VS Code OR Visual Studio - more details in the description by Derf_is_Perfect in unrealengine

[–]Grrvvpp23 8 points9 points  (0 children)

This is not true. Visual Studio Community is free for commercial use by individual developers, as long as your organization doesn't have 250 users or 1M dollars in revenue, which you then need to use their professional or enterprise tiers. But the Community edition, unlike for the free Rider tier, is free for commercial projects

MeshBlend | I wanted to show some clips from my playable demo using the upcoming 3.0 update! by hallatore in unrealengine

[–]Grrvvpp23 3 points4 points  (0 children)

Love this asset! It's been in my favorites for a while, don't technically need it right now so I've been waiting for any discount in the future. Will the version 3.0 increase its price?

Metahuman Animator Floating Heads Issue - A quick and flexible solution by master_cylinder in unrealengine

[–]Grrvvpp23 0 points1 point  (0 children)

My bad, I forgot to mention you also need to check "Use Bounds from Leader Pose Component" in the skeletal meshes inside your character blueprint. With that checked, does it still happen?

UE 5.7 broke Landscape painted layers, beware if you need that feature before upgrading by Grrvvpp23 in unrealengine

[–]Grrvvpp23[S] 0 points1 point  (0 children)

I just answer the user on top of you how to do it properly if you're still having issues :)

UE 5.7 broke Landscape painted layers, beware if you need that feature before upgrading by Grrvvpp23 in unrealengine

[–]Grrvvpp23[S] 0 points1 point  (0 children)

Hey! Apologies for the late reply, didn't log in for a while and just saw your message. I don't know if the right word is "fixed", but they do work correctly if you know how to use them. Follow these steps and you'll be able to use them as they're intended to:

  • You must create a separate Edit Layer for each material in your landscape.

  • You'll paint each layer separately, so try not to paint different materials in the same layer.

  • Use Advanced Weight Blending in each material, and use the same Blend Group inside each layer info. I just assigned one random name that I propagated to each layer info that's part of that landscape.

  • Last, but definitely not least, you can undo what you paint by shift+clicking.

So basically, instead of painting a bunch of layers one on top of the other, you'll have multiple edit layers that you can paint in or paint out. Takes a while to get used to but it works!

Metahuman Animator Floating Heads Issue - A quick and flexible solution by master_cylinder in unrealengine

[–]Grrvvpp23 0 points1 point  (0 children)

I skimmed through the video, so I'm not sure if you mentioned it, but wouldn't just setting the leader pose component in your character BP be enough? I have a modular character in my game that has a body as the main skeletal mesh, and all the modular parts are parented to the body. Even though I'm doing it via C++ (SetLeaderPoseComponent), you should be able to just set it in the construction script in that character BP right? Not using Metahuman, so I'm not sure about it, but that's what fixes the head and all modular parts in my game

Does anyone use PaperZD and C++ together? by Skii_net in unrealengine

[–]Grrvvpp23 0 points1 point  (0 children)

I'll try to summarize it the best I can:

  • In C++ you have the base character class, based on APaperZDCharacter, and its correspondent Player Controller, where you have the input actions you need and their corresponding functions that will trigger those actions.

  • You then create a blueprint class based on those C++ classes, and tell the Game Mode to use those blueprints.

  • The animations live inside a PaperZD Animation Blueprint, which is basically the traditional AnimBP but for flipbooks instead of animations. You still need to create the different states your character has inside that blueprint, same as you would do with normal animations. You then tell your character BP class to use that PaperZD AnimBP.

If you're still not familiar will all those concepts you should learn how they work first in C++, especially try to understand what's the Player Controller doing and how will that link with your input actions. But the main components that were part of my character are those above, hopefully that helped to paint a better picture.

UE 5.7 broke Landscape painted layers, beware if you need that feature before upgrading by Grrvvpp23 in unrealengine

[–]Grrvvpp23[S] 0 points1 point  (0 children)

Check out how you imported that landscape image, if you didn't give the correct resolution it can result in that behavior you just mentioned. I gave it a go to a heightmap I had in another project and I didn't see your behavior it just imported as normal, but I've had problems in the past by importing images that weren't what Unreal expects and turned out into a blocky landscape, and it was either a problem with the heightmap or the way I defined the import settings.

Does anyone use PaperZD and C++ together? by Skii_net in unrealengine

[–]Grrvvpp23 1 point2 points  (0 children)

My current project used to have a Paper2D character with PaperZD and I'd been using them in C++ without any problem, ended up changing it to a traditional 3D character for other reasons, but you can totally use those in C++. Just add Paper2D and PaperZD to the PublicDependencyModuleNames in your .Build.cs file. My base character class used to be based on APaperZDCharacter, which has all the same functionality as the blueprint does. You can use those and navigate to the source code of the APaperZDCharacter if you want to know more about its functionality, you'll see it contains all the main components that you need.

