#ue4-general

1 messages · Page 1183 of 1

vagrant salmon
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The migrate tool seems to not touch the materials and I can't see myself creating over 200 mats by hand

void iron
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is it cuz of plugin

static viper
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what plugin

void iron
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different plugin turned on in the other project

static viper
#

you still havent posted me screenshots

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i need more info

void iron
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i found it online that might be the problem

muted dew
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can someone whos available check my screenshots and tell me whats wrong and why my mainmenu doesnt work?

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please someone help me????

static viper
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please choosey you really need to be more patient

muted dew
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i know

static viper
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maybe come back in a few hours

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it doesnt work that way

muted dew
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but tomorrow is the competition

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I dont have enough time

static viper
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yes sure

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but you cant force people

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and begging is not allowed too

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that is the reality of the situation

muted dew
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they help others and i am not being helped

static viper
#

thats not true

spice ruin
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If someone could help you, they would have by now.

static viper
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we help where we can

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but sometimes we cant

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we dont always know the answer.

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and we got our own lives too

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you are just as important as anyone

muted dew
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ive asked three ue4 servers and no one helps me

static viper
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sorry for that but

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still

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its always like that

muted dew
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kk

static viper
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dont take it personally

muted dew
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anyways

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i might give up

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because iv searcehed everywhere

static viper
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youll find a way

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if you step a way

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take a break

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getting all emotional now wont help.

muted dew
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i know

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but tomorrow i have to go to the competition

static viper
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maybe find another way

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cut some content

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we all go through what you go through

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we all have pressure

muted dew
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i know

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i ve searched everywhere

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discord is the last place ive asked for help

vagrant salmon
#

How can I export a material - copying the uasset and migrate aren't going to work in my case, I think because it's a matinstance...?

past turtle
#

Hey, when I test my game, there is sort of "noclip" controls by default, how can I remove them?

coarse jetty
#

does somebody know why when working for android, launch and package works different regarding to widgets?

muted dew
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ive created a new main menu but still doesnt work

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if anyone knows the solution please tell me

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can you join a vc please?

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ok

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shall i send some screenshots?

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here is what i made

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in the widget

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and this is the level blueprint

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did that help you somehow?

static viper
#

what is the problem

muted dew
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I created another main menu but still doesnt click buttons

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but the music plays

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fine

static viper
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can you see the menu?

muted dew
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yes

static viper
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can you show me the widget

muted dew
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the widget blueprints or the buttons etc?

static viper
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both

muted dew
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ok

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the blueprints of the widget

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and the screen

muted dew
static viper
#

well

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the umg looks fine

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can you click the button in the umg?

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or is there something in front of it

muted dew
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what is the umg?

static viper
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the menu

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is an umg

muted dew
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oh ok

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cant click them

static viper
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i mean in the editor

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not in game

muted dew
static viper
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ok

muted dew
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is that what you mean click them?

static viper
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then that works

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and when youre ingame

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and the umg pops up

muted dew
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yes but when i play the game they wont play

static viper
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you cant click the buttons?

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does nothing happen or can you not click them

muted dew
muted dew
static viper
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they usually move a bit when you click them

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do you have any other umgs open?

muted dew
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no

drowsy snow
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Again, check the Widget Reflector

muted dew
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what do i have to do in the widget reflector?

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i dont know about it

static viper
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when the game is running

muted dew
static viper
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you open it

muted dew
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opened it

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now?

static viper
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is the game running?

muted dew
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yes

static viper
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@drowsy snow where widget!!!

muted dew
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now what do i have to do?

static viper
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can you maybe

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make a video?

muted dew
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yes

static viper
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i think that would help

muted dew
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about what?

static viper
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record the screen when you press play

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so we see you pressing buttons

muted dew
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ok

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@static viper sent it

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did that help you understand the problem?

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@static viper ?

static viper
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i am here sorry

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can you upload this to ypoutube

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i am shy about files on discord

muted dew
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im a 14 year old what would i do to you?

static viper
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anyone can say that

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now

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if you want help

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upload it to a video side

muted dew
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where should i send it?

