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  • ✇Recent Questions - Game Development Stack Exchange
  • How to set the hair_mesh to follow the animation?josil
    How to set the hair mesh to follow the animation? I am trying this. .cpp Hair = CreateDefaultSubobject<USkeletalMeshComponent>("Hair"); Hair->SetupAttachment(GetMesh()); Hair->AttachToComponent(MyCharacter::GetMesh(), FAttachmentTransformRules::KeepWorldTransform, TEXT("head")); .h UPROPERTY(EditAnywhere, Category = "Components") class USkeletalMeshComponent* Hair; I have attached the hair mesh to the Head socket but the hair mesh is not following the animation. The ha
     

How to set the hair_mesh to follow the animation?

How to set the hair mesh to follow the animation? I am trying this.

.cpp
Hair = CreateDefaultSubobject<USkeletalMeshComponent>("Hair");
    Hair->SetupAttachment(GetMesh());
    Hair->AttachToComponent(MyCharacter::GetMesh(), FAttachmentTransformRules::KeepWorldTransform, TEXT("head"));

.h
UPROPERTY(EditAnywhere, Category = "Components")
    class USkeletalMeshComponent* Hair;

RESULT

I have attached the hair mesh to the Head socket but the hair mesh is not following the animation. The hair mesh is called Hair_Mesh and has been attached in the editor while the Hair skeletal mesh component is already sets to UPROPERTY(EditAnywhere, Category = "Components")

  • ✇Recent Questions - Game Development Stack Exchange
  • How can I find the opposite angle and position of the camera?Boneco Sinforoso
    In this project I have a character and a camera that follows it. The camera has a position relative to the character that was defined as (x = 0, y = 0, z = 0) and also its rotation: I found a value close to its position and opposite angulation, but not really the correct value: By pressing the Q key, the camera shifts to the position and angulation that I have discovered. Releasing the Q key, the camera returns to its initial position: IN GAME: As you can see, the inversion is not 1
     

How can I find the opposite angle and position of the camera?

In this project I have a character and a camera that follows it.

The camera has a position relative to the character that was defined as (x = 0, y = 0, z = 0) and also its rotation:

enter image description here

I found a value close to its position and opposite angulation, but not really the correct value:

enter image description here

By pressing the Q key, the camera shifts to the position and angulation that I have discovered. Releasing the Q key, the camera returns to its initial position:

enter image description here

IN GAME:

enter image description here

As you can see, the inversion is not 100% correct.

One of the ways I thought, is a way where I take this relative value from the camera (x = 0, y = 0, z = 0) and with that:

enter image description here

I put the character's mesh at the location (x = 0, y = 0, z = 0) at the level and so, as the camera will be (for example) x = -250, y = 0, z = 300, it's just I invert the value of x. The angulation is simpler to deduce, but it would be interesting for me to also derive its relative value (0, 0, 0).


EDIT 1 (Attempt that I did and that almost worked out)

By clicking the down arrow to the left of the values, you can select whether you want the variable to be Relative or World (I did not know that):

enter image description here

Before it was all 0, it now has a value:

enter image description here

Taking the minus sign, I was able to figure out the opposite position:

enter image description here

New position:

enter image description here

It happens that at the time of changing the angulation from relative to absolute, a conversion is not made:

enter image description here

I can not get absolute value equivalent to relative. What happens is that the value 0, 0, 0 is also defined for the absolute rotation. In the image below the camera was exactly in the same position as the VR camera:

enter image description here

I discovered by trial and error the equivalent angulation between relative and absolute:

enter image description here

BLUEPRINT:

enter image description here

The code works correctly, but I feel that again I did not get exactly the position and opposite angles.

Here are some screenshots of the game:

Local X with NORMAL CAMERA:

enter image description here

Local X with OPPOSITE CAMERA:

enter image description here

Local Y with NORMAL CAMERA:

enter image description here

Local Y with OPPOSITE CAMERA:

enter image description here

Note that in the opposite camera you can see the end of the world (sky) from wherever you are, which is not the case with the normal camera. I noticed this, and so, I think once again I did something wrong.

  • ✇Recent Questions - Game Development Stack Exchange
  • Gpu crashed or d3d device removedNikita Struk
    fellow StackExchange community. Probably everyone who has worked with Unreal Engine 5 has had this error. In general, it is associated with incorrectly configured video card drivers. But as my own experience has shown, this is not the end of the matter. Most of the projects I work on do not have files that require serious graphics processing (complete or almost no shaders, detailed textures, and so on). I want to ask more experienced professionals, are there any possible ideas to solve this prob
     

Gpu crashed or d3d device removed

fellow StackExchange community. Probably everyone who has worked with Unreal Engine 5 has had this error.
In general, it is associated with incorrectly configured video card drivers.
But as my own experience has shown, this is not the end of the matter.
Most of the projects I work on do not have files that require serious graphics processing (complete or almost no shaders, detailed textures, and so on).
I want to ask more experienced professionals, are there any possible ideas to solve this problem? In advance, sincerely grateful for your suggestions.

For the test run, I used the default first-person shooter game.

