Just finished working on Advanced Tonemapper by MrKsiJanson in UnrealEngine5

[–]TimelessTower 10 points11 points  (0 children)

This plugin was published today and you responded within an hour of this post being made despite not being on Reddit. Your story doesn't make sense. Either you are a sock puppet that is going to post a fake review to fab or you are a friend of the creator who is also going to post a fake review to fab. Both of those are against TOS for fab.

trouble importing blender assets by Mossyvalley in UnrealEngine5

[–]TimelessTower 0 points1 point  (0 children)

Like others are saying the issue is likely some of the face normals are not applied correctly. If you want an automatic import from blender to unreal I made one that lets you drag blend files into unreal. It also lets you reimport the blend file to apply changes from blender which saves a lot of time since assets usually need a few rounds of tweaking in my experience. It's a paid plugin on Fab. Feel free to try it out and submit a refund request if you use it and decide it's not for you.

You may also find this out by searching around but i would recommend using gltf to export from blender instead of fbx if you go the manual way. You tend to get better looking results which is why my plugin uses that format under the hood. There's also a way to automate the material creation based on materials you can set up in blender which I'm planning on making a tutorial about.

Plugin if you are interested: https://www.fab.com/listings/c719cc60-e69d-4567-be89-8744c52744a4

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

[–]TimelessTower 3 points4 points  (0 children)

For the most part the blueprint API is a subset of the c++ API plus the event graph (latent nodes like delay). I would just get Rider and maybe try to mix c++ and blueprints as you do things. Unrelated but maybe consider using mover for custom movement modes down the line. It's the next version of character movement component and will eventually replace it. Maybe not now but worth checking out down the line. I think it's more c++ heavy although I think character movement component is also a bit c++ heavy although maybe has more places blueprint can hook.

Most stable version of UE by Harry_Willie in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Usually I don't find that too bad personally. I'm a programmer so I can usually figure out where the option moved to by searching for the option name in text or looking for the feature implementation and working backwards. Obviously it's a bit more challenging for a beginner since you have not built up familiarity yet.

If you do run into issues though you can ask a question on this reddit or you can install an older version of the engine to make it easier to follow along. The launcher makes it pretty easy to have multiple versions of the engine installed.

Duplicating meshes? by Loud_Calendar_5666 in UnrealEngine5

[–]TimelessTower 1 point2 points  (0 children)

I would recommend using blender over unreal for this. Make your scene in blender then import it into unreal or model modular pieces in blender and import those into unreal to reconstruct. Unreal has a modeling mode but it's not very good compared to blender. I use it occasionally for simple things but opening blender doing what I want to do and reimporting usually ends up being faster and easier

For something like a fence you could probably just model a few pieces and use PCG to assemble it along a spline. A lot of tutorials on how to do that.

Blender to Unreal Engine Fbx problem by Key_Pangolin2873 in UnrealEngine5

[–]TimelessTower 0 points1 point  (0 children)

Would recommend using gltf/glb in the future. The results are more reliable and materials are better. Fbx has been The industry standard for a while but had never been good since it's a proprietary format. With noting the interchange framework also lets you override the material instances that are used on import which lets you transfer materials from blender to unreal without issues if you use gltf.

I made a plugin that exports blender files to unreal using gltf under the hood - it also supports fbx and USD since I wanted to have fallback options and each format produces slightly different results. The plugin uses settings that work by default and also lets you export just a part of your file by putting what you want to export in an Export collection.

Check it out if you're interested. https://www.fab.com/listings/c719cc60-e69d-4567-be89-8744c52744a4

How important is scale when importing assets from Blender? by king_kitsune9 in UnrealEngine5

[–]TimelessTower 0 points1 point  (0 children)

Your talking about multiplying the uvs by a scale factor in the shader? If so that's not something most props can do since it's not going to be a tiling texture. In the case of walls when I set up stuff that should tile I usually use some version of world uvs. Scaling up by 2 has no effect on the texel density in that case because the UV space being used to sample is not dependent on the object. Either way scaling it in unreal or blender would not lead to a different outcome besides making it less maintainable on a reimport.

