#ue4-general

1 messages · Page 2 of 1

static viper
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yee ofc

plush yew
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sweet

static viper
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thats another topic tho

plush yew
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I might just pick up that language :3

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holy o.o

static viper
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thats just a material

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dont worry

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they are not that complicated

plush yew
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I suppose codes will look like that if you turn them into blocks lol

thin tendon
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With a material if you don't understand. A little trick I use. Start at the box on the far right. And follow your strings backwards to understand what is happening.

plush yew
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the amount of if condition and while loop in my python script

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🤣

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interesting theres 2 of this

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no idea what primitive component means

static viper
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so

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the way material instance works

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is you set a parameter inside the material

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name it

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and then you can change it from within the actor

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like making a glowing lamp not glow

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or the speed of water

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But with a primitive component

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this can be added to an asset directly

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a material will read where it is on, and can then read the primitive component data

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thay way you can SKIP the entire material instance process

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this is super effective

plush yew
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Zennodez probably isnt online? 🤣

static viper
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afk a moment

plush yew
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did no one else reply to your question?

thin tendon
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@cloud pagoda The original question you asked was in regards to your rope bouncing. Judging off what I can see in the video as I don't have much to go on, my best guess is that your spline blueprint actor is simulating physics and that is why it bounces.

cloud pagoda
thin tendon
thin tendon
plush yew
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theres gonna be a chain weapon in what I dream of doing, so having physics on that would be cool :3

cloud pagoda
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Also physics are already disabled on my cable actor by default and I cannot tick them back on

thin tendon
cloud pagoda
thin tendon
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okay you got me curious now because I wasn't even aware of a cable actor and was doing custom splines

cloud pagoda
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Yeah I didn't either until I learned about it through uni, been using it since but it seems very limiting

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It doesn't have a blueprint or anything that I'm aware of it's just drag and dropped

lilac stirrup
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Cable actor (the one you're most likely using at the moment) is a built-in actor that already have the cable component added inside.

For your case, I can see 3 possibility,
[1] use your existing cable actors, do the code I recommend before inside the level blueprint, or
[2] create a child class of the cable actor, do the code inside the child class, replace the cable actors in the map with instances of this child class, or
[3] create a new actor blueprint, attach the cable component there. Do the code inside this bp, replace the ones on the map with instances of this class afterwards.

I think [1] would be the simplest if you prefer minimal change to your current setup, though I haven't checked whether it'll work from the level blueprint BeginPlay event or not.

thin tendon
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Alternatively to this. If you don't want physics simulated and for it to not move create a custom spline to do the same job. If the issue is you want it to move but not so much. Play with the dampening settings to slow the movement

cloud pagoda
plush yew
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chasing my dream lol

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hopefully I succeed

plush yew
plush yew
cloud pagoda
plush yew
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and I have PLENTY of time

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🤣

thin tendon
# cloud pagoda I've never done a spline in Unreal before, I can do it in Maya though. You draw ...

We continue to look at splines and their many uses in this episode. Spline meshes allow you to procedurally create meshes such as pipes, wires, and roads easily in engine. We look at two types here: ones with a flexible section length, and ones with fixed length sections.

Support me on my Patreon and see episodes 2 weeks early: https://www.patr...

▶ Play video
lilac stirrup
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The one that I've tried and confirmed to be working are option [2] and [3]

cloud pagoda
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This is what I should do in the level blueprint right? What are the nodes though

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For option 2 and 3 I'd have to replace all my cables manually right?

cloud pagoda
lilac stirrup
static viper
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Dont do anything in the level blueprint!

thin tendon
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I was about to say that

static viper
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level blueprint is not for this

lilac stirrup
static viper
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level blueprint is definitly not ok

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you can make an actor

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and then simply assign a public reference to that

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and inside that actor you put your cable nodes

lilac stirrup
thin tendon
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If you don't need movement just spline it like this

lilac stirrup
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@cloud pagoda
Are you using it to make a background video?

cloud pagoda
cloud pagoda
lilac stirrup
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Despite it being not recommended if it was for a game, as stated by @static viper and @thin tendon , it should probably be acceptable for a video.

cloud pagoda
thin tendon
plush yew
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how do I know how many param names I got?

cloud pagoda
thin tendon
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For a video not a big issue. Right because its a small scene. Just what you can see. For a massive world you would want to save resources everywhere you can.

cloud pagoda
static viper
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@plush yew

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why do you need to know how many you got

plush yew
static viper
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you can always look into the material

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where you create the params

thin tendon
static viper
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what

thin tendon
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Sorry I replied the wrong person

static viper
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ok thats it...

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i clal the police

thin tendon
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lol

static viper
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weee uuuuu weeee uuuu

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🚓

plush yew
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when I enter a Param Name here

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its affecting the variable "Power"?

cloud pagoda
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When you do your trick with splines you can set the initial shape (how loose it looks) but later on you cannot change that can you?

static viper
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yes HH

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if the material has this

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you need a target tho

thin tendon
static viper
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I CALL THE SHOTS HERE SLIM

thin tendon
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lol

plush yew
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both are good teachers 😛

thin tendon
plush yew
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Lady Glinnevier is the funny one though :3

cloud pagoda
cloud pagoda
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I think this gives me 2 options. Either doing Zennodez option 2 or doing splines

lilac stirrup
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@cloud pagoda
You got a lot of caring senpais there 😋

thin tendon
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Try Zen's way first if you want less work to do. My way you will have to replace them all.

cloud pagoda
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@lilac stirrup In option [2], I can see how to do it for the cable actors that are just drag and dropped, but what about the cables that are already inside of a blueprint?

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Sorry, let me specify

plush yew
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hmm how do I make the key restart the level?

cloud pagoda
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The ropes that attach bamboo sticks are simple cable actors drag and dropped which I can apply [2] to, but the little ropes hanging off of the lantern are cables that were added within the lanterns BP

plush yew
static viper
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get current level name -> Open level

lilac stirrup
forest light
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hello is there way to make unitgraph show exact framerate and not a smoothed version?

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it shows yellow line which is smooth but I would like to see green spiky line

cloud pagoda
plush yew
thin tendon
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@cloud pagoda So crazy idea different direction. Why not socket the lantern to the rope. Let it bounce and the latern with it. It looks like the bouncing slows a little while after pressing play anyway

cloud pagoda
plush yew
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oh lol

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guess I ran into an error 🤣

static viper
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show your nodes

plush yew
thin tendon
static viper
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you plugged it into options

forest light
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never mind I found andwer to unitgraph

static viper
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you dork!!!!!!!!!!!!!

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you need to plug it into level name

plush yew
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huh whats this

static viper
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yes

cloud pagoda
static viper
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now try

plush yew
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theres something new there

static viper
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its a conversion node

plush yew
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isnt name a string already?

static viper
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no

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look at the colors

thin tendon
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no name ftext and string all different

plush yew
static viper
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a string is hashable

lilac stirrup
# cloud pagoda

Probably need to add the child components to replace those cable components if you choose option [2]

thin tendon
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If you can try to use Ftext for everything as it works better when translating to other languages

cloud pagoda
plush yew
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hmm Im actually having fun with this 🤣

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learning stuffs

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school and math those are boring

thin tendon
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Not sure if you should. But I do it all the time

plush yew
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project settings auto save?

plush yew
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kinda strange that you convert from yellow to green back to yellow again 🤣

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what is this doing exactly?

static viper
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nothing currently

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but this node breaks a vector

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you see

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a vector is just 3 floats

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with this system you can break it open

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change a single value

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and then put it back together

spice ruin
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Presumably, one of the green connectors will be replaced with a different input

static viper
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yee

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break

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and make

plush yew
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nah he didnt do anything about this (yet?) 🤣

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so its just converting value back and forth ?_?

