#ue4-general
1 messages · Page 1 of 1 (latest)
I'm looking for solution to get these "local location" values corrected.
This x100 offset from what default Mannequin skeleton has, creates animation retargeting issues especially with pelvis.
F.e. running animation looks silly, as the pelvis does not basically move at all, as the location values are so small.
Ok.
Solved that as well. The unit scale in Blender STILL needs to be the frikin 0.01
Hey everyone,
We are trying to create a platform where people could build their models and upload that on our content servers and the model that they built can be directly streamed into unreal build (runtime) at a particular location.
Do you guys have any suggestions regarding the pipeline??? .pak files, gltf, etc….
any idea what causes decals to look different at different angles? the smaller it is the more obvious it is as in some cases it looks completely grey it just depends on its rotation
theres a plugin for that i think that uses .fbx format? you can stream it in directly
But what about the location. How can we import it to a particular coordinates in unreal at runtime?
probably the same way you would anything else. replicated static mesh actor that you spawn on the server and replace its mesh with (done via OnRep or a child class that implements this by default when the mesh is changed) the one you streamed in. then just move it
Thanks
Are you talking about fbx runtime importer?
probably. i cant remember what it was i just remember hearing about it
Okay
is the procedural foliage volume single threaded?
i've got a nice fat 16 core cpu and it seems to be boosted on 1 core
quick question: do level blueprints load in before actors?
I just want to know if I shuld throw some blueprints in my level or make a new actor for when starting a level
so 'event unpossessed' is called just before the actual unpossession?
Try adding a Delay node and see if that slows down the unpossession?
sounds unreliable
Hello! Could anyone tell me what's wrong with volumetric lightmap density? Should they surround the model or is everything ok?
Hi everyone, i have a big issue with Unreal, for every version. In every project, my Point of view turns on its own. I tried to fix a version, i tried to uninstall, nothing change. Actually i just can't work on unreal, it's impossible. Do you have any idea of how to fix it ?
(I don't do any action, the engine does it all by itself)
hello, friends, I hope all are well and some one may help point me in the right direction.
I am developing in 4.23 to use the html5 packaging to make a small game. My issue is the skeletal mesh of my player character is not rendering. I have another project with the same setup and that skeletal mesh renders no problem. Any thoughts? thank you
Hey everyone, I just build a completely sidescroller game , everything works like a charm in the preview, but if I am packaging the whole game for html5, my character is not showing up in the game. Everything else is showing. I already read through some other topics and tried out all the suggested thinks, but it is not working at all. Here ar...
I have no errors in log but I am gonna explore this avenue
this is the asset
https://www.unrealengine.com/marketplace/en-US/product/lowpoly-cats
I do not have a 3D artist background, and am confused by this "no more than 4 influences per vertex".
"If you need to check the number of influences, I’m not sure if this is possible in the binary editor but you can use the “Character” button in the Viewport for the Skeletal Mesh editor in a Source built editor and select Detailed under Mesh > Mesh Info."
I have never built an engine from source, just Epic launcher, but I am learning some git/version control so maybe now is the time. Ima hunt for that button in my editor. Anywho, I will shut up now and appreciate any input. Thanks.
Can someone give me a quick breakdown of the Unreal Coordinate system? When I reset my player's camera to (0, 0, 0) in relative rotation, it obviously hasn't reset? I'm not sure if this is a bug or just me being foolish
I think you have other input devices like gamepad. try disconnect devices to exclude the problem
O
does any one use the materialize shader pack for unreal?
if so how would i make the height map work in it
here is what i have
idk where to connect it
LogConfig: Setting CVar [[r.PrecomputedVisibilityWarning:0]]
how can i fix it
?
someone can help?
hi
i have this sun
but in game it lights the area to much
see everything is orange,
i want to keep the suns glow but turn down the color of its shine
anyone know how to help
Collisions not working after Package and Build..why?
how to save downloaded texture to storage?
how can i reset weight paint inside ue4 cloth
Try printing the display name before the '==' evaluation.
Try printing the display name in a timer/delayed tick etc.
You can still see your debug messages if you do a development packaged build.
Display name is not guaranteed by the way.
Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Utilities/GetDisplayName/
Work with TAG name...
hi, i've accidentally clicked "don't show again" on the "restore tabs?" question at editor startup - i know there's a setting to force re-opening all tabs at startup, but i'd rather have the question so i can decide to cancel and start with a clean editor; is there any way to re-enable that question/prompt?
got it after a bit of source code searching: SuppressRestorePreviouslyOpenAssetsNotification in EditorPerProjectUserSettings.ini
whenever i simulate body on physics it drop inside ground why is that why collison not work
anyone know how to make character rise when button pressed and stop when released
never not posting the sweeney apology
Hahaha no wonder! I've never seen that before 😝
Hello everyone, I'm trying to make a game GS game Eu4, I understood how the game work so far, but it doesn't work to get a PNG in the game editor(where you play),I know that I need to create a material for the png and paste it on the mesh but it doesn't work to create the material, I'm working in UE4. 25.
ok.png
1 - Use a proper screen recorder
2 - How did it pass in your mind that trying to tag everyone is an exceptional idea
3 - Right click the Texture and click Create Material
Any resources for neural network in ue4?
There is nothing in UE even related to neural networking, everything will be third party.
if i wanted to store content settings that didnt change depending on what level I was on like enabling/disabling blood, or displaying subtitles, where/how would I store those settings? I'm guessing as booleans, but storing them in the level blueprint only seems like they would exist for that particular level
Why is it so low poly?
How , can u clarify the third part used?
Nothing built in can be used for machine learning stuff. You have to include a C/C++ ML library from elsewhere, or sideload it through C++
What are some effective ways to minimize jittering from level sequences in your program? Like, when moving an actor from one space to another? Whether in UE or in a packaged demo, an object of any kind that moves in a level sequence seems to jitter or hiccup when moving from one point to another. How can I fix this?
Might be a physics thing? Have you got physics enabled on it?
If I wanted to make a C++ class that was for time keeping in game, and needed to be consistent across different levels in the game, what class would I make? World settings? game mode based?
Oh! I also want it to be accesible form blueprints.
Hello guys which one is better
The object in question is a humanoid-type character. This robot character that I downloaded for free from the Unreal Engine Marketplace.