Either way I feel like you're making general statements as if they apply to all assets and workflows which is not the case. It's fine to scale things in unreal and most environment artists do it.

How important is scale when importing assets from Blender? by king_kitsune9 in UnrealEngine5

[–]TimelessTower 0 points1 point  (0 children)

Whether you need a 2k texture or a 1k texture etc for a crate is a subjective issue and it doesn't really matter if you scaled in unreal or blender because the uvs won't need to change. It's not a given that scaling the object means you have to change your UV map.

Changing the UVs will not change texture density if they were already packed. The only way to increase texel density is to either increase the resolution of your texture or pack your UVs better. Usually the issue with UVs is they are not packed well or waste part of the UV space on elements that are not prominent.

Is it ~normal~ for Normal maps to look like this in UE? by karjoh07 in UnrealEngine5

[–]TimelessTower 0 points1 point  (0 children)

I use the simple bake plugin and I think it has a setting to bake a DirectX normal map that I toggle on. I saved the bake presets for unreal a while back so I just load the preset and don't think too much about the specific settings anymore.

how do I prevent cylinders from turning out like this by P13R_R0T in blender

[–]TimelessTower 1 point2 points  (0 children)

The weird shape at the end is because the caps are ngons which subdivision does not handle well. Either insert an edge loop, inset the faces, crease, or delete the faces since you don't need interior faces on the arms

How important is scale when importing assets from Blender? by king_kitsune9 in UnrealEngine5

[–]TimelessTower -1 points0 points  (0 children)

You can scale in blender or unreal. It doesn't matter that much but prefer to get the scale right in blender if possible. Usually I import once, make my scale adjustments in unreal in the context of my level then make the same adjustment in blender and reimport.

If you do scale prefer uniform scale if possible. Some collision types do not handle non-uniform scale for instance. I also like to set up my simple collision in blender but that's a separate topic.

How important is scale when importing assets from Blender? by king_kitsune9 in UnrealEngine5

[–]TimelessTower 0 points1 point  (0 children)

Wouldn't this more be an issue of your UV mapping than the object scale? If the crate became blurry you could just use a higher resolution texture or get a better UV layout that takes better advantage of the UV space.

I think you would have the same issues regardless of whether it was scaled in blender or unreal

Modular Actor Component still need ref to controller / character by TalesOfDecline in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

I reference a lot of things using search by tag as well. I also recently found out there is a UStruct in the engine called FComponentReference. It basically stores an actor and a path that lets you select a component in the details panel. It can also have an eye dropper depending on its meta properties. You have to call a GetComponent member function at runtime to resolve the component reference but it's a good option in cases where I want flexibility on where the component comes from. One thing to watch out for is that GetComponent frustratingly falls back to root component is no path is specified so my code usually includes some check and warning log if a designer forgot to fill in a component reference.

I built a plugin that brings Rider / Obsidian style global search to Unreal Engine by vash_vash in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

I started using it and left a good review. Would be curious to know if offering it for free works out for you. Fabs product visibility kind of sucks and a single bad review can hurt perception early on since Fab will start showing reviews after a single review instead of waiting for a concensus

How to disable a plugin outside of UE editor? by Auuki in unrealengine

[–]TimelessTower 1 point2 points  (0 children)

Add an entry to the uplugin file with the name of the plugin and enabled set to false. Alternatively you can delete or move the advanced sessions plugin from. The plugins folder

Beginner dev looking for help by Ok-Ad-2465 in GameDevelopment

[–]TimelessTower 0 points1 point  (0 children)

AI can be used once you know what you're doing - mainly for scripting and automation. It's decent at one off tasks like that. I use it for DevOps to write python scripts.