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oh god math T-T

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the guy teaching it doesnt really get it either 🤣

lilac stirrup
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@plush yew What are you making btw?

plush yew
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but in the future

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HOPEFULLY

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a Megaman Zero remake

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🤣

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a GBA game

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but I wanna add new things and stuffs

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Capcom wont make a Megaman Zero 5?

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fine I will do it myself 😛

lilac stirrup
plush yew
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but taking slow steps to making it a reality

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🤣

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I might quit half way >~>

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hope I stay motivated

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why is my ball glitching up like that

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🤣

static viper
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its rotating

plush yew
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do you not see the flicker?

static viper
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deactivate motion blur

plush yew
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how?

static viper
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in the project settings

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under rendering

plush yew
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thanks :3

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jeez how do you know everything? 🤣

static viper
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i told you

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i am THE god of unreal

spice ruin
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She learnt it from me.

plush yew
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true God :3

static viper
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master!!!

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why do you emberass me!!!!

plush yew
spice ruin
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Embarrass*

static viper
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STOP

spice ruin
plush yew
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you dont really grasp how much work is put into a game till you make one yourself

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🤣

spice ruin
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The people who join and ask, "Where's the MMO tutorial?"

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Such fun.

tame marsh
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lookign for programmer to make the next wow killer

plush yew
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I wanna make my first game that I actually follow through with and post on steam and I wanted to get world machine but I don't know if I have the follow through to actually finish the game after spending the money

tame marsh
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This node gives me a Rotator where the green arrow is the Front Axis, red the Up Axis and blue the Right Axis. How would I go about to change that so that it follows the usual axis orientation., or alternatively how do I get the true Front Axis?

plush yew
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is that another way to scroll along Z axis

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besides holding left and right click + drag?

plush yew
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Does anyone know of any good UE4 courses (online) ? Other than the official ones

spring abyss
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Does anyone know how to make in app purchases, shop , microtransactions in our game?

plush yew
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I am curious, are you able to make custom character models that aren’t matching the default bipedal? Stuff like low poly models or animals? I haven’t seen much docs on that

thick herald
wooden cairn
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Mica is dead again e cmn Mippie like 2 yrs

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@grave aspen

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Was thinking DAF

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H2 360 project a project

grave aspen
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?

wooden cairn
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Love you

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Teacher

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#

@grave aspen

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Just saying m still here

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Offline

grave aspen
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ok

wooden cairn
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Your spirit has guided me, as have most of this community, will be structuring perfect , will let u know

grave aspen
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k

wooden cairn
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4community remember visualisation of u dream is 33 percent

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Reality virtuality imagination or all

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Meaning - talent tree of id

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Bombing inbound

jade stump
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hello anyone know a fast way to change thentexture size for an image from 4k to 1k for all textures in click other than change per image

strong vortex
arctic pebble
plush yew
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Is Bryce 7 pro a good alternative to world machine

granite breach
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does anyone here wanna try out my ue4 2d platformer?

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it took me one month to make

white plume
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how different from UE4 is UE5?

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Is the UI and everything massively different like blender 2.79 to 2.80

granite breach
white plume
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excellent

frozen stratus
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Is there a solution to second monitor loosing the ability to right click open menus on node editors? Using 3090, I think it may have been GPU bug said somewhere before, but this thing really kills my flow cause you have to restart UE to fix it and it happens quite often. Basically on right click the dropdown menu just flashes and disappears, doesn't stay open so that you can select something

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I've seen other people also posting about this to facebook every now and then

glacial arch
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Does a new game state get created every time a map changes?

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cuz I know during seamless travel the PlayerController is kept alive, so I wonder how GameState behaves in that regard

plush yew
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what is this flower like thingy? 🤣

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its kinda in the way of things

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how do I get rid of it?

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huh, what does anchor do?

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@static viper hes using level blueprint 🤔

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why is it bad though?

zinc topaz
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how can i set a certain size for a text box

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i wanted it to stop where the button ends but when i resize the box, it keeps going

plush yew
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@zinc topaztimezone difference huh? 🤣

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we are awake while others are asleep 😛

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its 10 am here

zinc topaz
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Where are you from?

plush yew
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🤣

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Singapore

zinc topaz
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10 PM here

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USA

lilac stirrup
lilac stirrup
# plush yew huh, what does anchor do?

Anchor determines the origin of your widget coordinate
See it this way, your game can be played in multiple resolutions, not all of them have the same ratio.
If you anchor your widget to the left, the location will be calculated based on how far the offset is from the left border, if center then it's offset from the screen center.

lilac stirrup
plush yew
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Whenever I see people talk about posting a game and how to market a game they all have 2d games, should I make my game 2d? I have an idea for both 2d and 3d but I feel like the 3d one is better

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Should I do the 2d one

lilac stirrup
# white plume how different from UE4 is UE5?

UI difference,
Renderer difference: UE5 have nanite and lumen,
Physics difference: UE4 uses Nvidia PhysX, UE5 uses Chaos physics,
Retargeting workflow in both versions are different.

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@plush yew that depends on your plan for the game.

plush yew
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Wdym?

plush yew
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@lilac stirrup why is Level Blueprint bad? 🤔

lilac stirrup
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@plush yew
Only you know whether you should do 2D or 3D, both have their complexities and difference in terms of development as well as marketing, it's a complex topic.
Better if you specify whether there's something specific that you're unclear of.

lilac stirrup
lilac stirrup
# plush yew <@845076805572100158> why is Level Blueprint bad? 🤔

Are you asking due to that talk on why level blueprint shouldn't be used for @cloud pagoda 's project?
For that context, probably because using level blueprint to fix the rope bounce at the start of the runtime is a bit of a hack.
But the purpose here was to remove the bounce at the start with minimal changes to the level anyway, so it can be used as a background video.
In that case, a bit of a hack is simpler than having to replace/reconfigurate all the related cable actors and components in the map one by one.

lilac stirrup
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Oh wow, that's a lot of strict restriction 😅

plush yew
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reminds me of that one guy ranting about koalas lol

plush yew
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whats the difference between this 2...besides the color ?_?

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whats the P_ prefix?

lilac stirrup
plush yew
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until sensei teach me why level blueprint is bad and what I can do as an alternative 😛

plush yew
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is it just the color difference?

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P_ is red electricity arc?

plush yew
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if its just color difference they shouldve named it electricity_arc_red

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hmm different properties 🤔

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so its more than just color

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and how do you pause the particle effect?

lilac stirrup
plush yew
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this guy is doing some things without explaining them lol

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like how he paused that animation

lilac stirrup
plush yew
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but well I did pick no starter content

plush yew
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like cubes cones and stuffs

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so I assumed the electricity arc particle is provided by Unreal Engine

ripe carbon
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I've run into a weird widget problem. Whenever one of four arrow buttons is clicked and this robot character I have moves from room to room, the arrow buttons are supposed to be collapsed until the animation is done. But, for some reason, the arrows appear too soon and are clickable when they aren't supposed to be, even when I've set all four arrow buttons to be collapsed before the animation starts and become visible after the animation finishes and the delay is executed. Could this be a bug?

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...If any of that makes sense?

tiny valley
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This is a phonautograph recording, how does a filter filter frequencies without some kinds of look ahead or delay?

tame marsh
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How would I determine if I am standing in front of this skeletalmesh using its bones

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Issue I'm having is that all of its bones have been rotated so I can't use its forward vector or its yaw value

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Ok I found a solution, I attach a virtual socket to the bone and I add a relative offset to it till its orientation is correct

tame marsh
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but not its 'hitbox'

fierce agate
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Why is the bottom of my mesh is black?

fierce tulip
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because.. its the bottom, and lighting comes from above?

fierce agate
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Oh nvm

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My lightning is just sucks

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💀

fierce tulip
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you know what they say :)
sucking at something is the first step to becoming great at something :)

tame marsh
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I've got a project where the C++ code is building well in VisualStudio, but the packaging fails at the code compilation phase

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what could cause that?