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wait

static viper
#

youtube is ok

muted dew
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ok

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wait

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gimme one sec

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i sent it

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@static viper ok?

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??

static viper
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ill watch it

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odd

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looks like your buttons are greyed out

muted dew
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i made the options button greyed out

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because i dont have options yet

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and also i changet the colors of the buttons

static viper
#

can you check if thje buttons are enabled?

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its an option on the same details panel where you set the colors

muted dew
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do you mean the is enabled?

static viper
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yee

muted dew
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yes they are

static viper
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ok

muted dew
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what should i do then?

static viper
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can you add a random button

muted dew
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yesa

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yes

static viper
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just drop it directly into main canvas

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so that it is visible but first

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and then dont do anything with it

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and try if you can click that

muted dew
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doesnt work

static viper
#

can you screenshot again

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i am getting confused too

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everything looks right

muted dew
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the button i put is the grey one

static viper
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nono

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that button is in VB

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dont put it in vb please

muted dew
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oh ok

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still doesnt work

static viper
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can you show again plis

muted dew
muted dew
static viper
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thx

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thats really strange my man

muted dew
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ik

static viper
#

can you click back ground for me

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and make a screenshot

muted dew
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whats the ground?

static viper
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the background

muted dew
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here you go @static viper

static viper
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ok

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where it says behavior on the right

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scroll down

muted dew
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yes

static viper
#

and see if you can find something for collission

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test hit visible or so

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and open that

muted dew
static viper
#

where it says visiblity

muted dew
#

yes

static viper
#

put it on collapsed

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dont worry well bring it back

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then press play

muted dew
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now

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still not working

static viper
#

shit

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my man

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how big is your project

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i might have to... look at it myself here 😦

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i cant find the error

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if it isnt too bigt you could upload it

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send me private

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i can try to look at it

muted dew
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2,64 gb

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@static viper why?

static viper
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i would try to find the error

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and when i found it

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i will tell you what todo

muted dew
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ok

static viper
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i am certain i can find it

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zip the project

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and then put it on the google drive

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and then DM me

muted dew
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how do i zip it?

muted dew
static viper
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this should work

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youre added

muted dew
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ok

static viper
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and make sure to upload it on google drive!

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they have virus checks

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i will still check for viruses

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i will not do this any other way

muted dew
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ok

static viper
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sorry

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i grabbed what i could find

thin cipher
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How get this node ? xD

static viper
#

WHAT

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THE FUCK

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IS THAT NAME

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holy cow

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thats a dot product by the way*

thin cipher
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thanks

naive python
#

greetings unrealers today i want to ask you 2 different questions
(I am Turkish and since game programming is not very developed in Turkey, I wanted to ask here 🙂 )

my first question
Is there a way to open unreal engine 5 project in unreal engine 4?

my second question is i will switch to unreal engine 5 soon but most likely my fps will be very low are there any methods or techniques to increase fps

tame marsh
#

oh wait, it's 39 characters

static viper
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yee but

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is that legal

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what does this name even mean

tame marsh
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"Find a hobby for God's sake."

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hmm, weird translation

velvet river
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Heyo I wanna ask some ue4 devs in here why they've chosen to stick with ue4

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Or alternatively if they plan to transition

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To ue5

static viper
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no transition to ue5

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i stick with 27

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the new project however will be on ue5

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in 2023

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after lots of patching

velvet river
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So is it mainly that devs are looking for more improvements to the engine before moving?

static viper
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yee

velvet river
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I'm just curious if there is any kind of division in the ue community on which engine they prefer

static viper
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ue5... hella bad

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no

velvet river
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Kind of like the dev divide between unreal and unity

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I see

static viper
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were all nice

velvet river
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Oh not a hostile divide

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Just a widescale preference difference

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Thanks for your input though :o

static viper
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sure

radiant haven
plush yew
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is help chat and i cant find ?

magic swift
#

can anyone help me with a problem im having with xsolla?

radiant haven
radiant haven
radiant haven
velvet river
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I've just started development and I'm still learning the engine after ditching unity

whole abyss
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is there any character controller that allows also doing crawling movement?