So should I still enable Simulate Physics?
I'd turn off simulate physics when moving it manually like that.
The robot actor moves left, right, up or down when one of four widget icons is clicked, and this triggers a level sequence that moves the robot from one room to another. So, should I turn off Simulate Physics, in this case?
Well it doesn't sound like you're simulating any physics...
I think you can modify it. If you're talking about a child actor, then you should be able to. If you modify a parent, the changes will also be applied to any children linked to it.
Do you think it's my laptop that's causing the jittering while I'm playtesting? That is, after I've packaged the program.
how would i go about modifying the parent?
Same as if you were making changes to a standalone actor -- whether transforming or rotating or scaling or the like.
Remember, though, that any changes you make to the parent will also be applied to children. But, you can change child actors individually.
is blender tool has been removed from epic game website?
Just not open sourced
can u plz tell me how can we add physics on mesh properly without changing it bone to kinematic ?
No, you need to authorise your GitHub account with epic
Instructions there
i created the new account with vpn it fine
i wish if apex cloth animation can be done on blender animation
VPN not even necessary, but you do you
it too hard to animate outfit
is the ue5 cloth animation has been improved or still same?
i was planning to develop game
Okay, so the robot character's Mesh and CapsuleComponent's Simulate Physics boxes are unchecked.
So it's probably not physics.
Do you think it's just my laptop? Or a bug?
Maybe it's the former. I mean, I did set the framerate to 12 fps.
What would be a more ideal framerate? 30 fps?
Or maybe even 60
Hey guys, I'm trying to solve an issue I'm having with the project on mobile being seemingly more contrasted, darker and hard on the eyes. Any clue how I can bring mobile (bottom) more in line with the PC look (top)?
Is your movement in the same direction, but jumpy? Or does it jerk back and forth?
The former is fps, the latter is fighting.
Same direction but jumping. Not sure what you mean by fighting, though.
Fighting = 2 things are trying to set its location, such as sequencer anc physics.
Just need more fps then!
Okay. I've set each animation to 60 fps, so I'll see how it works after packaging again. If it still jumps, I'll try either 30 or 120.
Thanks for the help, so far!
holy shit close some windows man
I have that <o/
I'm trying to teleport an actor to the location of the Touch Input. I have this set up, but it doesn't work correctly. Anyone know how I can fix?
can anyone help my add-to feature or content pack is empty I search everywhere and couldn't find a solution?
hook X up to New Location X (Set -> SetActorLocation)
i know nothing about this stuff but maybe it'll help
X isn't my problem though. The Y and Z aren't moving to where I press. It doesn't go far enough
oh
this looks so cool
I'd just use different post process edits for the mobile build
Hello guys, who faced such a disaster - version 4.27 does not want to work correctly with PLAY GAME SERVICES - everything is set up and when the game is activated on the phone, it does not log in and just throws it out of the game, and if everything happens on anriale 5, then everything is correct. Who can tell or have any infa about this?
After using the engine for a while
All drop-down menus close immediately when I click/open them and I can't search for blueprint nodes...
And sometimes when I maximize the engine window it becomes black until I resize it
I have to restart the engine every time
Anyone else having the same issues in : 4.26/4.27/5.0
Hello guys, i'm trying to help a friend with an unreal project and I have a weird issue
I've made all the changes as it should be, mostly changing some widgets and stuff
the changes show in the editor and viewport, but when I package it, the old version remains
I've tried rebuilding, deleting caches, cooking and so on
its a 4.26.2 version
anyone would be kind enough to give me a lead?
Have you ticked full rebuild in packaging settings?
Could be an incremental build and it just hasn't picked up that change
Yeah, I've tried that twice but I'll give it another shot I guess
I've even tried entering the delete menu of the old asset and it's not referenced anymore in the blueprint i'm trying to edit
My next steps would be delete/rename your saved folder and make sure you choose a blank folder to output to, not over the top of the old one.
And comb the packaging log
I will delete the Saved and Build folders and try doing it in a new location, thank you Boris!
You are packaging locally? Not through some CI system?
Locally, yes
I’ve basically only changed the input bindings to make it work on oculus too and a menu image showing the controls, it’s that image that does not refresh
I've deleted save and done a repack with full rebuild checked, still the same issue
No errors or weird stuff in the logs
The even weirder part is that I've changed 2 images in this widget, one is updated while the other is not
I've added another image to the widget with the new one and I have the two overlapping, I'm going to try deleting the first one now, but weirdly enough I think this could work
I don't currently have any postprocessing that isn't default in Unreal, any clue what I might be looking for? Normally to get my colors looking unaltered I run some console commands on startup to disable certain tonemapper features, but those don't seem to take on Mobile
I mean, it seems that by default all of my colors are drastically altered, oversaturated, contrasted
I thought it might have been an issue with eye adaptation but no, in an empty, dimly lit map I deal with the same issue.
If you’ve never used post process volumes, they are pretty easy to use. I’m pretty sure each project gives you one in a scene, but in case you don’t have it, the window to the left of the viewport that has all the premade content has a post process volume somewhere. Drag one of those into your scenes and in the details panel of that PPvolume, you can change lot of the visual settings that you’ve listed. Additionally, there’s a checkbox somewhere in the details panel that makes it so that the post process applies to the entire level since normally you have to be inside the volume to see the changes. I’m going completely from memory since I’m not at my computer but I hope that helps.
Also I’m not sure why your visuals are changed by default, maybe you edited engine content? I’ve done that in the past by changing things built into the engine without realizing it like skybox curves
Oh yeah nah I get that much, I could do stuff to this after the fact but afaik it's getting clamped after the tonemapper is done with it so I'd still be dealing with the aftereffects of the alteration that happened
Plus I'd rather solve the issue at the core rather than slap a bandaid on it
anyone here tried RL in UE4 ?
nevermind!
Apparently the prefix Mobile is used after r. for tonemapper ocnsole commands
so I can just go put a shotgun to the tonemappers head once again
thank you very much
Nice find, good luck with you project!
thank you!
@real heath I've managed to fix my issue by making that image hidden and adding a new one, no idea why the issue was caused but everything is working now, thanks for your help and goodwill! I hope you have a great Sunday!