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Ah, the error is occuring in the generated cpp files

plush yew
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doesnt seem to apply to me lol 🤣

tame marsh
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Is there a way to create a DDC Pak from the existign DDC?

foggy orbit
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Hi, I need to make a simple player with a single model around which I could orbit. I could do this in UE, then how to contrain rotation around the axis of my single asset ?

ripe carbon
weak trail
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why is my ue4 installation stuck on verifying

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okay nevermind it just takes a while

wispy comet
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A quick question to anyone using the enhanced input system, have you been able to get any input from AnyKey?

strong vortex
# tame marsh Is there a way to create a DDC Pak from the existign DDC?

You'll have to go to your engine's config folder and modify its BaseEngine.ini. Inside the file, you can either create your own DDC section or modify an existing one (probably the one you're using). Anyways, just tell it to read where your existing DDC is and to write a pak version of it.

wispy comet
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This sort of mapping doesnt call my debug function at all, any other combination of inputs works just fine

round geyser
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Hi everyone

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Does anyone know a way to create a procedurally generated world with biomes (Without using paid plugins)?

spice ruin
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Sure. I have a few ideas.

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That's not really a "yeah, you do this" kind of question, though.

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It's more a thesis.

round geyser
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Ok

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So what would you do for that?

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I really need this info, huh

spice ruin
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Google about generating random biomes in games and apply that methodology to unreal.

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If you have specific questions, I'm sure someone will know.

round geyser
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What if I use blueprints only?

spice ruin
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Might be possible.

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Wouldn't bet on it, though.

round geyser
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Hm

spice ruin
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But it's more a level composition problem, which might be better done on UE5.

round geyser
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So... Is there a complete solution for that?

spice ruin
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Nothing inside UE will let you do what you want out of the box without a lot of work.

ripe carbon
oak patio
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If you don't wanna do the hard work, then you pay big money for it.

Otherwise do the work

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And fwiw considering what voxel plugin can do, its very cheap

night birch
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Can I somehow invert collision box blocking? So it block from the inside not outside, so the player can walk in the cube, but can't leave it

static viper
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but you can probably code a box

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put invisible walls around it

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only activate them when a player is inside

ripe carbon
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With a trigger box, and you can set the trigger box to work only if a particular actor (like a player one) is touching that box

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by using a reference to the actor and an = condition (in this case, if the Other Actor is the player actor)

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(but not Overlapped! the trigger box is what's being overlapped)

night birch
# static viper invert no

So, can I enable player spawn to be within this box? It doesn't let me just place it there, and says "bad size"

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I need collision enabled all the time

ripe carbon
static viper
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take over Mr. i need to go to bed.

night birch
ripe carbon
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I see. Well, I'm not a total expert. But try disabling the blocking part.

oak patio
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Or you could make an invisible bsp hollow i think

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Blocking volumes allow that last I checked

oak patio
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Yes

night birch
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I mean, what does it stands for?

oak patio
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Blocking volumes, the inbuilt geometry etc

torpid bluff
#

Hello guys, my friend and I are looking for paid mentorship, someone who can teach us específically character export and import from blender to UE4/5. The right way to make a basic rig or use the mannequin rig and retarget animations.

crisp delta
#

Anyway how i could make the navmesh to be inside an hollow bsp brush?

granite breach
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can someone help me pls

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the camera in main menu keeps going to the right 😫 😫 😫

latent stream
#

Error when trying to set up android studio by running the setupandroid.bat ---If you don't have an idea I'd appreciate being directed to a place that could answer my question. Been stuck on this for awhile. I'm desperate and willing to paypall someone $20 if they can get this working. I'm trying to package a project for mobile. Thanks.

cloud pagoda
#

Hi, does anyone know how to stop lights from acting weird when at a distance from the camera?

spice ruin
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Turn them off. They'll stop acting weird.

cloud pagoda
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When they're close to the camera, they act normally and light up (and slightly flicker). But when they're at a distance they stop lighting up and just flicker so it looks weird

spice ruin
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Not a clue, sorry!

proud ice
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I need help

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how do i

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Add back my player actor pannel

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I hit X on it

spice ruin
#

Reset layout?

frozen bramble
#

anyone experienced with git and push pull?
we are working together (2 people) at one project and after every time I just open the unreal project it adds 40 files under changes (havent touched anything)
any idea how to prevent this?

plush yew
#

Unreal Engine auto render stuffs with less detail when theyre further away, right?

ripe carbon
# ripe carbon I've run into a weird widget problem. Whenever one of four arrow buttons is clic...

As an addendum to the question I posted, here is some additional info.

Here is the widget with four directional buttons. Next are the two links that show the behaviors of the left and right arrow buttons; all of these buttons operate on an counter-based integer that tells the program what room the robot navigating its way through the maze is in.

When in Room 25 and the right button is clicked: https://blueprintue.com/blueprint/-5_bfxdl/
When in Room 26 and the left button is clicked: https://blueprintue.com/blueprint/dq1h1yic/
Entire Widget blueprint: https://blueprintue.com/blueprint/pvjwsl46/

https://drive.google.com/file/d/1nN9EQnLWnnIAqUYYyf5u4oMrf40lS3h7/view?usp=sharing -- and here is a video clip showing what's happening right now.

#

Please bear in mind this is a 2D widget interface.

cloud pagoda
#

How do you increase the distance at which lights still light up

plush yew
#

how do I find all existing nodes?

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lets say if I placed a node really far away and I forgot where it is

sly python
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Graphs(Name=EventGraph && All(Return)) in ctrl + f

sly python
#

if you want to research the topic

plush yew
plush yew
sly python
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you could go through all the filters I guess

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EventGraphs(All(Return))

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maybe like this

plush yew
#

kinda stupid youre not able to get all the nodes you placed 🤣

sly python
#

not like it matters really

plush yew
#

so if I placed a node really far out I wont be able to find it or know what its doing?

sly python
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it won't be doing anything

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nothing at all

plush yew
sly python
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if it's not connected, it won't be considered for compilation

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meaning it's just like as if it didn't exist

plush yew
#

but if its connected?

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like a group of nodes were placed far outside

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i wont be able to find it? 🤣

sly python
#

then the function or event will be shown on the left

plush yew
sly python
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only the start of it (in simple terms)

plush yew
sly python
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but then you have all the white links to follow

plush yew
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and double clicking on it moves the camera over :3

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nice

tired crater
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my project crashes when I open it

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goes to like 45% and then something about assertion failed

lilac stirrup
plush yew
#

Hey, when i try to place actors from the widget they all get sent to some random place and not on my mesh as placed. any ideas to what that could cause this?

hollow basin
#

Hi, I am struggling an issue which is the version of web browser plugin. Currently, my version of unreal is 4.27.2 and the web browser's version is 59 on Windows 10. Is there any way to the version of browser?

plush yew
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the tutorial game Im doing have a funny glitch 🤣

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keep hitting E and it will continue moving up over the limit

plush yew
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I kinda wish I was a good artist so I could actually make a good looking 2d game lol

lilac stirrup
plush yew
lilac stirrup
plush yew
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But I'll give it some more tries

lilac stirrup
plush yew
granite breach
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what is this?

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why is it streched??

lilac stirrup
plush yew
plush yew
granite breach
static viper
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isnt that chucky

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nice model you made

plush yew
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It appears that way

granite breach
static viper
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did you tho?

granite breach
plush yew
granite breach
static viper
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probably sketchfab

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dont assume that these models are always free

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alot of 3d is stolen online

lilac stirrup
neon vapor
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can someone cook some files for me?

static viper
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why would we cook your files

arctic pebble
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I’m trying to replicate Titanfall 2 movement

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I’m making the next big Retro shooter, someone wants to join me?

