BUG Xorg, I see black shadows in Unreal Engine - archlinux

i am beginner in Unreal Engine. o i have installed the mesa, xf86-video-intel, but when i start an project, i see black "shadows" who follow my move in the scene. I am on Arch Linux( 4.10.13-1-ARCH )
Sorry for my bad english, i am french ^^ Good day !

Related

How to configure MOCP mapping and Expression with metahuman and Live Link

as my title says I am having trouble mapping face data from the Live Link app to a metahuman.
Here is what I have done so far:
Created a UE5 project (Film/Video & Live Event)
Imported a metahuman (custom-made) into the project
Added required plugins to project (Live Link, ArKit, Apple-etc)
Connected Live Link mobile application to local network
Set the metahuman's animation controller to the Live Link feed
Calibrated the Live Link data within the Live Link application
The problem I am having:
Parts of the face are not responding at all (ex. metahuman's right eyebrow does not respond to me lifting my left eyebrow).
The left corner of the mouth seems to be stuck (ex. when I try to open my mouth, all points respond except for the single point stays where it is).
The mapping/naming of facial components seems to be mirrored/off/labeled wrong (ex. if I was to wink my right eye this would result in my right eye closing and my right cheek pressing upward. On the metahuman, the left eye would blink and the right cheek would raise.)
These issues are very frustrating as I can not seem to get past this basic calibration. I see online people using these same tools and getting results with the metahuman's facial movements that are really clean. Is there something I am missing? I know that after the metahuman has been calibrated, I will create sequences, am I supposed to be modifying these value there? I am not sure... I have commented on every video I can find and I have posted this question in the Unreal Discord (here) with basically no help.
Note: I don't need a full solution, I just need to be pointed in the right direction! Please let me know if there is anything I am missing in my setup or calibration workflow.
thanks for reading.
Had the exact same problem with a customer project, and the issue was it wasn't using the correct animation blueprint. Once we switched it to the correct animation blueprint for LiveLink the issue was immediately resolved. I remember that exact same facial expression - sorry as I know this was a frustrating one for the customer as well.
It seemed that I was doing everything right. After upgrading from 5.0.3 to 5.1 the issue stopped completely.

Importing new Animations to a Existing Character from Blender to Unreal Engine

So I'm building a game and I've run into this problem.
I built a character from scratch in Blender with 5 animations.
I successfully exported the .fbx file and implemented it in Unreal engine.
There are no errors and the game works fine, all 5 animations working.
I now need to add more animations to the character. It's here I'm a bit confused.
I built 5 additional animations in Blender saved the .fbx file but when I try to import it to unreal I get a message saying successful reimport, but the new animations don't show up in the unreal engine file browser.
I am trying to avoid having to rebuild the animation blueprint from scratch. Is there any way I can add animation to unreal and use them with the same character.
I've looked up animation retargeting but is doesn't seem to be working in my case. I have not tried everything but i'm looking for solutions online and keep running into dead ends. Can anyone please help or point me to the correct direction i will be greatful.
The entire project was built in blueprints. There is no Custom C++ Code.
When you import the animation fbx files there should be a dialog box asking you which skeleton you want to apply the animation to, in most cases this should be enough for targeting the animation to the specified skeleton. You just want to make sure all of your skeletal meshes are targeting the same skeleton.
To answer my own question, you simply ensure the Root bone in Blender is named something other than "Armature" and export it as .fbx file. Import it in Unreal using your existing Skeletal Mesh.

iOS7 - Game Center Integration

I spent all day searching for a tutorial on how to integrate Game Center into my iPhone app with no luck. I found few of them but they are either incomplete or obsolete.
1. I need a tutorial or documentation or any working source code.
2. Do I absolutly have to add my app in iTunes Connect during dev/test phases?
Here's some documentation about GameCenter that should get you started: GameCenter Programming Guide.
And yes, you absolutely have to add your game to iTC during development as well as prepare all your leaderboards and achievements (if any). If your game isn't completed yet, I have found it useful to just add any screenshots to iTunes Connect until you finish. If you don't have any previous apps, simply put in any image of the correct size, same goes for the app icon.
Hope this helps!

Eclipse SDK4: ugly perspective bar border

I am migrating RCP app to Eclipse 4 . And I'm stuck with problem: perspective bar has really ugly bold borders, I can't understand why, frankly no idea.
If I disable perspective bar through IWorkbenchWindowConfigurer.setShowPerspectiveBar(false) there are no ugly borders.
Spent 2 days googling without any results.
Related question: Kepler RCP CoolBar + PerspectiveBar appearance
You will have to play around with CSS. I would start from adding a simple CSS file to the RCP App, and changing the color for the eclipse-perspective-keyline-color. See an example of a theme here (line 76).
Other possible solution: Hide the whole perspective switcher.
configurer.setShowPerspectiveBar(false);

OpenGL template changes Xcode 4.5

I'm currently attempting to learn how to program in OpenGL in iOS. Turns out the book that I'm reading is made for Xcode 3 (Learning iOS Game Programming) and there's a huge leap in integrating Open GL between Xcode v3 and v4.5 with getting rid of the separation of OpenGL v1 and v2, the OpenGL library and getting rid of the old template. I think it would really help me get a starting foot if I could look at the original OpenGL template (the one with the 2D square moving up and down) translated over to the new standard OpenGL template, instead of seeing the 3 dimensional squares, so I can see what's translated to what. I have no idea why they changed the view (to show off possibilities?) but it makes it extremely hard to cross reference to know what should go where and what's what compared to the older template. Does anyone know a good way to tackle this or better yet, has the old template been translated?
The template that is included in xcode 4.5 uses openGL es 2. It shows 2 approaches. The first one is by using OpenGL ES 2.0 natively, shaders and everything that people are used to. The other is by using the special apple framework (GLKit). This one is made to ease the leap between OpenGL 1 and 2. (The transition between fixed and programable pipeline). My suggestion is to change completely your sources. Focus completely on OpenGL ES 2.0 by using other internet sources.
This link here explains the basics using the new template:
http://www.raywenderlich.com/5223/beginning-opengl-es-2-0-with-glkit-part-1