Error and logs

Errors at Crash text file

[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: PageFault: Found 0 active heaps containing page fault address
[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: PageFault: Found 0 released resources containing the page fault address during last 100 frames
[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: [GPUBreadCrumb]   3D Queue 0 - Begin: Frame 12164 - Scene - Lights - DirectLighting - UnbatchedLights - First_Level.Sunlight - ShadowProjectionOnOpaque - VirtualShadowMapProjection(RayCount:8(Adaptive),SamplesPerRay:4,Input:GBuffer)
[2023.03.24-15.39.41:402][167]LogD3D12RHI: Error: [GPUBreadCrumb]   Copy Queue 0 - No Data
[2023.03.24-15.39.41:445][167]LogD3D12RHI: Error: [GPUBreadCrumb]   Compute Queue 0 - No Data
[2023.03.24-15.39.41:475][167]LogD3D12RHI: Error: DRED: No breadcrumb head found.
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error: DRED: No PageFault data.
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error: Memory Info from frame ID 12601:
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error:   Budget: 7288.00 MB
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error:   Used:   2007.76 MB
[2023.03.24-15.39.45:481][167]LogD3D12RHI: Error: PresentInternal(SyncInterval) failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:639 
 with error DXGI_ERROR_DEVICE_REMOVED

[2023.03.24-15.39.45:517][167]LogWindows: Error: Error reentered: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 868] 
CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D1

Last Fatal Error in Logs

[2023.03.24-15.39.45:517][167]LogWindows: Error: Error reentered: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 868] 
CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:910 
 with error DXGI_ERROR_DEVICE_REMOVED  

Unreal Engine 5 Error Image

enter image description here

Unreal Engine Process Error

enter image description here

Computer components and software

Unreal Engine versions that I used: 4.27, 5.0, 5.1
Graphics card: Nvidia RTX 3050
RAM: Kingston KF2666C16D4/16G (4 items)
Processor: Intel12th Gen Intel(R) Core(TM) i5-12500, 2995 MHz

Solutions

The solutions I used:

1) Reinstalling drivers via GeForce Experience  
2) Reinstalling drivers manually in Safe Mode.  
3) Reinstalling drivers using Display Driver Uninstaller.  
4) Older drivers installation.  
5) Uninstalling conflicting software (ASUS CRATE ARMOURY).  
6) Entering the following commands into the console:  
dism.exe /online /cleanup-image /scanhealth  
dismount.exe /online /cleanup-image /restorehealth  
dism.exe /online /cleanup-image /startcomponentcleanup  
sfc /scannow  
chkdsk /f  
7) Checking your computer components for performance (including memory sticks).  
8) Using programs to adjust graphics card performance (like MSI Afterburner).  
9) Automatically installing Windows own drivers.  
10) Updating Windows.  
11) Set the power consumption in Nvidia Control Panel to the maximum performance.  
12) Reinstalling Unreal Engine.  
13) Hard reset of the system disc. I tried to reinstall the system.  
14) Disabling Intel UHD Graphics integrated graphics drivers.  
15) Disabling MSI Afterburner.  
16) Changing display settings in Unreal Engine.r.ScreenPercentage.  
17) Changing Unreal Engine graphics settings ( Cinematic, Ultra, High, etc.)  
18) Enabling Virtual Texting.  
19) Changing Directx12 on Directx11 and vice versa.  
20) To change the values in TDRDelay and TDRDGIDelay in Registers Editor.  
21) Uninstalling the Rivatunner statistics server
22) Switching from studio to game drivers and vice versa.
23) Undercloaking GPU (postponed an error but hasn't solved it).
24) Overclocking GPU (system freeze).
  • ✇Recent Questions - Game Development Stack Exchange
  • Map with media texture not packagingHimanshu Chaudhary
    I have a simple map with a Big-sphere and a pawn inside it. I use media texture and media player to play 360 video on it. But when I try to package it for windows-64 it fails while it tries to cook the map. Yes all the videos are copied to Content/Movies first and then imported to UEProject as asset later. This is very crucial to our project. One of our developer have already started to build the solution in Unity just in case if packaging issue does not resolve with media player in unreal.
     

Map with media texture not packaging

I have a simple map with a Big-sphere and a pawn inside it. I use media texture and media player to play 360 video on it. But when I try to package it for windows-64 it fails while it tries to cook the map.

Yes all the videos are copied to Content/Movies first and then imported to UEProject as asset later.

This is very crucial to our project. One of our developer have already started to build the solution in Unity just in case if packaging issue does not resolve with media player in unreal.

Please help!

Why can't this event call its parent event?

It's me... Back again... with another Unreal problem...


I have an Event in my Parent Class called Overridable :: PreDialogueScreenEnter

enter image description here

I have overridden the same Event in a Child Class:

enter image description here

Yet when I attempt to call the parent event from the child class, the option is greyed out.

enter image description here


Tl;Dr:

Why call parent event not work >:|

How to apply saturn's ring texture in Unreal Engine 4?

I'm working on a "solar system" model project. And while trying to apply saturn's ring texture which is this one : enter image description here

it ended up looking like this: enter image description here

I'm new to UE4 and this branch in general. So I have no idea how to fix this . your help would be appreciated

How can I edit collisions in Unreal Engine?

I made a concave house model. When I import it to Unreal Engine it generates a simple box collision that covers the full mesh. I need a collision that only covers the walls. How can I generate one or edit the collision? (I'm using Maya.)

Why do my axis mappings to remap the MoveForward and MoveRight keys not seem to have any effect in-game on Unreal Editor 4.27.2?

Since I have an azerty keyboard instead of a qwerty one I'm trying to remap wasd to zqsd for the in-game playing in Unreal Editor 4.27.2.

I've started a new blank c++ project with starter content. Then I went to Project Settings -> Engine - Input -> Axis Mappings.

This is what my new axis mappings look like: enter image description here

However, no matter what, when clicking Play, the camera movements will only respond to wasd and completely ignore the axis mappings which I put there. I build, compiled and tried restarting the editor but to no avail. What am I missing?

Why is Visual studio 2022 intellisense not working on unreal engine 4.27?

I am new to unreal engine. Whenever I add a new class on unreal engine and open it in visual studio 2022 the intellisense doesn't seem to work for instance if I write #include "" it does not show me all the components. I have added the game development with C++ in visual studio installer?

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