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If you like Doom Eternal, Portal and Titanfall 2, DM me

arctic pebble
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That term is normally used with digital projects

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Instead of just saying “I’m making”

static viper
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ofc i know what cooking is

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i wanted to trick this person

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its possible yes

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but why would anyone do that

peak hare
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is there a strict order of execution to event possessed/ event unpossessed - which comes first, or is it random?

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and will one only execute after the logic of the other has completed?

cloud pagoda
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Hi, is there a way to increase the distance at which unreal renders lights? After a certain distance lights disappear from my scene

lucid grove
cloud pagoda
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Isn't that how much of its surrounding it lights up? I don't want it to light up a large area, I want it not to disappear when it's far from the camera

lucid grove
cloud pagoda
lucid grove
#

Why my focus distance in full screen viewport not same as in game (ignore the colours)?

outer wind
#

any good suggestion on how to learn blueprints?

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not sure where to start

lucid grove
outer wind
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thanks

mortal frost
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can someone help me with a problem about a ball in my brick breaker game that keeps changing velocity after bouncing instead of staying at constant speed

wide warren
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Might be a long shot to ask about this, but I'm trying to build a level in Unreal 4, tryna use the slide move to get Sonic under things, this has something to do with capsule collision unfortunately I'm not familiar with this if any could shed light on this?

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I am extremely new to Unreal 4.

real heath
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Which effectively does the same thing

wide warren
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Okay I'll look into this thanks

stiff verge
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Hello. I made a custom cine camera system that fits my need. How can I "store" it so I can easily import it in other maps?

real heath
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You but you probably want to change capsule half height in blueprint as you enter the slide

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And change it back after obviously

tribal jasper
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Can't remember what the setting is called to stop Rider from making so many old versions of compiled builds. Anyone here know how to stop this from happening?

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I have hotreloads disabled

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oh wtf lol

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Wellp, cheers. Idk why they make it ambiguous to disable it, but oh well

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suddenly freed up over 35GB of space from just enabling live coding. LOL

wide warren
real heath
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Theres probably a Set Capsule Half Height node on the capsule component?

mortal frost
#

can't I just stab the guy who decided to make physics hard in unreal

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for real man

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i struggle with the same fking glitch for 2 damn days

real heath
mortal frost
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irgwei rgeirgeirgeirge;rgp personal opinion of glitches

lament scarab
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I have been googling for a week and can not seem to get a hint on where to start on this...
I think it's an issue with terminology

I am curious if there is a way in-engine to get information about a mesh's shape in order to determine if it matches another.
For instance, if I wanted to place 2 pieces of a modular set beside one another using code, only if the shape's orientation allowed them to do so in a cohesive manner.
*i.e. One object has a notch on it's attaching face, as does every valid neighbor *

As in the image, I want the right socket of the right object to be able to connect to the left socket of the left object, but don't want to manually add this to a list of valid neighbors for the socket as I am getting these relationships per face of each individual mesh.

A simple "It's not possible" or "You should search for" would be leaps and bounds above the information that I could find through my Designer-brained google searching.

real heath
wide warren
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I guess its hard when its made by another dude

real heath
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Your character probably already has a capsule component, no need to add another

wide warren
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Oh okay

real heath
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You want to go into your blueprint graph and do it on your slide event

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To get a rough idea of what i'm talking about, look up a youtube tutorial on adding crouch to the default pawn, and then just adapt that

wide warren
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Alright I'll check one out

lament scarab
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I'm using sockets for each attach point.
If you see here, these meshes have these ledges on them, some faces of the meshes do not have theses ledges and don't line up.
What I am wondering is if there is a way to say "these are the same" based on the edges/symmetry/idk any modelling terminology, of the geometry. So I don't have to manually establish that.

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@shy nacelle
Yes, they are boxes.
I like the sound of easy. 👂🏾

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I am using a tile-based system for mesh placement, so I create 3 duplicates of each object with local rotation of the original and subsequent meshes being 0, 90 180, and 270 degrees, respectively.

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They’re going to be generated via an algorithm, the tag system per face is what I was trying originally, I just couldn’t get to to line up with out using Maps and saying which sockets each face could pair with. The 9-slices is a really good idea though, it’s already a part of the workflow to manually create the sockets.
I will give that a shot.
Thanks a million, I’ve been bashed my head against the wall with this all week with no good ideas.

arctic pebble
#

Can you cook mine?

tidal cloak
#

does anyone know a way to test steam connections in a packaged build, i am having a random disconnect issue when using vr in with steam advanced sessions and it is throwing me for a loop trying to track down this issue, thanks in advance

cloud pagoda
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At 0 only the close lights render, but if I change the value to anything else then they all disappear

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Maybe there's a blueprint connection that can override this and make it render all the lights? Performance is not an issue because I'm doing a render not a game

plush yew
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I'm really sorry for asking something that has probably been asked before and may feel bothering but I am currently trying to teach myself programming and game development as a whole and was wondering if unreal engine 4 c++ development is something that can be picked up by a beginner and slowly learnt or if I need to first get advanced c++ knowledge and then come back to it. I'm currently learning c++ programming with a youtube playlist from TheCherno and have gotten to c++ OOP, pointers so far. Sorry again and thank you, I'm mainly asking that because time is precious and I might as well just stick to c++ first and come back in a year or two with proper knowledge to then learn the c++ unreal API then

lilac stirrup
# plush yew I'm really sorry for asking something that has probably been asked before and ma...

I'm not that deep into unreal c++ programming at the moment, but it seems that if you're just using it to work with the engine's existing functionalities, it feels closer to C# with a more complex notation than an actual C++ code, at least that's how it looks to me.
As long as you have basic OOP and ECS knowledge you can probably learn things on the run, especially if your purpose is finishing a game.
However, if your purpose is learning C++ for general usage, probably better to go with Cherno's opengl or game engine series first since it uses C++ in a way that is more common outside of unreal.

lilac stirrup
plush yew
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Thank you for your answer, maybe I'll try focusing more on plain c++ for now and general programming concepts and come back to game development using an engine later then

wispy pasture
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Dumb question here - is UE4/5 automatically instancing static meshes that I duplicate? I want to copy some mountains for terrain and I'd rather keep them as instances for performance

real heath
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It does do some automatic instancing, but if you can, it's better to setup your own instances and hlods

wispy pasture
grave quiver
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i am making a board game into a video game and i am wondering how to take a dice roll (random number) and make the player move a certain amount of spaces depending on what the random number is. how would i do this? btw i already have the random number system.

plush yew
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I enjoy TheCherno's video format where it's a quick video explaining the concept and then I practice the concept on the side but I'll try to complete it with learncpp since it seems to also be straightforward and quick examples, although I have difficulty learning with books in general I don't know why...

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Thanks for the recommendations and advice

plush yew
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as in just follow the official docs and explanations of the engine ?

real heath
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There's heaps of other great training courses from epic on that site too

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And some community ones too

plush yew
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thank you very much

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does that apply to UE4 or only 5 ?

real heath
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It's targeted at 5, but most tutorials can be followed in both. Some buttons move around, but very similar with the exception of lumen and nanite

plush yew
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I always catch the train at the worst time possible 🤣

real heath
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There's no real reason if you are just starting that you shouldn't start on ue5 tbh

vale carbon
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I need some help, what should be the basic ue4 install size as i think something is wrong, it takes 87GB on my disk, and thats just the required minimum install, where my ue5 install is just 35GB but still feels to much.

