#ue4-general

1 messages Β· Page 4 of 1

potent jungle
#

nah, clamp keeps the values within a specified range, doesn't select πŸ€”

#

I need sort of a histogram select like in substance designer

#

I temporary found a way via remap value node, but maybe there is a better way

fathom lodge
#

yes sir tnx you its working i looked on yt for 1.5 days couldn't find it

icy quest
#

all good

tiny valley
#

Is there any Thesaurus marketplace item that can search a string for words and replace with a synonym. Something that can link to a thesaurus online

plush yew
#

can anyone recommend me a good free ue4 tutorial (only c++)

#

not even a single bit of blueprints

real heath
#

You may struggle to find that, as the best workflows generally make them work in tandem, so it's taught together frequently

plush yew
#

it looks good

#

a bit hard though

plush yew
#

Does anyone have a tutorial of how to mod ue4 games?

real heath
#

games with mod support like ark should have info available from them

plush yew
orchid marten
#

Can someone please help? I've been trying to get this to work literally the entire day with no success and I feel I've tried everything... Importing from blender to unreal.

orchid marten
#

The pillars look fine, why?

real heath
#

Sorry maybe I'm dumb. It just looks like an early model. What specifically are you having issues with?

#

Lightmap resolution?

real heath
orchid marten
#

You can see how the texture looks in blender layout, but when importing to UE4, you can see it looks nothing like what it does in blender

#

But for some reason, the pillars look just fine and I don't know why

#

I've legit spent over 7 hours trying to get this to work

real heath
#

Are you using something like triplanar mapping in blender?

orchid marten
#

I've tried unwrapping, cube projection, smart UV map, resetting UV's.

real heath
#

The uv map looks fine, it's just your texture scale which you can fix in your material, but it's a nightmap to line up different texel densities

#

Are the pillars separately uv'd?

orchid marten
#

It seems the pillar are apart of the UV

#

you can see them in the top of the UV map in blender, the circles.

real heath
#

If you uv'd them all at once they should be a similar density

orchid marten
#

Yeah I did

#

and combined all objects.

real heath
#

And you only using one material?

real heath
orchid marten
#

Yes one material

#

This is the FBX imported without textures, why is it all stretched?

real heath
#

It's a poor projection in the uv map

#

So in blender you are tiling 25x, and you aren't in unreal for one

#

You need to multiply your tex coords in unreal to match

#

But quite frankly, the uv map isn't correct and will product different texel densities and stretching still

orchid marten
#

Ohhhh

#

Hmm, this is too hard. I don't know why it has to be so complex lol.

#

It looks fine with a single blue material hmm

real heath
#

Ofcourse. There's no detail in it. Any flat color will look fine

orchid marten
#

Ahh

#

I give up πŸ₯²

violet yoke
#

Hi, I'm having some issues with my FPS in the editor. I used to have 120 fps average on empty projects but for some reason, now I can't get past 60. I checked the fps cap settings and they are not the issue. Also, if I click outside of the editor, the fps goes from 60 to 80-90.

violet yoke
#

The GPU also sits at 20% usage

real heath
#

R.vsync 0

#

R.vsynceditor 0

#

In console

spare trench
#

When my vehicle fall in water then die and respown

#

How can I do that?

narrow geode
#

really quick question : how do you change the install path for unreal engine from epic games launcher

real heath
#

It asks you when you go to install an engine version. Select the version and it will prompt for where

narrow geode
#

i had to uninstall all my other versions but it worked

#

didnt prompt me when i had another version installed

glacial arch
#

Any clue how to remove just one element from the array in the Details display window? Seems I can only either dump the entire array or add elements

real heath
marble portal
#

Hi, noob question. I am trying to render my scene in UE4, char + env. Should I bake the lighting or just full dynamic? I just want to have good result, and don't care about performance

round salmon
#

Anyone have a brief description of what a "normal" is when doing a line trace?

oak patio
round salmon
oak patio
#

No problem!

plush yew
#

I'm new to making games and all that but i got a question do i have to optimize my games?