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i tried in the past but the default character controller doesn't allow that

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the hard part is when crawling you aren't an upright pillshape. You're flat on the ground

radiant haven
radiant haven
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Thats also why in most games when on the ground, some parts (Legs, head etc.) noclip through walls

whole abyss
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well yeah, but i'd like to avoid nocliping through walls of course

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doing the pill method, half the body would be able to go into walls

radiant haven
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You can also increase the radius

whole abyss
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that's true, though then it would take too much space on the side

radiant haven
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How do you think this is done. It cant, look at Rainbow six, on crouch when trying to noclip your legs into the wall, they switch sites. There is a reason why most Players have a non changeable Pill Collider

whole abyss
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i've heard of animation based movement/collission before, i think it has a specific name, might be worth looking into

whole abyss
radiant haven
#

For sure, but I wouldnt recommend going into that direction. Dont lock / limit the users viewing space, make you char adapt to the viewers space.

whole abyss
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If i can make my own character controller, i could just have a different kind of collission shape, when crawling

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but it would also mean i would have to code most of the other collissions and movement myself

radiant haven
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I dont recommend it, but go for it, you will see the problems

whole abyss
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it's been a while honestly, but i paused my experimental project cause of exactly this.

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i think i'll try, it's good stuff to learn regardless

muted iron
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im looking for advice on the anima plugin within unreal, or if there is an anima discord

radiant haven
#

link

fallow hornet
#

anyone have the issue where when you move a light it moves in the opposite direction and if so how do you fix it?

keen stream
#

hi everyone, i'm facing a weird issue which prevents the build from opening for some users. I've tried debugging and troubleshooting to find out what's wrong but i've come to a dead end. neither the stable branch or the staging branch open for some people, while for others it works perfectly. the stable build hasn't changed from a known working version. has anyone experienced this? could it perhaps be a steam issue?

tender pecan
ripe osprey
#

hi i saw this and some other similar weapons in many tuts so i think these are stock or free weapons .. can someone give me some informations about the m..thanks

proud abyss
#

hey, hopefuly one of you can give me a hand... ive rigged and imported a car from blender into ue4. if i double click the Skeleton Mesh it shows all my bones from blender in the skeleton tree(pic.1), but if i create/open the Physics Asset it only shows the root/body bone. how can i get it so it shows all the bones in the physics asset so i can add some to the wheels to

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i have them seperated in the blender project but exported as 1 object, but i guess that doesnt matter as they are showing up as 1 object and the bones are showing in the skel mesh page

oak patio
vocal laurel
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Hey , I'm facing some error in my BP code

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This is the error

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Is showing every time the widget is added to view port

proud abyss
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anyone any ideas as to why re-generate bodies wont work for me? i have a single convex hull on the body of the car and spheres on the wheels, im trying to change them to single convex to stop them from rotating in crazy directions

pseudo wave
#

is unreal engine supposed to open command prompt when it tries to open vs2019

wraith glade
#

is there a way to snap while rotating this? hoping to easily snap to 45/90, or at least whole numbers

real heath
#

top right of the viewport

wraith jewel
#

anybody know how to put fbx models together 😅

real heath
#

on import theres a checkbox "combine meshes"

wraith glade
real heath
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don't know sorry

wraith jewel
wraith glade
night oar
#

Hi, Guys. got a question. I have two animal character that are fighting with each other so what's happening is that when they attack each other both of them move apart and are like attacking thin air (when root motion is enabled) when I disable it they overlap each other as intended but when the montage ends they are overlapping each other and facing in the same direction so when they have to attack again I have to move the character I am controlling so the ai character attacks properly or I can attack properly.

signal linden
#

Hi, Does anyone know how to exclude InstancedFoliage from the light baking process?

night birch
#

I have such chunk of code and it produces such errors:

In use pin  <Unnamed>  no longer exists on node  ClientTravel . Please refresh node or break links to remove pin
In use pin  PlayerController  no longer exists on node  ClientTravel . Please refresh node or break links to remove pin
Could not find a function named "ClientTravel" in 'ThirdPersonCharacter'