Is this normal? I can provide more detailed disk tree size.

plush yew
vale carbon
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yeah, epic one year exclusive xD

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but seriously, anyone knows why or had similar issue?

cloud pagoda
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Uninstall reinstall

plush yew
vale carbon
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good one

tawny shard
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are there any plugins that can dissable unused variables, rotes, parts of code?

tawny shard
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can u link or write the right name for marketplace

static viper
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why do you want to disable parts of code?

cloud pagoda
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Centimeters I assume is the default measuring unit

lilac stirrup
cloud pagoda
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I don't think I can change units in UE4 (that was added in UE5) so it's centimeters for sure

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This is unlit

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And this is lit

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The ones that are further don't render the light, and without the light it looks very weird

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Also to specify, the lanterns themselves have a flashing emissive (which is what the ones further back are) but in the blueprint there is also a point light and the combination of both is what the ones in the front look like. Then as we get further back the light doesn't show anymore so only the emissive does and by itself it doesn't look great

vale carbon
vale carbon
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I dont get it why ue4 is generating almost 90GB of data...

boreal arch
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Hi friends, My apologies for just turning up and asking for help, but I'm at my wit's end here and would super appreciate any guidance. My 4.27 project has been working absolutely fine until this morning where it started crashing on occasion due to "the D3D device being removed" error of doom. Now that's steadily gotten worse, first to the point where it was crashing every ten minutes or so, and now to the point I just crashed from clicking a single time in my project after opening it. Now it's back to crashing ever ten minutes or so. I'm really not sure what to do - I've tried regediting the Tdr delay to increase it but that just means UE4 hangs until the new value has expired before crashing. I've tried freshly installing my Nvidia drivers to the latest version (clean install) to no avail, and also to have opted to "Prefer maximum performance" in my NVidia control panel. Virtually every answer I could find on the internet has failed me, so I've resorted to this as I can no longer edit my project blobsmilesweat

I'm on a GTX 1080 that seems to be running fine. And until around last night the editor had never crashed. Google is now failing me and I'm absolutely at a loss as to what to do, if anyone has any suggestions I'd be very grateful to hear about workarounds or advice! If I've posted this in the wrong place, please let me know and I'll move it! Thank you.

Here's the exact error:

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0005 - 'REMOVED')
autumn flame
boreal arch
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I'll give it a go, thanks! Before this, I'm also going to attempt to underclock my gpu and see if that solves anything.

autumn flame
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There's a TDR change you can make too, but doubt it's your GPU hanging

magic helm
boreal arch
pseudo elm
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hello guys, only UE is installed on my disk and it said 17gb. why does it take up 86gb of space?

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i also did not tick any of the target platforms

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is this normal?

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if its normal, what is the logic?

vale carbon
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But for just the base engine install? Ue5 takes like 1/3 of that and is with line of the listed minimum requirements, by the names of the folders i suspect some things are not needed at all. Then why they show the base install needs just below 18 gb when it is almost 90gb.
That cant be right. I checked this online and it seems it should be far less, also someone here showed it uses 40gb in his case.

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There are plenty of ppl using ue4 here, how much is your ue4 engine install size guys?

grim ore
vale carbon
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My says total 120gb

grim ore
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so its definitely best guess

vale carbon
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And with ue4 i installed only the core components.

grim ore
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I would be curious what your actual disk size is like I show above, for the folder

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my best guess is your cluster size is super funky and with the engine using so many small files its atual size on disk might be large

vale carbon
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thats not possible

grim ore
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welp then if the actual size on disk is small then the display in the launcher is just wrong

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you can see for me its atleast close enough when I check

vale carbon
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i posted this before

grim ore
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and windows properties shows the same?

vale carbon
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yeah

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also i did check the folders inside and it seems like there are things not needed there or at least i think so

grim ore
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maybe something got duplicated then

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my total # of files is way less

vale carbon
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already reinstalled and the same

grim ore
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i only have the engine and templates installed, no platforms or any other options

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what does your options show in the launcher for 4.27.2?

vale carbon
vale carbon
grim ore
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well it definitely did something more, the # of files is twice my install

vale carbon
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why on earth i have the lumin, linux, hololens... folders inside of the install folder, makes no sense

grim ore
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I assume when you uninstall the entire folder is removed? you verified its not just dumping the new install into a folder with stuff in it?

vale carbon
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the folder was empty before new reinstall

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nah i use epic launcher

grim ore
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I have binaries for other platforms, but my binaries folder only takes up 4gb. yours is immense

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might as well drill down farther in your binaries folder and see what other folders are taking up space

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cant really suggest anything without more data

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everything in your folder is inflated tho, even your source folder is wrong

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actually now I am curious

vale carbon
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i can provide detailed folder tree size

grim ore
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but you have template and samples folders

vale carbon
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i think it is some kind of bug, i did nothing special, i just installed bare minimum ue4 in epic launcher, i don't know why this is happening, i even have 5gb source physx folder for ios, android etc. xD

grim ore
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as a matter of fact your template folder is correct in terms of size and # of files as well

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its installing everything is what you are seeing

plush yew
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Game idea: A game about a guy who orders an angel shot

vale carbon
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Now thats insane, i fixed it by choosing one additional thing to install from the options, after it installed the size was exactly right, 60gb disappeared.
Then i removed the additional item again and its fine now, seems like a bug when u install first time just the core components and nothing else.

vale carbon
pseudo elm
pseudo elm
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how many gb now?

pseudo elm
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wow, it might work... wowyeha

valid sparrow
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I kind of forgot and I am hoping someone can help me remember. I am attempting to add a few maps to my project. But I know the maps are not opening properly. I have the maps listed in packaging. But I feel there is a reference list or something else that needs the map names aswell.

sage bane
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So like,if you guys buy from the unreal market, does it come with the image texture? And not like attached to the model,but with actual image textures?

#

Hope you understood this,I don't know how to describe it

granite breach
#

can someone tell me why the text disappears after animation play?????

limber mesa
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I have an array thats apart of a datatable, im trying to add elements to it from outside of the datatable but when i check the length of the array it is 0, could anyone tell me whats going on?

marble iris
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I can't see any other way

cloud thunder
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Kicks out of the game on android and in the play console gives such a crash [ signal 11 (SIGSEGV), code 1 (SEGV_MAPERR) ] who can tell me how to fix it?

pseudo elm
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@marble iris @vale carbon thanks guys, i finally fix it 😄

vale carbon
cloud pagoda
#

Hi, is anyone familiar with a bug preventing light components placed within a blueprint to render when at a distance? Light actors drag and dropped render no problem but when they're inside a blueprint then they disappear

valid sparrow
#

Where should I put map names for them to work in packaged project? I know one in project - packaging. But I feel there is another location for the maps to be listed to be used.

elder jewel
#

does anyone know if there is there a console command to teleport the player ?

steel pasture
#

anyone wants casting in vc here 😂

steel pasture
spare trench
#

Anyone here can tell me how to setup bike in unreal

#

I am searching it for a long time but it doesn't work 😔

steel pasture
#

ha bhai

steel pasture
#

tension kyu lera hai !

pale ember
#

heeeyoo, maybe not the place but im developing an FPS and im having trouble with unreal skipping pixels for the smallest mouse movement, not sure what to search on the internet for a solution, can anyone help ? my aim is to get similar precise movement as CS GO

marble iris
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Precise movement like CSGO?

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CSGO is known for input delay btw

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Unlike most fps games

pale ember
#

thanks Laura, but no ..

