectile orbiting the player.

If the player remains stationary when the turn begins to fire, the projectile hits him, the problem occurs when the player moves, the projectile does not follow the player correctly.

Expected result:

enter the description of the image here

I have already tried to change the speed of the player and the projectile, but I have not got any effective improvements in the result. I tried to change the gravity (of the projectile and its mesh), the friction. All in nothing.

BP shot:

enter the description of the image here

Get a bokeh effect in Unreal 4.23

Bokeh was removed and Gaussian made mobile only in Unreal 4.23.

Is there a way to work around this problem and achieve similar effects using the purified DDL?

unreal 4 – How to make sure that an action is executed only after the animation has been executed?

I have an actor who has animations. The animations are run from certain states of actor (animation diagram of the actor):

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Conditions at the event checkmark (similar to the while loop):

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The actor changes perfectly animation in animation. What I would like to do, is that it damages an enemy as soon as the animation of the attack is over.

I've tried codes …

In this one, for example:

enter the description of the image here

This variable (minionAtk) changes the state of the actor. See the image below in the event (which is only called when the minionAtk is true) that I can successfully change the state of the actor (in the attacking state):

enter the description of the image here

Animation plan:

enter the description of the image here


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But since the transition from true to false is done instantly, the animation of attack is not even displayed.

To solve this, I put a delay and a condition so that the event can no longer be called until the cycle runs (animation = attack => end of the cycle). animation of attack) is finished:

enter the description of the image here

So, when the actor is in the state of attack, the attack animation is usually performed. After 5 seconds the animation stops.

It turns out that during this time interval, the animation does not play once.

I imagine that there is a way to calculate the time that lasts animation and set the delay time.

But better than that, I wondered if there was any way to know when the animation was over and from there change the variable to false and perform the action of damage.

Reflecting on it, I looked for it and found this:


But I came across this error:

This (auto) template is not a BTTask_BlueprintBase, so & # 39;
The target must have a connection.

Error link:


I've also seen something about sphere traces, attached to an actor's take. But in my case, I do not want to apply the damage just in case of contact of the arm of the actor (armed or not) with the target, it would be something like we see in the MOBA style games.

It would be like a basic attack of Garen / Yasuo / Darius.