Why? ClientTravel is a static function from my BlueprintFunctionLibrary

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It shows only mine

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nope, I always close unreal before building

night birch
#

Ok, what I've noticed is that every function in my blueprint function library is getting this bug

#
UCLASS()
class APINAMEHERE_API UMiscFunctions : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()
    
public:
    UFUNCTION(BlueprintCallable, Category = File)
        static void DeleteFile(const FString& Path);

    UFUNCTION(BlueprintCallable, BlueprintPure, Category = Misc)
        static bool IsEditor();

    UFUNCTION(BlueprintCallable, Category = DynamicSession)
        static void ClientTravelTest(APlayerController* PlayerController, const FString& IP);
};

night birch
#

Might it be bcs. of I have this blueprint function library in a plugin?

hybrid kite
#

Hi, how do you change the default mouse cursor in the editor? I don't like how it keeps changing colors based on what it's in front of, especially since it just turns grey when in front of something grey

night birch
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I've noticed its not only blueprint library. For some reason it can't see anything from blueprint, although it loads fine C++ classes

spring abyss
#

Hey Guys , Where Can I get Free Sparks Particles ? Does anyone know?

static viper
#

from one of the ue4 demos actually

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maybe elementals demo

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just download it

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and rip it apart

drowsy snow
static viper
#

WAS IT

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9 years???

spring abyss
#

Oh I saw a Particle - Elemental Fire sun

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But I want only that particle to be imported to my game

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Cuz it may occupy storage

static viper
#

you make it a seperate project

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and then you migrate the particle

spring abyss
static viper
#

it will only pull what you need

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nothing else

drowsy snow
spring abyss
#

Oh I tried but it was repeating failed

drowsy snow
spring abyss
#

When i import only that particle

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What should I do?

drowsy snow
vestal wyvern
#

Hello to all anyone could help me were i can find tile sheet PNG free

spring abyss
drowsy snow
drowsy snow
spring abyss
#

Oh yeah that's how I do

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Anyother method?

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It's saying

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Failed to import

heady citrus
#

does anyone know if there's a way to extremely increase draw distance for the engine itself? for example showing a particle effect from far away on a very large map? even when allowing LoDs to their max it still disappears at a distance which i want it to be seen

thorny snow
#

Does anyone know how to lower the radius on a navigation invoker along the y axis only. I have a pretty big building and I have one big navigation bound box covering the entire building I only want the player who is the navigation invoker to only cover one floor at a time and the navigation invoker radius covers the 6 floors which is way to much processing

uneven hemlock
#

the second i open up my project

#

LoginId:2f4081e648f68e585b418783c6cc3bed
EpicAccountId:476502a671664765b76dffb4e4f21e4a

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000a8

UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

it crashes with this error

spice ruin
#

Install the debug symbols.

uneven hemlock
#

it randomly happened while i was edditing a physics asset

uneven hemlock
spice ruin
#

Go to the options for your engine install in the launcher and it's there.

#

The crash log you've given us there is entirely useless.

uneven hemlock
# spice ruin The crash log you've given us there is entirely useless.

LoginId:2f4081e648f68e585b418783c6cc3bed
EpicAccountId:476502a671664765b76dffb4e4f21e4a

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000a8

UE4Editor_Engine!UPhysicsAsset::CalcAABB() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicsAsset.cpp:340]
UE4Editor_Engine!USkinnedMeshComponent::CalcMeshBound() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:1187]
UE4Editor_Engine!USkeletalMeshComponent::CalcBounds() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2738]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::CalcBounds() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Animation\DebugSkelMeshComponent.cpp:61]
UE4Editor_Engine!USceneComponent::UpdateBounds() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:1215]
UE4Editor_Engine!UPrimitiveComponent::UpdateBounds() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:3455]
UE4Editor_Engine!USkeletalMeshComponent::FinalizeAnimationUpdate() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysAnim.cpp:442]
UE4Editor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2659]
UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2353]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::RefreshBoneTransforms()