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Soldier ..skipping sarchasm, i mean ..while playing in UE seems like the smallest mouse movement is about 3 pixels on screen for the crosshair, while CSGO at least is i think one pixel ..hard to describe, UE is choppy

marble iris
pale ember
#

well, dont think its related to that..i have disabled mouse smoothing and FOVscaling but no change, seems i must dig deeper ..even though UE is using raw mouse input...pff...it never ends!

marble iris
#

Raw mouse input is buggy on some mouses

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Try disabling it

pale ember
#

Laura, that absolutely worked, its stupid and i love it, thanks

devout harbor
#

Does anybody know any site for free high quality gun sounds?

errant coyote
#

Hello everyone, I'm not sure if this is the right place to post this, but I have an issue with splines. I'm trying to make a simple blueprint that creates a straight road spline, adds a few points to it in the blueprint, and makes the road procedurally without me adding points or anything manually. The problem I have is that no matter how I modify this blueprint, the result is always a spline that has strange curves in it and is angled from the ground, not parallel to it, the further from the beginning it goes. Could someone please look over my blueprint and tell me what I should do to make it generate a simple straight spline with a few points? Thanks

errant coyote
granite breach
#

i am using a jump mixamo animation but every time i start the game it loops. can someone help a brother out?

cosmic cove
#

so i tried organizing my project and then i lost all my materials to the landscape

#

i drag and drop materials back to the panel but nothing works

steel pasture
steel pasture
#

Pls send a photo of the codes in animation blueprint

granite breach
#

i appreciate it

steel pasture
#

Ok ❤️

steel pasture
# errant coyote Hello everyone, I'm not sure if this is the right place to post this, but I have...

Hey guys, in today's video, I'm going to be showing you how to make an object or blueprint actor follow a spline path that you have defined. This is great for cars driving along a road for example.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:06 - Overview
01:06 - ...

▶ Play video
#

Here

steel pasture
granite breach
#

how can i add hair to chucky?

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bc its making me use one texture

steel pasture
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like hair asset

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!

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i mean to say

granite breach
steel pasture
#

if u have one i can help u to get some hair on that bald head of your character

granite breach
#

i dont have one but i will try to do it tmrw

steel pasture
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oh ok 🙂

granite breach
#

so maybe u can add me and ill dm u

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when i do

steel pasture
#

i am free everyday

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for like 1 month

granite breach
#

aight i added u

steel pasture
#

yea

granite breach
#

kk ill let u know soon

steel pasture
#

yep

granite breach
#

u know alsv4 right?

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bc im trying to make a multiplayer mode where one plays as chucky and others play as alsv4 characters

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but it only spawns the alsv4 character only instead of chucky. why is that?

lavish echo
#

Hey how do I make a blocking mechanic with the Action RPG Sample Template?

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and to add new skills to the Menu of the Action RPG Template?

trim glacier
real heath
trim glacier
real heath
#

Is it all vehicles or just that one?

trim glacier
#

I only have this one vehicle

real heath
#

Might be something to do with your suspension and suspension frequency

real heath
#

At this stage you just wanna sanity check and see if it's the vehicle or project settings

trim glacier
#

Will do so

vapid cove
tame marsh
median delta
#

Can ue4 do more with limited hardware than ue5? I'm talking in practice - I know the published requirements are the same.

peak hare
#

Is there an order in which event possess/ event unpossess execute, or is it random? I'm a bit confused about the logic of changing controller class

spare trench
#

Hey

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Anyone here to help me??

#

@steel pasture

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Okay

steel pasture
#

yep

solar shore
#

hey i don't know much about unreal, i mainly use unity, so sorry if i seem a bit stupid lol, but anyway, im wondering if there is anyway for me to get the code that unreal 4 uses to interact with nvidia flow? I'm hoping that if this is possible i may be able to use the code to get nvidia flow working on unity perhaps (also i will be going to bed soon, so sorry if i reply tommorrow lol)

static mountain
#

how come whenever i cook this it doesnt produce .uexp files and it just skips over everything and doesn't even re-cook it

trim pike
#

Hello. This has never happened before until just recently, but for some reason changing a parameter within the material instance editor causes massive lag/freezing, and then when no parameter is being modified it runs smoothly

#

It's getting to be really frustrating and I'm not sure why it's happening

#

Last time I brought this up here someone said it was normal for them, which doesn't seem right

oak patio
errant coyote
#

Hello everyone, I'm not sure if this is the right place to post this, but I have an issue with splines. I'm trying to make a simple blueprint that creates a straight road spline, adds a few points to it in the blueprint, and makes the road procedurally without me adding points or anything manually. The problem I have is that no matter how I modify this blueprint, the result is always a spline that has strange curves in it and is angled from the ground, not parallel to it, the further from the beginning it goes. Could someone please look over my blueprint and tell me what I should do to make it generate a simple straight spline with a few points? Thanks

errant coyote
#

Nvm, benji1 helped me

spare trench
#

Textures are not comming from blender to unreal how to fix?
Top one is blender
Down one is unreal

#

Disbreak , steat's texture not comming unreal

inland pawn
#

hey gang i wanted to ask

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has anyone attempted or succeeded to port the UE5 Modelling tools (specifically the version with cube grid modelling) to UE4?

cosmic cove
#

After work I'd like to add a texture /material to my landscape. I've tried several things but I guess I don't understand how it works. If someone is familiar with this and would like to help me that be great. Ping or dm me thanks. We can also screen share and voice if it makes it faster.

cursive sky
#

How can i make like a frozen muzzle flash where it looks like the gun just shot for this scene

dusk nebula
#

or use a still image if it's just for the one image

cursive sky
#

How do i pause a particle system i dont see a option for it and havent used them before

dusk nebula
# cursive sky How do i pause a particle system i dont see a option for it and havent used them...

first search result on Google. Time Dilation 0
https://forums.unrealengine.com/t/pause-particles-in-place/307457

cursive sky
granite breach
#

Can someone tell me why i cant use mannequin and alsv4 character in multiplayer listen server?

lavish echo
#

Does anyone know how to make a shield block on the Unreal Action RPG Template?

peak oxide
#

Hi all, can someone recommend points to be aware of or strategies when dealing with large distances?

This year I have made a lot of large scale fly-throughs across landscapes, I'm starting another one which is about 54km long.

I will mostly be at least 100m away from my focus point, a few times I'll get close enough to fill the screen with a 10m tall object.

An example is that I often need to enable 'High Precision UVs' so that the uv coords aren't being rounded and creating artifacts.

(Image is an example of similar scope, not my work.)

granite breach
#

how come the 2nd texture is not showing???

cloud pagoda
#

Hello, is there a way to create a mesh and many materials for it and spawn them randomly in a defined area? I'd want to create instances of that mesh with random rotation and random material. Is that possible?

#

(instead of placing them 1 by 1)

thin tendon
granite breach
granite breach
thin tendon
# granite breach then add it to mixamo?

Well I mean either way works right. If you are rigging it after doing the materials. Then miximo last I guess. But its probably easier to rig it then put it into blender and do materials last.

granite breach
#

so should i add materials then add to mixamo?

thin tendon
thin tendon
granite breach
thin tendon
#

And when you tried adding them later the rigging process had changed the materials?

granite breach
#

no the textures were missing on the spot.

thin tendon
#

Take your FBX after mixamo. With the skeleton attached. Open it in blender. Select all the individual faces you want to add to the second material. And assign to material. Then export it back out and add to unreal

#

Sorry mate I got to head out for a bit. Good luck

granite breach
#

aight i appreciate it man 🤙

small vault
#

Has anyone ever had problems getting the crash reporter to show up in packaged builds? I basically just realized I should've been seeing the same crash reporter I can see in the editor when my packaged build crashes but that's not the case. Include crash reporter is ticked in the packaging settings

rugged lichen
#

Could someone very briefly outline why one might favor mesh instancing over particle systems (or vice versa) if the intention is to scatter a bunch of largely identical objects? If I wanted to have a bunch of barrels lying around or whatever, it seems to me I could do either approach to much the same effect.

spare hornet
#

Hi everyone here you will find a littl demo of a stylized water shader i did for my graduation project , enjoy : )
https://www.artstation.com/artwork/9NrdQL

ArtStation

Hello Everyone
This in an other part of the work i did for UMIKO, the creation of a Stylized Water Shader.
It was an important part of the game and a really cool shader to creat.
Thx Thomas Corvee for the help :)
You can download the game here : https://www.new3dge.com/ga-umiko
Finaly thx to the team I had the chance to work with :

https://www...

zinc topaz
#

Does anybody have an games that have like a good looking main menu. I need inspiration and idk what to do it off of

azure nimbus
#

@zinc topaz mw2

magic helm
#

how do I edit the toolbar in UE4?