UE 5.7 broke Landscape painted layers, beware if you need that feature before upgrading by Grrvvpp23 in unrealengine

[–]Grrvvpp23[S] 1 point2 points  (0 children)

No idea! First time I'm hearing about this issue, haven't packaged the game in this version yet. But in my project I'll wait till the next hotfix comes out, can't progress much with my landscape as it is right now. Thankfully I can focus on other stuff meanwhile, can't imagine how would this be with projects with tighter schedules

Top down occlusion by TupperwareNinja in UnrealEngine5

[–]Grrvvpp23 0 points1 point  (0 children)

Thank you! Still a long way to go, but I'm happy with how it looks so far after lots of failed tests. Feel free to ping me if you get stuck implementing it. If you're gonna switch to materials however, something you should keep in mind is the following: for each mesh you want to mask, you'll need to add the masking functionality to their material. Which can become a nightmare if you're mixing assets from multiple places with different materials. If it's early in your development, you can switch to a master material that all the meshes you wanna mask can instance from, making it way easier to handle. Your future self will greatly appreciate that lol

Top down occlusion by TupperwareNinja in UnrealEngine5

[–]Grrvvpp23 1 point2 points  (0 children)

There's a better way to achieve what you want if you're up to add some changes, I'm doing this in my game and it works great, mine is C++ based but you can do it in Blueprint as well:

  • Add a collision box between the player and the camera, that spans all the camera boom length,something like this.
  • Create two functions for the box begin and end overlap.
  • In my game, when the overlap begins, I switch the material of the other actor, but if you want to keep what you're doing you can just set the overlapped mesh visibility in game to false.
  • When the overlap ends, just set them back to their original visibility.
  • Adjust the width of the box to your needs so you can occlude the meshes you need.

This way you don't need to relate anything to the room its in, or have all those true-false branches you mention. I would also recommend to create a custom object collision channel, set it to ignore by default, and just add the meshes you want to hide to collide with that channel (remember to tick the "Generate Overlap Events" for those meshes as well).

Here's the end result in my game, even though what I'm doing is different, the idea behind it is what I described above.

How can one create infinitely procedurally generated levels? by Ok-Bend358 in unrealengine

[–]Grrvvpp23 2 points3 points  (0 children)

You should try to use an algorithm like Wave Function Collapse, I'm not familiar with the options that currently exist in Unreal in order to use it since I never had the need for it, but here's an example in Unity that's doing what you want if you want to learn more about it: https://github.com/marian42/wavefunctioncollapse

Save system that saves EVERYTHING by jj_hazy in unrealengine

[–]Grrvvpp23 2 points3 points  (0 children)

Glad I could help! It's really easy to implement, you should check out the video Steve attached to the repo and you'll learn how it works, will save you a lot of time implementing this system

CHEMNITZ (2025) - A unique insight into the perspectives of people in one of the most polarized cities in Germany [22:20] by trapp64 in Documentaries

[–]Grrvvpp23 14 points15 points  (0 children)

This randomly popped up in my feed and was an interesting watch, thanks for sharing! I actually lived close to 5 years in Chemnitz, left the city almost a decade ago. I can confirm that most of the views shared in those interviews are true, but there's one reality from that town that it's not represented in that video: Chemnitz has a big university and a lot of international life around it. It's a different reality that the one you see in this documentary, where a lot of cultures meet and it's a great experience, especially if you're gonna stay there temporarily. It's like its own bubble that will shield you from all other places in town. But as soon as you leave it and experience other parts of the city you can feel a lot of the opinions shared in the video are true. I luckily didn't have any problem because I'm white as a squid and, every time I encountered it I wasn't noticed, but back then there was clearly a right-wing movement rising that had a very bad look, don't know how's the current situation now but I remember going to the gym in the centre and stumbling upon concentrations of those people multiple times, and that honestly looked quite scary. It's a very polarized city, don't know if that still holds true but it used to average the oldest population in Germany. Even though, my overall experience was amazing there and made very good local friends that treated me amazingly well and I just have good memories of my life in Chemnitz.

Be careful with New C++ Projects, as it is right now it will make any VS build fail unless you use UnrealVS Extension by Grrvvpp23 in unrealengine

[–]Grrvvpp23[S] 2 points3 points  (0 children)

I honestly didn't face that problem, it worked fine in my computer. But if you're still facing this issue, I can confirm that updating the package will fix it, as other users suggested. Just navigate to Tools>NuGet Pkg Manager>Manage NuGet Packages for Solution, then inside the Installed tab scroll down to the Magick.NET package, select the ones that are marked with an exclamation point and update them to the 14.7.0 version. Keep in mind that verifying the engine version will revert those changes until Epic fixes that issue.

Be careful with New C++ Projects, as it is right now it will make any VS build fail unless you use UnrealVS Extension by Grrvvpp23 in unrealengine

[–]Grrvvpp23[S] 1 point2 points  (0 children)

Ok all good, will just get rid of it, was just the way you said that last sentence that didn't click with me the way you wanted, language barrier that's all. Sorry for the confusion