#

[D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Animation\DebugSkelMeshComponent.cpp:499]
UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:743]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::InitAnim() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Animation\DebugSkelMeshComponent.cpp:286]
UE4Editor_Engine!USkeletalMeshComponent::SetSkeletalMesh() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2802]
UE4Editor_UnrealEd!FAnimationSequenceThumbnailScene::SetAnimation() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\ThumbnailHelpers.cpp:601]
UE4Editor_UnrealEd!UAnimSequenceThumbnailRenderer::Draw() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\ThumbnailRendering\AnimSequenceThumbnailRenderer.cpp:26]
UE4Editor_UnrealEd!ThumbnailTools::RenderThumbnail() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\ObjectTools.cpp:4475]
UE4Editor_UnrealEd!FAssetThumbnailPool::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\AssetThumbnail.cpp:1045]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Public\TickableEditorObject.h:45]

#

UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1502]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4921]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!LaunchWindowsStartup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

spice ruin
#

It's trying to render a thumbnail for one of your assets and failing hard.

#

How to fix it? Not a clue.

#

Delete your skeletal mesh assets?!

uneven hemlock
#

should i do it in file explorer?

spice ruin
#

Yeah.

#

As long as you don't care about losing them.

uneven hemlock
#

its a new project so i dont really mind

spice ruin
#

It looks like it failed when getting the physics asset. Did you change any physics settings?

uneven hemlock
#

it works now tho ill just redo the stuff i deleted

#

@spice ruin it happened again

#

it happens when

#

i undo a some stuff

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and then save

spice ruin
#

So don't undo.

#

Find out specifically what you undo that causes it.

#

Trial and error.

#

Then don't do it again.

carmine granite
#

anyone know good movement tutorial for airoplanes or spaceships as i cant find any good ones

lucid grove
#

Hey! I wonder whats the trick about AI locomotion. Right now i have my character perfectly moving with locomotion setup, but AI mostly moving directly to destination without smooth angles (well, it have max rotation 90* for more smooth rotation, but still). How can i make it moving a little bit more human like?

late jay
#

Hi ! Does somebody know a UE4 Tutorial about making XP or how to make a Static mesh follow onto your Direction like in the GIF ?

late jay
#

Thx 👍👍

plush yew
#

guys any idea why unreal engine 4 compile slow as hell and how do i fix it

#

I wanna speed it up more 😳

#

Me to the bank : I am once again asking you for your financial support

#

💀

#

bruh

#

what if i delete the engine.ini folde-

#

💀

#

Man imagine if someone really didn't know what happens if he deletes it

#

e

velvet river
#

Hey yall would anyone know how i can reference sockets on a child actor?

#

Oh im reading that child actor components are kinda shit

cloud pagoda
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Hi, remember the sky I was talking about, I found how it was made but it's done inside of blender using nodes. The original video somehow brought it over to Unreal but I have no idea how that was done.. Do you know how to bring this over to Unreal?

This is the video showing how its made https://youtu.be/m4aOZm6auxQ

This is a tutorial for a procedural anime nightsky

Source files and makoto shinkai's your name inspired scene can be found here:
https://gum.co/ypqqU

Also feel free to check out my anime inspired cloud brush pack here:
https://gumroad.com/l/yFKMw

00:00 intro
00:28 Creating a skydome
01:13 Cloud Shader
10:18 Starry background
24:53 Makoto Sh...

▶ Play video
plush yew
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Editor randomly freezes every 2 seconds in play mode

drowsy snow
plush yew
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how can change settings to get optimum performance

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fixed by adjusting the render settings

pseudo wave
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does anyone know why when trying to open up vs2019 unreal just opens up command prompt

drowsy snow
pseudo wave
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no

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oh

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nvm

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do I always have to do this when trying to open up files in unreal?

plush yew
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how can save default project settings

drowsy snow
plush yew
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ie setup new ue4 template

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how can i make a new ue4 template

pseudo wave
plush yew
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(to save render settings)

pseudo wave
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idk man

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I'm about as clueless as u

drowsy snow
# pseudo wave yeah

You don't need to open them from Content Browser anyway. Opening it in VS directly is much faster

pseudo wave
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oh ok

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ty

distant siren
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as I walk and collide with an object / surface the character animation is not blocked and the character sticks to the surface. what i’m doing wrong?