#

Or does the engine optimize them

thick herald
#

There are tools that Unreal has to help with it, but in the end you are the one who needs to make changes to get the results you want.

plush yew
#

Quick question. I want to interact with certain objects based on their properties. right now im using tags like ''tool, sharp, container, food'' etc. But I want to able to do different actions based on the tags. Theres a switch on gameplay tags but I dont think its the same as just ''tag''. Does anyone have a good way to go about this?
for instance I want anything thats sharp have a ''sharp'' tag so and then on the interact event switch to a different event based on that tag

thick herald
#

Interfaces is probably the thing you need, that or Actor Tags. The former would be a better choice.

tough oriole
#

Would anyone know why my audio is being distorted after a video ad plays it starts to sound staticky and distorted

brittle viper
#

Im facing a bit of an issue

#

When localizing and trying to gather texts

#

The texts from the "Set text to" nodes are not gathered if that makes sense

#

Which means Im only able to translate what initial texts are

#

In other words, is there a way to gather strings instead of texts?

brittle viper
#

I figured it out :)

fathom lodge
#

is there a way to add obs virtual camera to unreal 4

restive cove
#

Is anyone else having problems with mesh particles in Niagara? Ever since I upgraded to 4.27 all my mesh particles are invisible unless they're in front of certain materials.
What's going on here?

ripe flame
#

Hey everybody, having a weird issue. Camera controls work great for mouse input, but gamepad input causes the camera to move faster or slower with framerate. We tried multiplying by delta time, didn't work.

split tundra
#

Is there any way to render the game internally at a lower resolution which'll then be upscaled to the window's resolution?
Note that I'm not using ortho camera.

restive cove
#

pretty sure that's what the "resolution scale" setting does

real heath
#

Yep. Can also be adjsuted in console with r.screenpercentage

split tundra
#

@restive cove How would I set a specific internal resolution, though? I know that for ortho camera you do that by providing a width and ratio (say 16:9), but for perspective camera you must only provide a FoV

real heath
#

Is there a reason you need a particular resolution? Usually a percentage is enough control for performance reasons. If you specifically need a resolution, would a scenecapture actor rendering to a render texture be more appropriate? You can set the render texture to be whatever resolution you want

restive cove
#

Math I guess? as it's a % of your actual resolution, you'd have to calculate what percentage of your screen resolution would get your desired resolution

split tundra
real heath
#

ahh so you aren't exactly looking for a specific resolution, but rather a way to control what is in your screen frame? yes?

#

and resolution is how you were doing that with the ortho camera?

split tundra
#

Pretty much

restive cove
#

oh are you actually after a aspect ratio?

#

cinematic cameras let you change that sort of thing

split tundra
#

What I've been doing for now has been moving the camera really far away to something that feels right lol

#

Since I'm using a really low FoV to somewhat achieve an ortho-camera feel

split tundra
real heath
#

ok, so that's not how perspective cameras work. what's in the view frustum is not all determined by the resolution. You'd need to do some math with regard to your field of view, distance to the plane where your gameplay is at, and how much you want shown. Vertical view cropping will be handled entirely by aspect ratio

#

You'd want the camera quite far and a very tight fov to get an ortho-like visual look

#

but exact distance and fov will need some math

split tundra
#

Yeah, I'm at FoV 1 and camera truly far away

restive cove
#

sounds like there's gonna be a lot of technical challenges with having the camera so far away

split tundra
#

I'll probably dabble with 0.5 or perhaps lower if it works since I'm still getting some 3D mesh distortions in FoV 1 on meshes on the sides of the screen, which kinda ruin the pixel perfection

split tundra
real heath
#

make sure to push out your near clip plane and far clip planes to avoid z-fighting

split tundra
#

Already done that

restive cove
#

I'm just wondering if there's a better way to do it

#

post processing material perhaps?

split tundra
#

I was wondering as well, but dunno tbh, that's all I've been able to come up with

#

For now it works but the only thing that's bothering me is the mesh distortions and I believe cannot do much to solve that

#

It's minimal but can be seen if you focus on it

restive cove
#

yeah I think you're always going to have that. Orthographic cameras are infinitely far away. You can get a similar look by having a very far away camera, but it will never be prefect

real heath
split tundra
#

Yah, I was about to try to lower my FoV even lower and doubling my camera distance from the scene lol

real heath
#

If it's parallax related you could probably mess with the x-axis scale either on the objects, or in the materials by scaling the vertex position to flatten them

split tundra
#

Since they're actually 3D meshes

real heath
#

yeah parallax. I'd look at maybe messing with wpo to flatten the meshes

split tundra
#

What's that?