Can I do 'drag select' but make it so I don't have to see the object to select it? (i.e. if it's behind another object.)
so im trying to add rolling to my project using mixamo animations and when i select root motion my animation stays in place and looks insanely wonky. Anybody know how root motion works? could it be the anim needs to be created with root motion or etc
nvm i just found out mixamo skeletons dont have root bone
Hey! I have dialogue system with flexible settings. One of the settings is animation that talking character uses. The problem is - animation array is huge and takes a lot of memory. So i decided to use soft references for that array and use array element with request and resolve soft reference. But now Unreal not always resolve that soft reference. Its something about 30 \ 70 chance that animation element gets not loaded.
What could be the reson?
Array is about 90 animations.
I tried simple things like keep all those animations in soft array and then resolve whole array when conversation starts. Results are bad: 30% of animations not loaded. Tried to resolve single item soft references - same result.
Is it the same animations that always fail to load?
Trying to get a good night time sky. But the look of it atm isnt that good, and also the light tends to darken and lighten depending where you are looking. Anyone know of good tutorials to help? The ones ive checked so far require plugins or dont look good
@craggy nymph are you still alive? I would like to purchase your UI and FX pack. Asset is no longer on marketplace
Hello guys, who faced such a disaster - version UE4-27 does not want to work correctly with PLAY GAME SERVICES - everything is set up and when the game is activated on the phone, it does not log in and just throws it out of the game, and if everything happens on anriale UE5, then everything is correct. Who can tell or have any infa about this?
Looking for advice on how to tackle this mechanic. I'm trying to recreate the same kind of orbit camera method that http://earth.google.com uses (middle-click + drag to orbit). The camera orbits from the point that you start your drag. This means, if you were to start your orbit away from the center of the screen, your entire view would rotate from that point, as though the anchor point of your camera was moved to that spot. I'm trying to figure out how to do that same kind of orbit. Any advice or suggestions on how to recreate this would be great to hear. I really don't know where to start.
Hey, can i get my (skeletal) mesh to gain a nav mesh render? I can't really seem to figure out if/how it works.
@slow osprey please keep job-postings in the correct channel.
Spring Arm + Camera
Spring Arm pivot would be your rotation point
So when you rotate, you rotate the Spring Arm
Camera is attached at the end of the Spring Arm
Ah, ok. So I can set the position of the spring arm in my pawn, without that moving the pawn in the process. Then I apply my rotation, am I understanding that right? Thanks!
I mean, your pawn will see from the Camera, so if the Spring Arm rotates then your view will too
The unity server just muted me because I asked if there was an unreal server
Hi, is there a quick shortcut or way to hide all the icons in a scene? Like the light bulb for lights or star for particle effects
I feel so dumb right now but thank you so much
Way better without all those icons haha
Hello, please forgive if i am writing to the wrong channel; I am trying to copy control rig from manequin to my custom character. I set the gizmos to the right place and save. but when i click complie the gizmos are set the previous /default position. This happened several times. I spend over 2 hours to place all stuff in the right position but after complie everything is turning back. I can go without compile a little bir but when i add the tranform node to the grapgh i have to click complie 🙂 so i think i am missing somehing. if you know how to make it solid please tell me thank you
Hi everyone! I was asked to upload on a google drive folder the UE4 shader I'm using, can someone help me with this? I can't find any video nor documentation.
this looks cool, try to darken the sky using the art direction controls on the skyatmosphere, then try darken it using the height fog settings, and lastly but not least in the post processing autoexposure controls put minimum and maximum EV to 3 and 4
Does actor have unique name, that will be constante to level reload? Is it ObjectName ?
That's a bit unconventional. I think the best way to do that is to create a Google Drive folder. In that folder create another folder called Content. Then in your project, right click your shader and choose the Migrate option. Then point the target location to the Content folder yo created in your Google Drive
It will have 2 names. The name of the actor as it appears in your blueprints and the name of the actor as it appears when loaded into memory. If object name doesn't work for you try getting the display name.
but will it be the same through different level load?
it sounds like what you want is to load an actor that moves into a new level? like a player
In this video I go over how saving and loading work in UE4 and give some pointers as to some ways to improve organisation and efficiency to developing a save and load system.
Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much more over at ...
no
if player load the same level
(read as any session game)
the objects on scene will remain the same obj name or not
how would I go about making a vehicle faster (using chaos vehicles)
can i disable all magic leap plugins
Thanks, will give that a go next time i load up. Been struggling to get the right look im after
Oh okay. Thank you!
hi
What does this error message mean? I'm looking for information everywhere and can't find it.
Probs stationary lights combined with a very big actor
i dont understand
hi
Sets simulated physics to off
i selected only this mark
under normal conditions, 17gb should be installed
but it takes up 86gb of space
Just delete them then.
I guess you're stuck then!
yes 😦
has anyone used send unreal plugin before?
send to unreal pluggin for blender, i keep getting weird error, ive tried blender 3.0, 3.1 and 3.2, same error
Not sure where to post this, but anyone else get this white line at the top when they go into 'Standalone game' Play test mode?
Is there any way to split a scene into two parts, that one camera will only render one part of the scene and another camera will render the second part?
Point them in opposite directions? But next to each other?
I want to have the objects next to each other, but I need to export one camera over ndi, so I need to filter it.
guys
how to make a normal C++ file with both .h and cpp
but i dont want to make my class inhert from any Unreal classes
Maybe try SceneCaptureComponent
https://forums.unrealengine.com/t/how-to-set-actors-visibility-per-camera/349476
I dont think the default camera supports unique occlusion lists
Just add you classes in your favorite editor, and be sure to GenerateProjectFiles when you are done.
what do u mean @tender pecan
In VS/Rider, you add your cpp and h file, give them content. Right click your .uproject file when you are done, and choose: 'GenerateProjectFiles' then UE will include them in the build/editor/whereever.
so i just create my files in any place
Yeah , obviously in Source, but yes.
but ti generate the files
ah, you want something to add them for you with content in already?
The IDE will have 'Add to' functionality, provided you are not using notepad or wordpad.
can i chat with u privately?
Hi, how can I show the debug shape for my ai sight perception ?
I have some Characters whose movements and location are determined by a root motion animation in their SkeletalMesh. I've encountered an issue (in VR) where the these characters are behind an object or a corner and as a result their skeletalmesh is not being rendered and their animation not playing, leading to them not moving in the environment. Is there a way I can alleviate this? Possibly by force rendering their meshes?