#

Tons of options I use are hidden and I have to press the arrows to get to while trhe Marketplace button I never use is right there taking up a slot I could have something else for.

#

(I've looked in Editor Preferences but couldn't seem to find anything about how to change it.)

modern kite
#

not even asking how to fix this, just asking myself how this is possible? how can a simple sight stimuli of the perception system detect something that has not collision whatsoever

#

never ever have i encountered that the ai detects the player controller instead of the ai

unique hedge
#

ay if you guys would like to tell me about your games, i'm open to listening and playing if you have versions out

just dm

spice ruin
#

Don't spam it everywhere.

tidal solstice
#

hi there, quick question how can I make a memory optimization?
I can't deal with that!
(image from one of my game users)

fierce current
# tidal solstice hi there, quick question how can I make a memory optimization? I can't deal with...
Unreal Engine

When a game reaches a certain stage of development, it becomes critical to figure out what exactly it’s loading into memory and why.  As new assets are built, games tend to become larger and larger until load times slow to a crawl and the game starts to run out of memory. Luckily, UE4 has some useful tools built in to track down what’s in memory...

stone light
#

hi may i ask a question?

#

i keep importing a mesh with its pivot not being centered when enlarging. however i have checked if its history was deleted and frozen its transformation position from maya. but still the same

spare trench
#

Can something cause no movement in vehicle? Means something coliding with vehicle or due to rig problem

#

Cause Im facing it

stone light
#

anyone can help me figure out why my faces keep lookin like this

#

i checked normals in modelling software

#

they all seem to look outwards

steel pasture
stone light
#

ye

stark meteor
#

Hi all, I noticed in a game that they somehow have refractive depth bias as a param in a masked material inst, even though the parent mat is masked not translucent and the option is entirely grayed out. Any idea how they did that?

steel pasture
# stone light ye

Then check it in blender or whatever software u have used to make this check it in the software or the bones aren't place properly !

#

My thinking

static viper
#

4

steel pasture
#

4

full nexus
#

hey im running into a problem

#

when i try to export an asset from unreal it keeps using this weird .COPY format

#

it wont export it as fbx

magic helm
#

I intend to put a Title Sequence into my game, currently my plan is to create a video of the title sequence and put it in the game. Is this normal/ a good idea, or is there a better way of doing it or anything I should consider?
Thanks. :)

zinc topaz
#

Does anybody have an games that have like a good looking main menu. I need inspiration and idk what to do it off of

peak hare
#

Hi, wondered if any could help. I am at a state of confusion because I'm struggling to understand exactly how pawn possession works on begin play, in relation to Event Possessed and Event Unpossessed.

I have two movement modes for my pawns: one for when player controlled, and one for when AI controlled. I only call (AFAIK, I could do a deep dive to double check) unpossess on any pawn, if it is player controlled and a player chooses to stop controlling it and control another pawn.

On begin play, I first spawn one pawn per player (bit more complicated than this as there are other pawns players can themselves spawn later but I'm not worried about that currently) and a few nodes later I possess them (I do this in the game mode in OnPostLogin).

Looking at print strings, it seems that event unpossessed is getting called on possession - as well as event possess. This is despite the pawn class I am using having no default AI controller or auto AI possession - could it be possible that the 'unpossess' is called as the previous controller was null, so they are 'unpossessed' by a null controller?

peak hare
#

More confusingly the pawn class is printing as my default AI class, but I didn't tell it to auto possess AI, I want to manually do that

stone tide
#

is there an alternative to static mesh that i can enable physics on? i dont want any mesh collision for it, just the physics

cursive sky
#

Is there any way to edit a gamemode's default pawn when player presses a button

coral fjord
cursive sky
coral fjord
#

Gamemode in default state are great for working with Levels directly, but when loading levels and characters from a Menu, it typically done with spawning the pawn into level based on that selection, then posses that pawn with controller.

#

How do I change the default character that spawns in when I run my project. We also look at how you might set up per map spawns and manually control characters you place in the world instead of the default spawn.

▶ Play video
gloomy ginkgo
#

Guys

#

Does BP generate c++ code or does it get compiled to byte code?

zealous yarrow
#

Anyone know what is happening, I'm right now working on a main menu but on editor player play works fine by removing the gui and making the player move again but when I click launch it does not work only exit does work

peak oxide
#

Forgive me if this looks very basic but I'm trying to sharpen up my procedures here.
Usually for exports to UE I will attach objects, or at least make them unique, zero their pivots to [0,0,0] and FBX them, in UE I only need to set their position to [0,0,0].
I'm looking to be more optimal now and will try keep the objects instanced. So how do I quickly export to the engine and import 1 of these models with 5 copies and their unique positions? Thanks!

mighty niche
proper scroll
#

--Accidentally posted in the wrong channel, moved question to #chaos-physics

vestal wyvern
#

I need help with a issue well Im fallowing a tutorial but the problem I have is the direction of the arrows on the panoramic view my tutorial has red and blue. But my arrows are green and blue here's the photo

full nexus
#

i believe x is red and y is green

vestal wyvern
#

Yes

#

This is what I want

#

Z and X

#

Not y and z

full nexus
#

interesting how their front view is Y and yours is X

vestal wyvern
#

That is the prob I have

zinc topaz
#

I’m making a online fps, using steam advanced sessions. Is there a way I can get a server so that can host the game over a player. Thanks

full nexus
#

click this

vestal wyvern
#

But I'm the tutorial he uses the front view and it has z and x

#

That is the only problem I have

vestal wyvern
#

He also has front

full nexus
#

yea ik which is odd

vestal wyvern
#

See it's crazy

full nexus
#

but why is it so important that orientation is the same?

vestal wyvern
#

Because my game is going to be a 2D game that is the reason

#

I'm asking for help

#

😩 😩

full nexus
#

you can probably make it work with that orientation idk

#

sorry i couldnt be of much help

vestal wyvern
#

Thank you

#

How can I ask so they can understand me what I'm trying to explain

full nexus
#

i think your question is pretty clear

#

why does your front view show Z and Y axes while the front view of the guy in the tutorial shows Z and X axes

scarlet birch
#

It will be much easier on you if you set it up so that X is pointing to the right of your screen and y is pointing towards you

warm stirrup
#

Evening, so I'm having this strange issue where in the viewport, my textures seem to be skewed on two sides of my mesh (which are all walls, or box like) and it's happening to multiple meshes. Any idea what could be going on?

#

Here you can see two separate meshes that have a similar issue.

static viper
#

@warm stirrup please dont crosspost your stuff

#

and i answered you.