#

And sorry, didn't know the proper term

real heath
#

world position offset is a material output and you can modify the vertex positions

#

you could essentially flatten your meshes at render time without messing with scene scale

#

it wouldn't eliminate, but would drastically reduce that look i'd guess

#

but you can't entirely flatten or you'll get z-fighting and stuff clipping through that shouldn't be

restive cove
#

yeah maybe adjust the position of vertices based on distance from the camera

split tundra
#

I wouldn't know where to begin with that, but I'll try to look around to figure it out

split tundra
real heath
#

if you essentially squashed to like 0.1 scale on that axis it would be fine i'd guess

split tundra
restive cove
#

it would. The CPU won't acknowledge the change in position so collision will get weird

split tundra
#

Figures

real heath
#

that's kind of desired though? You presumably already have your game working as desired collision wise. You wouldn't want to mess with that just for your render output, so scaling in the material is probably ideal. But would need testing around shadows

split tundra
#

Yup, collisions work fine, so I'll try something with WPO to fix the parallax.
Do you have any pointers on how to achieve that?
Also thanks for your help guys, appreciate it

restive cove
#

gimme a minute, I'll try to cook up something real quick

split tundra
restive cove
#

Ideally you'd turn this into a material function and apply it to literally every material in your game. What you're doing is expanding vertices in the direction of their normals based on their pixel depth, or how far away it is from the camera. It will definitely be more complicated than what I've got here (more math and trial and error required) but I think these are the nodes you need. Couple this with your far away camera and you should get what you need.

split tundra
#

@restive cove Thanks for your time, appreciate it! I'll look more into these nodes and WPO, it's indeed a matter of trial and error to get the right look

real heath
#

As a quicker test.you could probably just scale on the z axis. (Get vertex position.z - games desired plane z position) * 0.1

split tundra
real heath
#

Actually you said top down? That'd be z axis

split tundra
#

Yeah, top down

restive cove
#

Boris' idea makes more sense actually

#

My version would probably cause problems with obscured vertices

real heath
#

Yours, with more work, would provide a more pixel perfect result, but as a test mines a bit quicker

fierce agate
#

Which game engine has the best-stylized VFX?
Ue or unity?
I was planning to make a 2nd game with good anime shaders

plush yew
#

does Unreal Engine 4 work on Linux?

thick herald
thick herald
sweet lance
#

does anyone know how i can play a sound when holding left shift and making the sound stop when i stop holding it? (blueprints)

real heath
fierce agate
thick herald
sweet lance
#

how do i set a boolean? im new to unreal lol

#

figured it out

#

how do i set the value lol

#

this doesnt work

static viper
#

this does work

sweet lance
#

not for me

static viper
#

if you want to press shift to switch

#

then you need a condition

sweet lance
#

what

static viper
#

wait 10 seconds

#

this is a condition

#

there are other methods ofc

#

but this will work for you

#

when you press shift it will check what state your bool has

#

and then you either set it to false

#

or true

#

in my case the opposite of the state

sweet lance
#

but what if i want to hold left shift to make footstep sounds

static viper
#

then when you release the pin below

#

you set it to false

#

thats even easier

sweet lance
#

but i want footstep sounds

static viper
#

please make sure you did this course ^^

#

and there are tutorials online for footsteps

sweet lance
#

i havent done any courses i downloaded the engine and just jumped straight to making a project lolll

static viper
#

then its time

#

do the course

sweet lance
#

yes thanks

spare trench
#

Can anybody here help me setup respawn at checkpoint

zinc topaz
#

Can I have different models and meshes use the same skeleton

#

and same animations

static viper
#

yes

#

thats how skins work

#

πŸ™‚

#

make sure to work clean

zinc topaz
#

How do I do it?

static viper
#

well do what?