Hi guys, need an advice on Unreal Engine 4 for architecture. How do I lock a camera on a height? I'm building for a presentation "playing on VR" and I don't want the camera flying all over the place when I move the actor. I'd like to know how attach it to the actor like if it were an FPS
Hey Jull, I'm very novice, but maybe I can help. I think if you want to restrict to movement along xy, you can split the vector you use for direction and then use only the x and y values plugged into a new create vector node. I'm assuming you're using a pawn that doesn't have gravity? Attached is a screenshot example:
It works for me
It also depends on the unreal engine version u using
I'm gon check when I open my laptop
Nice 1 cheers
I can’t get 2.02 blender plug-in working
Yeh GitHub
Sorry I mean I can get 2.02 working
But not latest versions
I downloaded it recently like 2 weeks ago I think it's latest version, using blender 3.0 with it and ue5, ue4 2.54
I will share it here minute
this is what i'm using
@zenith dust
you also need to put the models in the export collection
and have ue4 open (you probably know that)
wait u also need to enable some things in unreal engine
you need to enable remote execution in project settings
and the python plugins
Im trying to set up an event where a line trace from the player (firing a projectile, the line trace isn't doing damage, its merely creating the trajectory for the projectile) will hit this collision sphere, and it will attempt to dodge the projectile. however, im not entirely sure how to reference that line trace in here, this the the enemy BP,
What the collision sphere is doing is to detect is player is in range to melee attack, and will also (what im trying to do currently,) detect if a projectile is being launched at it for a random chance to dodge.
I am making a 2D game and I am wanting the camera/scene to be more zoomed in so it's not showing as much of the level. I have tried many different things from google and YouTube and I can't find anything to help. Can somebody help please.
is your camera attached to your character BP?
you can fine tune camera settings from there
It automatically is from the template so yes
go to your character BP, click on the camera in components, then click on class settings, you should see a list of camera settings you can fine tune and adjust to your liking
you can set transform, post processing, position, scale, angle, lens, FOV, etc....
( i think thats what your asking right?)
I've tried changing the location and it moves the physical camera but the scene is still the same size
sounds like youll need to adjust your FOV and lens settings then
mess around with these, the Lens Settings in particular
Ok thank you
i dont know if it will fix your problem but thats the best place to start looking IMO
Ok
How do I find the camera settings to get to the lens settings. I'm very new to unreal engine
Oh wait nvm I just found the FOV and that solved my problem
Hey, I took a crack at it, but I couldn't find any spring arm pivot. There are target and socket offsets though. I got something kind of working, but it's not quite what i'm looking for. Right now, it snaps the camera to the spot I right-click and drag, then reverts back to its original position once I release, but never actually translates the pawn around the point.
There are a lot of video tutorials on this! Search around on youtube, UE4 lighting tutorials, etc.
ik, but i mean for like a FNAF game. where when u flash a light at the door it has like a hasy type of effect. like a delly and foggy
Try and rotate the spring arm in the viewport and you'll see
I can see it rotating, but not in the way I'm looking for. Its rotating kind of like a nodal rotation, and I'm looking for rotation that also translates around the point. I'm not sure where I should be applying the mouse input for that appropriate rotation, and what I should be setting as an offset for that rotation.
Hello, I have got a model and i want to add control rig to it. The model's root is not zero. I dont know why. So when i try to add the root control it rotates the root bone and the character. how can i fix that? Do i have to re import the character or there is an option ? please help me thank you
i think that is related to the bone orientation the x axis should be pointing towards the next bone
this is the root rotation. normally it works fine but when i try to add a control rig , root control rotates the model with these values
it looks funny haha
yeah 😄
wait so it just happens with the root control?
yes , because the model has importe with those root rotation values
i think the root bone is automatically generated by unreal using the model's origin
is the control snapped to the root bone before plugging in?
i'm having the same problem
have yall enabled remote execution in unreal? @dusk elk
when i unplugged the execution the model is looking ok
I think the issue is about this; the root control has to be set to zero rotation. and it sends this value to the root bone and it rotates to zero. but at the zero rotation model is laying down like this 😄
did you move the control to the root bone then right click and click snap to closest bone transform?
that is before plugging
I havent but i dont know how to do
just move the control on the screen to the root bone
the control you plugging
then right click and snap to closest bone
do this before the character goes wierd
let me try i think this is the answer
When I collect a key in my 2d game how do I make a key symbol pop up on the side of the screen showing that's what I am holding
It rotates the whole control . I am not sure it is working tooo
it just matches the control's orientation with the bone's orientation
yeah , and it rotated the whole control like this .
If someone could help that would be good. I have an integer array in a saved file. I have a class array also, and just an integer. I have the classes as weapons, and then the integer array is for the levels that each weapon is at. How can I set an array value, like update it for the integers. I have just a normal integer for the get a copy node. Then after I want to save game to slot
It worked man! I havent changed the root i add a node for offset stuff what you said. you are my hero thank you so much
Hello, does anyone know how I can simulate wind movement to a hanging lantern please?
The way its set up currently is that it's a simple Lantern static mesh and the pivot is at the top. I have a PhysicsConstraintActor that links the cable actor rope to the lantern. I just want the lantern to move slightly in a direction as if it was being moved by wind. I also have a scenecomponent at the top where the pivot is
can someone help me with this error when i package my android app it runs the unreal starter logo then crash and this the logs can anyone help fix it?
so bascly its the default first person project for unreal engine 4.27
no edits i just create it and than configure options than build it for android
rotateaboutaxis material node would be a good start.
https://youtu.be/qJzOzvROnkM?list=PLuqNhfvpWXRjbxA-kHK1TowuAPpv7X0dv&t=297
timestamp 4:50. its a custom mat function, but relies on the rotate-about-axis. to give you an idea.
im sure you can find examples online
heyo buckos
I would place that within the lantern material? I don't think that would work because my lantern has 2 materials and it's part of a blueprint so that it has a light inside and I also have the little strings attached at the bottom which are cable actors with physics constraint actors and I wanted them to follow
which is better ue5 or ue4
just add it to both materials. and you could also do some math to the thingies at the bottom, but yea, in that case.. that might not be the best approach, though it would be the most performant.