#

so its fine

warm stirrup
#

Yeah I saw you respond. Thank you 🙂 sorry about that, it's so rare to get a response to one of my questions in here sometimes, so thank you for doing that.

steel pasture
#

Wasssup ladies

#

I am dr meow

#

Whats going on here M

#

?

jade hemlock
#

Hi every one. How can i Listen to An input in an Actor class?
I have a door class and i want to listen to a input that when i pressed E something happend. How can i do this?

blazing yew
#

Hey guys, i'm trying to create an application that is able to simply display RGB colors full screen and switch between 2 frames with a fixed background continuously. I'm able to retrieve data from a text file where my RGB values are stored but what I want to accomplish is to display those RGB values on the screen. The application needs to refresh every second to check if there are new values and if so it will update the colors. The frame needs to look like this, the frame to change RGB values from is located in the middle. Can anyone help me out?

peak hare
#

Not familiar with ue4 for non pc, but use one widget for the background and one overimposed for the colours

blazing yew
#

Thanks let me take a look. Is the overimposed object able to take input from variables or an array for the colour value?

hexed snow
#

hey guys i'm looking for ways to make a 2d beat em' up in this engine to make it as my first prototype plus solo dev. don't know if there's any tutorial that will help me make the prototype.

thin tendon
#

If it is a setting that you want to use globally. Save it as a collection to be used by multiple materials.

blazing yew
#

well I'm not creating a game, the only reason why I'm trying to create this is to be able to change the FPS. so basicly what the program needs to do is to switch between the 2 rgb values and when the file gets updated with different values it needs to change the colors from the value of the file and be able to set FPS from the file.

blazing yew
mighty niche
#

There's a way to run a packaged project that automatically displays functions on two monitors? I need to use the first display (touch) to set infos and than the second (not touch) to display the game with the info setup set from the first

worldly lynx
#

how can change this image to another image?

#

I mean a new background for here

real heath
#

You can do it through project settings, but basically in your project directory you want a directory called Splash, and in there you want Splash.png and EdSplash.png you want

#

Actually, it might be in the content directory. Can't remember. Somewhere there. Either way, do it through project settings

worldly lynx
real heath
#

No probs

fervent bay
#

unreal engine prevents my system from going to sleep. does anyone have similar problem? is there a fix for that?

#

for the times i go to sleep but my pc wont 🙂

real heath
#

Either close unreal or lock your PC (windows key + L)

fervent bay
#

thanks i will try windows key+L next time!

tame marsh
#

I don't think in a single Static Mesh component you can have instances. The closest thign you can do is to create a Blueprint with 5 StaticMeshInstances of that it

rich spoke
#

how can I get level sequence length? I've seen some guides and they use Get Length function, but I can't seem to find it

fiery ice
#

Hey!

Everytime I try to build to quest… It gives me an error that only lets me complete a build and run if I delete my project app from the quest folders completely…

Therefore, making it impossible to update the app, without having to basically re-install it completely and losing savegames in the process…

Also, before this… I rebooted unreal engine and the oculus quest several times, and everytime i boot up again and build it back (if the build and run doesnt fail and I have to delete it manually from the quest), it ovverrides the savegame once again and everytime.

Has this happened to anyone else? If so, how do I proceed from this in a way that I can build the app to the quest, making sure it doesnt override any save game data?

Thank you!!

peak hare
cloud pagoda
opal slate
#

Hi everyone, was wondering if someone can give me a hand!

I'm trying to use a File Media source, I've set up the material for it. However, I believe I've set up the level blueprint correctly which can be seen below:

When I play the level, the movie texture doesn't play on begin although I've set it up and I get this error which can also be seen below:

If anyone knows what might be happening, please do let me know 🙂

jade hemlock
#

How can i listen to an Input in Actor Class?

silk flare
#

Unreal crashes on startup ( I get the crash window, then no matter which option I choose it just starts up as if nothing happened )

#

I'm kinda spooked

spice ruin
#

What's the crash?

silk flare
#

weird thing is that if I tell it to send report and restart, I'll have 2 instance running the same project

silk flare
#

XD

#

is there a crash log somewhere?

#

I did send a report just now so maybe I could grab that?

#

but I haven't got a clue where to look for it

magic helm
#

Decals are meant to be visible in the editor viewport, right? is there any reason why they wouldn't be?

#

to clarify, they're visible when i'm playing the game, but in the viewport they're invidible (even in Lit mode).

silk flare
#

do you know about class inheritance?

#

so if I understand correctly

#

you should just make a "master_class"

#

like

#

"master enemy"

#

that contains all the variables, functions etc. that all enemies will use ( stuff like HP, dealing/receiving damage, movement speed... )

#

and then you create a new blueprint class and choose the master class as the parent class

#

the new blueprint will contain everything that the master has + it's own stuff

#

honestly

#

I've never made a custom component in 5 years using unreal

#

could be that I just never needed it by pure chance or I'm just dumb

#

I guess component is something you would attach to different classes ( with different master classes )

#

but for stuff like combat/movement logic you should use master classes over components

#

I guess it makes sense for inventory to be a component

silk flare
#

I'm honestly stumped rn

spice ruin
#

So what's the crash?

silk flare
#

ahh

#

not the crash sorry

silk flare
#

I can't tell what's right anymore

#

and you are a wizard so

spice ruin
#

Components... versus class?

silk flare
#

yes I know they are both classes

spice ruin
#

Do you mean composition vs inheritance?

silk flare
#

but this is the actual question here

magic helm
#

What's the best way to do posters in UE4? (Not decals, they don't look right.)

static viper
#

opaque materials on planes

spice ruin
#

Is that why they crash into each other?

static viper
#

you would use twin sided

#

I MEAN

#

two sided

plush yew
#

So when using landscape material masking I noticed when I make a hole in the ground two of the 4 sides have a fall off range to big and you can fall through the landscape early before falling through a hole in the landscape has anyone figured out how to fix this? Or would I just need to block those two sides off with boulders lol

torn egret
#

How do I teleport an actor using a FQuat?

magic helm
plush yew
#

When hit new game on our main menu (since we are using world composition) Evvvvverything even our metrics level and main menu level and levels we do not want all load up and game can not be played how can I fix this you think? I tried unload level stream and that did not work for the levels we don't want

plush yew
#

I am still trying to learn Unreal Engine 4.Well i am playing a game named Sea of Thieves recently and i did hear that it was made with Unreal Engine 4.So i wanted to make a ship movement and water system like Sea of Thieves's.But i don't know any idea how do i make an ship.I know how to make water but not the ship.Can someone please explain me how it works or can someone please help me?

wary gyro
#

I’m using the Lag feature on a SpringArm. How could I use that feature on a different actor blueprint, without adding a camera to it?

plush yew
#

I dont need the water for now.I did made the water system with water plugin but idk how i can make a ship in UE4.27.2 .Well i tried to make a ship movement system but messed up.How can i make a ship movement system?

inner barn
#

Hello, does anybody know how to use Orange Normal maps?

zinc topaz
#

I need inspiration for a main menu. Anybody have a good game that has one

potent spade
sick crane
#

Does anyone know how to integrate twitch chat to ue4 I seen TwitchPlay online but I cant seem to find it. If this is wrong chat to ask in then where should I ask?

plush yew
#

thanks i will look for example about bouyancy

plush yew
coarse jetty
#

Hi how is there already a fix for the editor bug? dropdowns blacked out and blackscreen when fullscreen?

#

thanks

peak hare
full nexus
#

im using simple move to target on a click to walk game

#

does anyone know how i could determine if the goal is unreachable?

mellow oriole
#

can i ask a question here?

spare trench
#

vehicle wheel blueprint just go wipe all every time I reopen it

weak summit
#

hi guys, help me how do I make an earthquake simulation in a room or in an office

#

so that all books and objects fall from the shelves or from the table

#

as in this video

#

help pls

cloud pagoda
weak summit
#

that is, I need to animate the "ship" and import it to the UE and then put my objects on top of my animated "ship"?

steel pasture
#

First of all the camera shake in the video was verg advance just look at that its not ordinary camera shake

#

And. Idk about the books and celing broke

#

!

plush yew