#

skins?

#

i cant explain all of this right now

#

its alot

#

there is this for animation

#

master pose is a word you should google for ue4

#

πŸ™‚

#

youll learn

carmine prairie
#

Hello! Don't suppose anyone can help me?
On the live preview for materials, the sun appears to keep rotating around the mesh and i'd rather it not.
There must have been a setting I altered a while back and can't remember what I changed for the life of me.
Anyone know how to fix it other than just turning off Realtime?

magic helm
#

You know when you click on an actor in the viewport and it like shows the radius of the audio and that kind of thing?
i think i accidentally pressed a button that made the audio not show for some reason. any idea what it might be?

magic helm
#

Nevermind it's back lol. Idk what happened there.

zinc topaz
#

Im trying to retarget but I keep getting a message that says skeleton needs to be saved

tough oriole
#

Hi all ! My IOS game is getting distorted audio after a video ad plays or if the phone makes sound from another source for example if Spotify is playing in the background the game audio is horrible

#

Any ideas what’s causing this ?

velvet path
#

i need help. this may sound weird but im playing on the alpha 1 of hello neighbor, i accidentally put the resolution on -1 x -1 and now i cant play because everytime i launch the game the UI is glitched and it wont let me click the options

#

how do i restart these settings

#

to the default ones?

velvet path
#

aw man

zinc topaz
fathom lodge
#

how do i move my rotation point to middle on 3d text

real heath
#

been a while since i touched it

pearl dome
#

Is there a way to make volumes (such as trigger volumes) visible while playing in editor?

pearl dome
#

Those trigger volumes seem to have a translucent cube appearance in both editor mode and play mode. He doesn't really go into what controls that, beyond saying the translucent visual displays by default when creating the trigger volume. But that's definitely not the case for me; when I make them they only have a wireframe.

real heath
#

and that shows by default

pearl dome
#

I see. I must have been skipping around the video too much. Thanks.

cedar raft
#

hey ! I have a question, is connecting a single variable to all the nodes that need it more optimizer than connecting the variable several times?

deft pumice
#

anyone knows what the difference is between green and yellow eyes when it comes to variable editability and how to change one to the other ?

#

no

#

well they are both public cause of the eye, not sure what protected would be and how I can change that though ?

modest trench
#

Perhaps c++ defined?

lilac stirrup
glacial arch
# plush yew I'm new to making games and all that but i got a question do i have to optimize ...

the C++ compiler on its own does do some optimizations. But those are always there and you're not going to get much tangible benefit from them because they are the status quo, unnoticeable.

The thing that needs to be understood is that the computer does not know anything, it does not understand anything, it has no will or capacity for abstract thought - so it will blindly do anything you tell it to do. And if that thing is stupid, it will do the stupid thing. It's up to you to find a smart way to achieve a result, smart in this case being the least amount of work done for a given task.

Or at least the least amount of work done on your current thread because sometimes the tasks you need to achieve cannot be reasonably done in a single frame and so you will have to call in the cavalry aka do multithreading. Thankfully Unreal has a wonderful system for that. Though I think while you're starting out you won't have a need to use these very much.

Bottom line - the systems you use to make the game will do their best to trim off the fat, but that's as far as it goes. You can't expect the computer to think. They just crunch numbers.

spice ruin
#

Bear in mind also that optimisation is often pointless. Optimising small task A (gaining a nanosecond) will often take longer than doing a bit of research into the overall task and just using a better algorithm.

#

Or doing something far more productive, like actually adding stuff to your game.

#

Optimise when you hit a performance problem.

#

That is not to say you should just do any old thing, there are right and wrong ways to do things, but spend time where you get the most gain.

fierce hazel
#

guys how do i turn off gravity for my character. as in they dont fall and stay in the air

#

ik but i kinda wanted to avoid that

static viper
#

stay in the air?