I was hoping to do it inside the event tab of my blueprint that way I can make it rotate from an event tick but I couldn't figure out how to do that. Are there any other ways of doing it?
And is it really complicated to just make the little things at the bottom follow? I thought the cable actor with physics constraint would make it follow automatically but now I'm unsure
im just a material/vfx-ey dude, the blueprint stuff is foreign to me :p
Hey, I have a problem. For some time now in Development compilation mode when starting .exe crashes with the following message:
The design is completely bluprinted. I am already looking for information everywhere and I cannot cope with it. Everything is fine in the Shipment version. Unfortunately, after the upgrade to UE5 the project also starts crashing this bug in shipment mode (not only in dev). Help 😦
Yeah, i've enable the 2 plugins and remote execution
sometimes, i'll get a blender error that it can't find an open instance of unreal, i've tried having the epic launcher open as well
Ah gotcha. Thanks anyways, I will keep your solution in mind and if I cannot find an easier way to make it all move together I will change my model completely so I can try to work around the fact that it'll be moved by the material. Any movement is better than static. Thank you
When playing with 2 or more clients in-editor, the focused window is smooth fps-wise, but non-focused windows/clients drop fps, is there a way to make all clients have as many fps as they can even if the window is not focused?
You welcome!
Hello! How do I get oriented bounding box of animated skeletal mesh with blueprints?
Is possible on unreal engine to shorten, split a map and throw away the cut parts?
Where do you find the multiplayer options?
Anybody knows how I can enable the debug shape of my AI perception thing ?
Ok, did a bit more with it, and I'm actually really close now. I'm moving the scene root to the raycast hit location, then offsetting the spring arm to cancel out that movement, thus offsetting the entire rig so it rotates around pivot. The last piece i'm struggling to figure out is how to revert this offset once I release the right-click. Any thoughts on what i should do, let me know. Thanks!
Have you tried reinstalling the program?
Guys
I really need help on configuring the ambient on my mac m1 just used to do mac builds and ios builds
we use perforce as versioning.
and im having problem creating xcode project
any help would be very nice since im running desperate here
ik going to but like
if i do that will it get rid of my projects?
Hi everyone! So, anytime I'm rendering the turntable, there's a mesh that kind of duplicates and stays still, but everything else looks good. Any ideas?; Also, there's a little jump or effect of the camera on the first frame, how can I remove this?
Hi guys, could someone share skills of how to make the net part with a collide effects? i added serval collision at the frame and it works correctly. but i can't find a way to add to the net parts....Please help....
Is that mesh attached/parented properly, and is it marked as movable?
Not sure if its possible. But is it possible? I want to be able to change from simplified collision to complex collision when using LODs 0 and 1
My guess is you could change the collision to use at runtime, but probably not directly tied to current LOD. But you could poll current lod, or distance from player and change collision as desired.
polling on LOD might be inconsistent as well when it's outside the view frustum. Changing based on distance is probably best
Yeah I guess I could do it manually by saying has it been rendered and if so get the LOD. I was just hoping there might be a setting built in for it somewhere. It would super handy on things like houses if I didn't need to add hundreds of collision boxes.
Frustrum isn't really an issue being a single player game
Make sure you have engine debug symbols downloaded, and attach a debugger
Easiest if you just launch it as debug direct from visual studio
Just means uprojects aren't correctly associated with unreal engine. So double clicking a uproject in explorer may not work. Just hit fix now
Ohh thank you
Is there a tutorial for metahuman in ue4?
Hey guys!! I just started learning about game dev and unreal engine and when i was trying to install unreal engine on my pc it said it requires 19 gb storage but after getting installed its taking 86.7 gb space of my hard drive. can someone please explain to me why is that happening?
19gb to download the compressed version, 87gb after uncompressing and installing.
Thank you for the quick response!! I really appreciate it. I hope you have a great day!!
so polite wow
Is it normal that my valid check for my TSoftobjPtr<Texture2D> variable that holds a texture that is under UI texture group returns false with default compression but returns true with UserInterface2D compression?
hi to all, i have a problem:
Unreal engine games start only with win7 compatibility, win 10 here, 3060ti and latest drivers, i also cleaned with display driver uninstaller but i have this problem with ue games, if i dont set the win7 compatibility the process of the game stay in background and the game wont start
what could be my problem?
for example stray and esse proxy, all latest ue games need the compatibility
i tried old ue games like solar ash, metamorphosis, spirith of the north, and they started without problems
and also all vr games that have ue, they start without set the compatibility
Turns out it's from a different mesh, so I just unchecked Visible on render. Thank you though! Do you also know about the little jump it does at the start?
The incredible amount of motion blur? My guess is it'll be fixed by setting your camera cut track to begin at frame -1, outside the frame range.
That's a common problem
Yes, it has happened to me before, but I couldn't find the solution online
Thank you for your help 😄
Is there a built-in plugin that allows me to send a UDP message with Blueprint?
Is there a way for unreal engine to know when the textures are fully loaded in a level?
So like I can set it so a loading screen goes away once the textures have fully loaded?
I'm playing Arkham Knight for the first time and there's a feature where you can play 3d crime scenes in forward/reverse. That was probably done through a sequencer, right? Just more for my own curiosity than anything
Hmm, I figured that UE would already take care of that?
Well currently I just have the loading screen on a delay for a few seconds while the textures load in, not sure if there's a way for it to know when they have actually loaded in though.
Hi, can anyone help me? how to separate mesh in ue4? I have alembic file that I imported in ue4 as geometric mesh(it's not static, have fluid sim on that file) and now i want to separate the different mesh I export like bottle glass and water. so that I can texture them separately
I've been struggling with that SOLID method you introduced me to. I have a hard time looking at something like the player character class as having "one job".
Nobody. Ever.
Hello 🙂 We are working on a game that uses controller input. We have multiple maps in this game. Try to think that:
" You flawlessly move your character with left thumbstick. There is no problem. And You die, or new map loads. Then you realize that your input axis' are confused. Like when you moved left thumbstick 'to the left', character moves upward or right. Sometimes when you die and respawned, inputs are corrected magically. You can again move your character to the left with left thumbstick's left input."
We really don't know how to reproduce this bug. Or we don't even know that is this a bug of Unreal Engine. Did you ever heard something like that? Or encountered same error?