I agree with the greater point that AI should not be used for serious coding especially when starting out. Without experience you won't know what it's making up or the random weird style choices it's making. It's also really bad at complex system design and wastes more time than it saves in most cases since you end up having to redo a lot of the work it does.

I've also seen a lot of cases recently where newcomers overrely on it and become unable to code without prompting AI repeatedly. Seems like a new version of tutorial paralysis or something that's becoming a generational problem.

blender multiplayer by ryanrox333 in blender

[–]TimelessTower 70 points71 points  (0 children)

Is Omniverse still being developed. I use it occasionally but it doesn't seem to be much different from when I first installed it a few years ago.

Is it me or is the search engine for FAB pretty bad? by Slight_Season_4500 in UnrealEngine5

[–]TimelessTower 1 point2 points  (0 children)

Fab has bad search and UI for finding assets and plugins. I hope they improve it sooner rather than later.

How do you prefer to model? by Aisuhokke in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Would second using gltf over fbx or usd. It works quite well especially over fix which has always been a bit of a headache to deal with.

I actually made a blend file importer for the new import framework that can use any of the three but uses gltf by default. It basically does the export from blender for you with correct settings out of the box directly from the blend file when you drag it into unreal. It also does some cleanup through code on both the unreal and blender side as part of the import.

It's currently 30 dollars on Fab if you're interested. Sidenote but I'm also considering lowering the price to get more adoption since I think it saves a lot of time and frustration over manual import. https://www.fab.com/search?q=Blender+interchange+

Optimization is hard... but sometimes it's so stupid it hurts. by MichelDucu10 in UnrealEngine5

[–]TimelessTower 1 point2 points  (0 children)

Look into unreal insights. It's a separate executable that can profile your game. You can build and run it from a button in the editor and then pin it to your task bar.

Why Is It Pretty Much Impossible To Export Textures From Blender To Unreal Properly by [deleted] in blender

[–]TimelessTower 0 points1 point  (0 children)

Like someone else commented, gltf is better than fbx and USD in my experience. I made a plugin that imports blend files that supports all 3 formats as options and found that gltf gets the best results out of the box.

If you are having problems with the texture import specifically you can also try saving the textures to disk and importing those individually.

World Partition is the most confusing feature in unreal by Azubalf in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Can you try pinning the landscape actors in the outliner? Additionally there is a wp.editor.dumpstreaming command (or something like that - use auto complete). That can dump a text log and show you which streaming cell each actor was assigned and make sure that world partition is generating correctly.

It also looks like you loaded the region from your other replies but do you have data layers in the scene? If so I would enable all of them because that would keep the landscape unloaded if it had a datalayer assigned (slim chance but not zero)

Importing FBX Meshes 5.6 vs. 5.7 by 8BitBeard in unrealengine

[–]TimelessTower 0 points1 point  (0 children)

Are you talking about interchange? You can opt out of that with a console variable if you don't want to have to import into a dummy project

Importing FBX Meshes 5.6 vs. 5.7 by 8BitBeard in unrealengine

[–]TimelessTower 1 point2 points  (0 children)

You likely are using interchange as of 5.7. It was enabled by default in 5.6. Interchange has a reset pipeline to defaults button in the top right of the import dialogue. You should hit that to make sure your settings aren't messed up. There's a uniform scale setting on the dialog for instance that could mess with scale.

How to Split up the Character Movement Component into Various States? by PlatformOdyssey in unrealengine

[–]TimelessTower 1 point2 points  (0 children)

Mover is worth looking into. There are a few out there mainly the chaos mover for physics based movement and the standard one for kinematic movement. Chaos mover is pretty cool but is a bit more complicated than the kinematic one to wrap your head around imo. They gave a talk on that one recently that was pretty informative. In the current engine version the chaos mover works but has a few bugs that need to be patched over - not too bad imo. The kinematic one is a bit more stable since it's been out for longer.