cloud pagoda
# drowsy snow Ah, this. Personally I improvised this tutorial to make volumetric clouds

Were you able to bring the starry sky into unreal? Or do you have an idea how that can be done? And for the clouds could you please share how because I've been looking everywhere and I cannot find a tutorial that achieves this look in Unreal but somehow stylized station got the exact same sky in Unreal so there's definitely a way and I'm not experienced enough to figure it out

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Thank you for replying to me also, I appreciate the help :)

coarse jetty
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someone here have knowledge about DATAPREP importation? i want to try if i can create a state machine directly from import with data prep and model data. Thanks

spring parrot
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77

merry zephyr
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How do those AAA games implement AI hiding and shooting from behind walls?

merry zephyr
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so um ik behavior trees and blackboards is EQS something different?

drowsy snow
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It's just ワンピース to build the AI system that you wanted, giving AI agents spatial awareness

nimble atlas
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hi people, how do I can get back the simulate button on the toolbar?
to simulate components in the view port

real heath
pallid olive
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How can you make the character only walk in X axis for for -20 max 20 in X

tired bear
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Hey there, struggling with projectile pooling. When used, projectiles move through X axis world instead of local. Any suggestion ? Rotation is correctly set.

vestal wyvern
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Hello to all in this group well I need help I'm creating a 2.5D game but I can't find any tutorial that explains what I have to do can anyone help me find a tutorial that could help me learn to do the game please pleading_face

lucid grove
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Hey! Im settings up AI locomotion. I have 3 states of walking forward: walking straight and lean to left and right. Now i need to somehow get ai desired rotation from its forward vector.

true geyser
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I am using the localization dashboard.

I have all the English text and dialogue files generated. The dialogues have a dialogue voice DV_Male or DV_Female. The text has been translated across the project. We have Indonesian at 84%. I sent the exported script out to be translated and have come back wanting the speaker role to be more specific.

I created a new voice called DV_Female_Joanne. I assigned it to one dialogue wave, changed it on the cue so it matches, and exported the script again.

In English, the audio file has the dialogue wave set correctly (DV_Female_Joanne) however, the Indonesian script is missing that audio file now that the dialogue has changed.

TL;DR; I changed the dialogue voice on a dialogue wave and now it isn’t showing on the indonesian script.

Can anyone help out or have an idea on what is going on?

drowsy snow
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||btw Indonesian is my native language, kinda surprised to see someone consider translating their projects to Indonesian||

true geyser
drowsy snow
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Interesting TsubaWat

true geyser
drowsy snow
plush yew
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Is it possible to add a plugin to a single project by creating a new plugin and importing it into that slot?

true geyser
plush yew
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physics not enabled for player controller?

muted iron
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I typically work in unreal using 2 monitors, main content on screen 1 and all the menus on the second monitor in floating tabs. Does anyone else have experience with the unreal UI (size of windows/tabs) constantly changing size?

spice ruin
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For what it's worth, I work with UE on one screen, but in a multi-monitor setup, and I've never had that happen.

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I do sometimes put a single tab (such as the widget reflector) on another monitor and haven't had the issue then either.

muted iron
thick herald
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Are your screens set at different resolutions?

spice ruin
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Mine are.

thick herald
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^ switching between 2 diff res can cause... issues.. 😄 found that out to my expense 😄

valid steeple
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Working on an inventory system and have a question. Is it better to use a line trace to interact with items or would a collision box/overlap event be better?

spice ruin
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Sphere Trace++

worn stone
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traces are better for single interaction

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If you need to highlight an object, I would choose Sphere collision

muted iron
plain ferry
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Hello! Is there a way to dynamically set the "Consume Input" value of an input keyboard event (via blueprints)?

spice ruin
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I would use sphere trace because it's fast and you can set a "radius" rather than a "cube in front of you" to interact with.