Hi Peeps! i have some light artifacts on my model in UE4. im using for now movable point lights (do not need any fancy lightning, it is only just to see my character rn what im working on) any tips where i should start to look up to solve or any idea how to solve it? thx for any input!
Hey there, just bumping my question from yesterday.
tl;dr, trying to create an off-axis orbit based off of the point that you start dragging from, similar to how orbiting works in http://earth.google.com (middle-mouse drag to see what I'm referring to). I've almost got it working, but I'm royally screwing up the math involved for positioning the pawn's scene root, and moving the camera back, giving the illusion nothing moved, but the pivot point is now anchored on where the mouse dragged. This works in the beginning on right-click down, but only if I haven't looked around previously, otherwise the camera pops to a different location. Same when I release right-click.
is this in unreal?
I want to create "rooms"(consists of actors, navmesh, lights etc.) that I can dynamically spawn in runtime. How would I go about doing this in Unreal? Was thinking of just using an actor, but they don't seem to be able to have a navmesh
Yoo
Can someone pls tell me how to make a gyrosphere physics?, in ue4
What I mean is I have a sort of transparent sphere and i want to put something in it say a cube, and while I make the sphere to roll, I want the cube in it to stay still and not rotate
Almost like the ballers in fortnite
anyone have any idea how to solve this error its for my android project so help plz
There are references to Unreal spread around the site, so I'm assuming it's made with UE4
It is unreal yes
You are probably just at a particular frame rate that is emphasising it. Screen tearing is just a mismatch between the games frame rate and your displays frame rate. A new image is coming halfway through your screen refresh, and results in a tear. Vsync, gsync and freesync all solve it. Vsync holds the game back until the next screen refresh, gsync and freesync don't do that, and maintain higher frame rates while eliminating tearing
How do I enable gsync/freesync? Even with the fps limited to 60 it still has a lot of tearing. Only v sync solves it.
Hey I'm currently trying to setup a new First Person project and getting this error Running D:/Epicgames/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Connor/Documents/Unreal Projects/Test1/Test1.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
I'll tried to intall the 6.0 SDK of dotnet nothing changed
You need a compatible monitor, be it most newer monitors support freesync
I think you enable it through your driver, but I don't know
compatible monitor and gpu (and its driver)*
Aren't pretty much all GPUs compatible these days? Even NVIDIA started supporting freesync (oddly under the gsync 'compatible' name) monitors right?
nVidia and AMD aren't the only GPU makers
It's strange because other games don't have tearing at unlimited fps...
If you are working in unreal you likely have an NVIDIA or amd card
I have a 3070
It's not just a matter of the fps, it's how that is synchronised bwith your monitor refresh rate
I have the same on both RTX 3070 and GTX 1060
even if you do have nVidia/AMD, it's still limited to specific series...
I guess I will get a new monitor 😭
Mine is like 6 years old anyways.
Does the computer you package the project on make any difference?
No
Hello, has anyone else had this issue? https://forums.unrealengine.com/t/landscape-grass-type-has-incorrect-rotation-when-density-is-low/614998
Grass Types can align to Landscape, which is especially useful in hilly terrain or near cliffs. It works perfectly when the density is high (aka lots of objects spawning), as seen here However, when the Density is slow, alignment no longer works correctly. See here. This limits Landscape Grass to be used with only high density configurations. ...
This isnt exactly blueprint related, more logic related, so i thought i would ask it here, but if im using a seed to store part combinations for a looter shooter game so that i can consistently recreate the same gun, how would i actually read what i stored to know what to spawn?
Ive been trying to research this at the suggestion of other developers here but im not much closer to figuring out how im going to do this system
My first thought was just reading numbers places and having collections of those mean things
Actually maybe it would be better placed in blueprints
I narrowed down the cause a bit. It works perfectly in windowed mode but scaled to the full screen, but if it's in full screen mode it starts getting tons of tearing. Is this expected functionality?
would anyone happen to know how to make AI movement a little less snappy
What OS?
.NET Framework and .NET is not the same thing.
Might want to try installing .NET Framework 4.8 (latest version I think) alongside your .NET 6.0, see if it works.
Ohh yeah thanks worked
So I'm looking to swap a game I'm making over from RPG Maker to Unreal as I just find RPG Maker to be basically a toy and I'm hitting too many walls with the engine
The gameplay is super simple, almost 100% dialog/choice driven so I imagine it should hopefully be easy enough to program and make the swap. Does UE4 offer a clean way to do choice driven dialog with dozens upon dozens of potential outcomes? Can I use nodes for this process?
Depends on what you mean clean, you mean is there a built-in feature for that?
Nope, but you should be able to write it yourself either in blueprint or c++.
That's multiple steps ahead to be honest, you're mostly limited by your skill in this case, not by the engine performance, especially if it's just dialog.
The issue is more that RPG maker does everything in a long ass line and its just convoluted and the workflow is bad
Like if I can just program in a node system in UE4 or UE5 to handle dialog and connect it all together its less of a headache to look at and + I can actually do more advanced stuff with the gameplay itself. RPG maker is very limited to cutesy chibi games and top down pixel games where I'm looking to go into a isometric Disco Elysium style. Plus certain gameplay aspects just won't work in RPG maker because the engine is very barebones and even with plugins is still essentially a toy. I mean yeah a handful of big titles have come out of RPG maker but if I'm going to apply my digital art skills, programming and writing skills to a project I'd rather just use a robust engine
I'm assuming you're planning to make a 3D JRPG or sort?
The game will probably be close to 20 - 30 hours and the plug and play way RPG maker does If statements imo is just kind of bad. I tried rewriting stuff into "pages" with the RPG maker system and that kind of made things better but the entire dialog tree being in one huge line just makes it unclear as to what's closed and what isn't and plus with the added aspects of more advanced mechanics like counting "ticks" for highly specific conditions and also quicktimes RPG is not gonna cut it
Should I update to ue5?
Nope, a very gritty very grim dark commentary on Cold War espionage broken into 4 major narratives where the player slowly discovers they're the villain of the story but also realizes there's no alternative to their actions because it will inevitably just mean the same things will be done by the other side
Or can I still make a good and game that sells still on ue4
Kind of like Disco Elysium on a larger scale, rather than focused on a single incident its a huge wide reaching story of international espionage and proxy conflict. It's part of the reason I feel RPG maker is really not gonna work for it because the entire engine is built to make cutsey JRPGs and quirky Undertale type games which is not what I'm developing
I tried to import some of my custom assets and the tile system is just turning out to be an absolute nightmare to use so I'm likely going to make the swap to isometric in a different engine
UE4 or UE5 depends on your requirement, good game that sells, well, that depends on a whole other list of requirements.
So, not 3D?
RPG maker is just kind of obtuse in the way that GIMP is obtuse compared to Photoshop, when a decidedly more powerful tool exists I may as well just use the stronger of the two. and I mean I will concede RPG maker did teach me a lot about game dev and workflow in the time I used it but it's just becoming more of a pain in the ass than anything and my team already has programmers that know C++, Python, etc. on it so I think we should be good to make the swap
Isometric, I believe its technically 3D but more accurately 2.5D
I'm not sure what isometric classifies as tbh
the assets will mostly be 2D as the going plan is primarily in a more pixelated art style but I'm also working on a hybrid model for gameplay to be in the pixel style and a lot of dialog and scenes to be drawn out in a 2.5D style world
Have you considered other engines?
Unreal is great for 3d, but you might struggle a bit if you're aiming for an orthogonal isometric bird view.
I thought of Unity too but the situation going on over at Unity does not fill me with confidence
You can indeed do isometric in Unreal, but you'll probably have to figure things yourself instead of relying on tutorials.
The new CEO is kind of a tool and I'm concerned for the longevity of the engine and with some of the things he's said it's raised a ton of alarm bells for licensing
There's Godot and Gamemaker.
Just understand that Unreal have its strength, 2D-related game require more effort here.
Yeah, I figured it'd be a bit jank to get it to work smoothly but that's whatever, more to my point is I need an engine that can confidently handle a truly massive amount of dialog and an astronomical amount of conditional events
That's fine, it's basically a "hey there's a video game in this esoteric novel!" at this point
I have a huge amount of it written out and the original plan was I was just gonna make a book out of it but then thought a video game would be much more impactful as the choices were made by the person experiencing it rather than just vicariously observing them through an outside lens
I just figured if I swap to a better engine now while only like one of the chapters is fully fleshed into videogame format I won't want to rope later when half the game is done and RPG maker goes "you've hit the dialog branch limit :(" when its only 75% done the 3rd major arc
That depends on your code management, the engine have no problem with string processing or conditionals, most engine probably can handle it just fine as well actually.
It might be overkill if you use Unreal and worry about text processing actually, Unreal strength is on hyper realistic rendering.
you can do isometric in Unity for sure, i was working on an isometric game before with procedurally generated maps and the like
but I feel you about the recent events not instilling confidence, hence why i am also in this discord lol
Is there a way to make it so cable actors don't freak out when I start the game?
wym by freak out?
Every time I start the game they start flying everywhere until they eventually go back into place
Like insane movement
Wouldn't recommend using cable actor for anything dynamic personally speaking, they're best as beautiful decoration.
They're just decoration, it's a rope that connects 2 bamboo sticks
They are never interacted with
Video?
Most people usually just use discord or youtube.
This is what I mean by freak out..
Do you see it Zeno? I think it sent
oh weird, maybe its something to do with the physics / gravity? im a bit new so this is just a guess
is there a way to make them like... kinematic? esp. if they aren't interacted with?
Sorry about that I think it took audio
haha all good, my own music drowned it out
That would solve it but I don't know how
I don't see anything 🤔
I saw the vid, on start it just sort of bounces up in the air until it settles
I'll resend it
On the phone here, maybe not loading due to that.
they deleted the video cuz there was unwanted audio but i think they are reposting it
Yea I had music playing and it was in the video, didn't wanna catch you off guard if you have volume high or something lol
It's resending
...and that one was corrupted -.-
lmao
Can you confirm I successfully sent a video without issues after 3 attempts?
yeah it sent haha
Saw the last one just fine, 2nd one was broken.
I had that bounce problem before, I forgot the solution however, it's been awhile.
Sorry about that. But anyways, that is what I mean. I wish the ropes didn't fly like that when I started the simulation
are there any options in the inspector?
when you click on the actor i mean
send a screenshot of the inspector panel for the actor if possible 🙂
I think Ted might be on to something, he said maybe if we could make cable actors not interactive
or w/e its called
Yea I have details but not to make it static
kinematic usually means that you have to apply your own forces to a physics object
so it stays where it is unless you move it with code
but maybe theres a setting specific to cables like tightness or stiffness or something
2 votes and 1 comment so far on Reddit
Not sure whether that'll work, that wasn't the solution I did before.
I don't have a teleport in my physics attributes
The one I did was setting the length to 0 I think, but that depends on the usage.
Rip. If I set it to 0 it won't have a natural shape it'll just be straight like a very tight rope
You set the transform/location in blueprint with the teleport flag on.
It's not in a blueprint
I mean, when you play the runtime, before it's spawned, teleport it so the transform got reset and stopped. The last time I research this, it got something to do with sudden location change from 0,0,0 to where the cable is due to spawning.
How do I do that?
Set the location either in beginplay or construction script of your cable.
Not sure whether it'll work though, just recalling from what I've tried before.
Where is beginplay? Is that also part of a blueprint
The cable is just drag and dropped it isn't in an actor blueprint
Yeah it is
If you find please ping me so I can see the message.. I looked online too and can't find anything :(
Still testing, kinda curious since I'm pretty sure I tackled this issue somehow before, I'll ping you if I got something.
Okay thank you!
@cloud pagoda
This is mostly a hack to handle your previous question, if what you need is just to stop the bounce in the beginning, you can use a cable component inside an empty blueprint, in the construction or begin play, set the visibility to false -> set custom time dilation to a very high value (ex: 100) -> do a short delay (ex: 0.05) -> then set visibility and custom time dilation back to normal.
no
if you delete a folder in the editor
yes
it sometimes stays
but if you delete it in windows folder
it will vanish instantly
wdym
deleting a folder by hand tho...
is not good
there is a reason why it doesnt vanish
it probably still has references inside of it
you can right a folder in the editor
how do I delete it in windows folder?
and click on fix dependencies or so
you find it
you hit delete
and you restart editor
its dangeorus tho.
whats the difference between this
and this?
those are the same
hard removing a folder
compared to pressing delete in the editor
aite so I delete it through editor everytime
that is save
and if it doesnt delete
right click that folder
and there is an option that starts with fix
got it, thanks 😄
how do I get this mesh editor ?
nvm deleting and recreating it worked
hello together
I would like to create a mod for a game. It is about making the work easier for the admin.