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And it becomes very easy to then filter that to a cone in front of you, instead of having a inconsistent feeliing "box"

worn stone
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But if it’s more convenient with a trace, then you can also use a trace

spice ruin
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Unless you're doing 1000 traces per tick, the speed difference will be negible.

thick herald
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1000? pffft chicken feed

worn stone
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I once launched Unreal on an almost bare stage with 500 fps

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And caught serious physics bugs

plush yew
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Ue4 is so awesome man

velvet river
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I read that the child actor component is inefficient. Is it a bad idea to use alot of these if i was thinking to do so?

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I see

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Guess ill have to think of something else. Im trying to figure out how to navigate up and down the chain of parent and child so i can reference specific actors

gloomy gull
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Quick question (and sorry for interrupting) can someone explain to me why compiling in the editor is dangerous (if it is)?

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Ah thank you!

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lol there's no way someone got that domain just for that

velvet river
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Cause right now im attaching a body to a "core" and then attaching parts to a body because the body has all the sockets, and thats making a body thats a child to the core but then a barrel and a grip that are children of the body, and id rather them all be on an equal level of child if that makes sense?

gloomy gull
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👍

velvet river
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Ill post a screenshot one sec

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cause these parts have their own sets of functions and i thought making a little web of communication between pieces would be easier if all these parts were like, equally "actors"

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this is what the current randomly generated gun looks like in the world outliner when spawned

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can they have skeletal meshes?

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I see

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But what if i want to do more dynamic attachment that everything stuck to a central body?

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Like sticking a bayonet on the barrel end?

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I suppose since its a skeletal mesh, that can have sockets too

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Oh im not using any child actors rn :o

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Its all actors being spawned and attached

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I see

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Yeah

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Whats the big difference between an actor and an actor component?

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Right

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I see

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So in terms of potential functionality the only difference is whether or not its meant to be a part of something else and not exist on its own

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Hmm

plush yew
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How can I

velvet river
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Ok so, I made the guncore blueprint so that i could handle managing the gun composition upon spawning in a kind of center. How bad would it be if every gun body blueprint had the code for managing its composition instead? My intention was to separate the body from the management of the full entity so that its not having any responsibilities that are ig out of character for a gun part, which i only want to be doing what its suppose to do for the weapon?

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I dont know if this text description is enough to go off of, but i appreciate the help youve given me

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This is hard pfft T_T

velvet river
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Ok what if i just want to attach an actor to a "core" but using a socket from a previously attached actor? Like attach everything to the same central actor but using locations from other children?

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I think thats my real problem here

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Alright ill take some time to do this using the actor component route

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Ill see how that feels

velvet river
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can i add actor components randomly from an array of them? im not seeing that option as easily as im seeing the "spawn actor" node

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i can attach these custom components manually but im looking to randomly access them from an array

azure vault
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I have an odd request but could someone go into a blueprint and make two UTC Now nodes and connect them to a subtract node and then copy/paste the code here? I don't have UE4 installed atm and I have been told you may be able to copy/paste from UE4 to UE5 as a workaround (since it's bugged in UE5). edit: nevermind, turns out you can add another pin and it will be of the right type and then you can delete the buggy pin, sorry to bother. edit: eh it wont compile, meh whatever

velvet river
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So even though there is a variable option for creating arrays of 'actor components' class references i make the array of 'actor' class references to pull from?

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Sorry for the difficulties :\

muted iron
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anyone have experience with Anima for unreal?

buoyant graniteBOT
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:triangular_flag_on_post: Wayed#0995 received strike 1. As a result, they were muted for 10 minutes.

ornate harness
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hey guy anyway to hide gizmo in asset viewer i wanna take screenshot

drowsy snow
ornate harness
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@drowsy snow well I just get started wanna quickly capture the animation via green screen to use in my animation sooo is there a way

drowsy snow
# ornate harness

So you want to use it for compositing in After Effect? It would be best to have completely black background and have the element additive in AE

ornate harness
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oh that right like this

plush yew
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how i fix ue4 when i right click ot just click on a drop down menu it instanly close so it open for under a sec and closed

static flicker
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Maybe once or twice

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Toggles debug elements in preview