Is there somewhere guides or tutorials where I can create different categories in a new UI like;
- Players last online
- View clans
- View components
- Connect server with Discord (Webhook?)
For this I use the DevKit on UE version 4.15
what game
hey, have you find a solution for it ?
Megascans stopped working, how can I fix this
they either have a texture of 1 object or none at all
Is there a quick way to disable debug objects such as cubes and traces with a simple console command? Like DISABLEALLSCREENMESSAGES?
Its telling you on screen that the material is missing an input for texture. So there should be an option on your material instance for textures to be added that most likely will have nothing in there and set.
but it happens so with the developed ability from quixel, it wasn't like this before
I wouldn't be able to tell you why it suddenly stopped working. But the solution to fix the issue would be to add those missing textures to the material.
but the problem is that if I put a texture on one material, it changes on the other, and it does not depend on the project
this one
so like if I close this tab here
double click on this
huh nvm
that those are component viewports
guess editing and saving it fixed it
If it is a material instance then it is a child of a parent material. So you should be able set each texture input in the master material as a parameter(variable that can changed). Then each time a child is created you should be able to go down the list of things that can be manipulated by the material instance and add those textures.
what
well following the tutorial and getting different result
yeah
no
just like the video
you mean the level blueprint?
we dont use level blueprint
thats dirty.
the level details
every level has level details
its a tab on the right
below the outliner
this one?
?
world settings
what do I do with it?
you fill the gamemode
yes
which differs from the video
on the left
in the menu with all the different actors
you will find
player start
place that please
theres already a player start placed
which is strange that the camera doesnt work
oh yes
holy honey
can you find something that is called
auto posess
i cant remember in what tab it was
but it has a drop down menu
with
player 0
player 1
player 2
done
try
still not working 🤣
how do you know that
shouldnt camera look at it?
and eject
ah
there is the ball
finally
we just need to posess it
ok
can you quit
and then show me your level
details?
what do you mean?
there is a matinee actor in your scene
thats bad in any case
can you show me the code for the ball
do you have a camera in your scene?
the video didnt place one
so I place this?
nononon
nope
so its always the same position
can you go to your outliner
actually
and click that
I do fall down
matinee actor
like falling down along with the ball?
deleted
yes
on the right
the details tab
scroll up
where you can see the tiny image of the mesh
next to it is a magnifying glass
click that
then it will scroll to the mesh in the content browser
static mesh?
goooood
now on the right
scroll down
until you find a tab
called
collissiioosiiision
collission
on the top screen
you will find a button called collission
it will ask you
press simple
mh odd
feel that the problem is the camera angle
can you drag out a basic cube from the left hand menu in the viewport
and put that under the player
a bit lower
and then press play
ball landed on the cube 😄
NICE
NIIIIIIIIICEEEEEEEEEEEE
progress my dude
that means the colissions for the mesh below the cube are broken
either the preferences
or they are missing
we checked the prefs but maybe they still need checkup
I dont get it
yee the cube has default collissions
but the meshes below are custom
they need to be adjusted
so that the cube lands on it
just that my camera isnt looking at the ball for some reason
even though I copied everything from the video
and show me the details
all fine
go up again
look for something that says
possess
or so
there was a small arrow on one of the first tabs
projection mode?
below
ok
can you go to the blueprint
and right click
and press like... F
we need a red F input event
its called F
under keys
level blueprint?
no player
we dont do anything in the level blueprint.
level blueprint is for streaming. nothing else.
event graph?
wonder why I cant move my camera though
and it isnt looking at the player
now just have to figure out the player
Hey there 👋 and sorry for disrupting^^
A friend and I have a little problem with the standart first person character and wall collision. It's a slight sloped /inwards tilted wall and when the character walks upstairs he gets stuck under the slope. any suggestions how to solve? (sorry we are total beginners^^)
https://gyazo.com/1cab5414e6b288e8cf26be1b9c57594f
show me your camera spring
Conan Exiles
Yes but there have no guides/tutorials 😦
show me the end
no prob^^ thanks for respond
ah
your camera is all twisted
click the camera
and reset the rotations to 0 0 0
and then rotate the camera sso that it shows into the direction of the red line
Yeah you won't get much modding help here, especially if it isn't explicitly supported. You are better off in a modding community for the game
you likely added it first.
aite it should work now 😄
there we go 😄
so you know that youre on the right track
I learnt too :3
thanks 😄
@frozen bramble
what does maintee actor do though?
it was the old sequencer
slin: one way to figure this out is to remove the stair colission
and to add an invisible mesh below it
that is shaped like the way up
just that its flat
like a ramp you know
but its invisible
this helps alot
allright will try that. thanks a lot !
sure
interesting that you can add space like that for variable 🤔
they usually use underscore hahaa
always use _
and hands away from level blueprint
every tutorial that uses level blueprint is a serious offense
oh compile 😄
Are cable component and cable actor not the same thing? And currently my ropes are not part of a blueprint I hand placed every one of them, would I have to restart to do it that way?
wow 🤣
I guess Im gonna have a lot of this code blocks lol
or you can code stuffs manually?
what kind of game?
a first person stealth game
i have AI, a big save system, evelavtors...
everytihng
ah
yeah
that HAS to be more complicated than what Im making
so I should be fine doing it with blueprints
🤣
https://store.steampowered.com/app/999020/Mega_Man_ZeroZX_Legacy_Collection/
Mega Man ZX is a trademark Owned by CAPCOM
No harm was intentional.
All Rights reserved to capcom
This is a guide to find all the Cyber elves in the game, incluiding a (Speedrun+No Damage) challenge, S-rank on the stages with 100 points.
Stage times:
0:02:00 Undergroun...
Im gonna remake a GBA game :3
if it can run on GBA, the code shouldnt be too complicated lol
stealth game AI gotta be more complicated than a platformer AI lol
you gotta factor in sight detection, sound, alert state etc
for boss fight, just enter boss room and start attacking
how do you move this line 🤣
@static viper plz help :3
with cpp?
yes