#

you could code a system that subtracts velocity over time

fierce hazel
#

right now i just set z velocity to 0 but it doesnt work

static viper
#

you need to get the velocity from the movement component

#

not the actor.

fierce hazel
#

ik

plush yew
#

can someone recommend me a good free ue4 tutorial playlist on youtube

late jay
#

Hi, does anyone have a good tutorial on BehaviorTrees and AIController for a drone?

thin tendon
# plush yew can someone recommend me a good free ue4 tutorial playlist on youtube

If you want to know how to get started making video games; this series is the right one for you! Get to know Unreal Engine 4 and develop a whole game for your first project. This project is aimed for beginners; to teach you how to develop video games.

Download the assets required for the project from here: https://1drv.ms/u/s!AvfMAVHw1KCipd0S9_...

β–Ά Play video
#

Try bread crumbing your code. (use a series of print string nodes. To see how far your code fires and narrow down the issue)

thin tendon
# late jay Hi, does anyone have a good tutorial on BehaviorTrees and AIController for a dro...

Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.

Support me on Patreon and get access to videos early, join our developer community on Di...

β–Ά Play video
thin tendon
# late jay Hi, does anyone have a good tutorial on BehaviorTrees and AIController for a dro...

Flying AI on Epic Marketplace - setup in a few minutes: https://www.unrealengine.com/marketplace/en-US/product/flying-ai

Project files for this tutorial: https://gumroad.com/jacksonnexhip#bovRLu

Description.
Learn how to make Flying AI in Unreal Engine. Covers Flying AI movement using physics through behavior trees and behavior tree tasks. Inc...

β–Ά Play video
plush yew
#

i completely disagree as i tried it

thick herald
#

I would say that ones on YouTube vary in quality a lot more than Epics. To me the main difference is if you want to learn about the engine Epics is by far the best option, if you want to learn how to do specific things and worry about how it all works later YouTube is the best. It's the varying quality bit that screws a lot of people up.

#

Note - It does indeed say UE5, but for the most part it's the same for UE4

plush yew
#

I'm trying to click this but sometimes every menu option just instantly disappears after I click it and I have to restart the engine entirely, does anyone know what's up ? Unreal engine 4.27

pallid olive
#

Why does it spawn soo many arskylight lol

little star
#

Hi guys! I am having trouble trying to make a random material that looks something like this... (Using ''Noise'') If you have a solution, please let me know!

#

Something like this... but with a bit more harder edges and a way to procedurally generate it. Please note that my knowledge in materials is close to 0

latent fable
#

Is there any way to convert a UE5 project to UE4? Whenever I try, I can't see any of my assets

thick herald
#

I know you know that πŸ˜„ I was just expanding on it for others πŸ™‚

pallid olive
#

Hey how do i get refenrence from other widget

weak urchin
fierce tulip
#

you cant

latent fable
#

Thanks

late jay
steep steeple
#

Hi does anyone know why radius on wind directional source doesn't work? or am I doing something wrong...

glossy wagon
#

Is there a way to restore a save file from the "Restore Selected" menu after you already deny it?
It seems to have removed more than the files that I didn't select.

peak hare
#

I'm having issues adding a vertical velocity to an actor A I attach to another actor B via AttachActorToActor node. It looks like actor B's vertical velocity component of 0 just overrides whatever velocity I try to set in the character movement component of actor A. Is there any way round this?

plush yew
# thin tendon https://www.youtube.com/watch?v=QZfTUvykGVg&list=PL4G2bSPE_8uk84cmXmVO-uS8ioIXEJ...

In this video I introduce to you my 30 Topic Tutorial Series which aims to get you from Beginner to Advanced. Develop Games with Unreal Engine 4 and Unreal Engine 5 Completely free!

πŸ“ Download the PDF Tutorial Series Guide πŸ“ https://mega.nz/file/R8hWhARJ#24MrSqLYOeYcSaZDNE08LGqPptumZaRUCkko1bYVTAA
Key (if it asks): 24MrSqLYOeYcSaZDNE08LGqPptumZ...

β–Ά Play video
#

its 50 videos

#

compared to what you sent it looks like it has a lot more information

#

actually nevermind

spice ruin
#

As with any tutorial, learn how things work. Don't necessarily treat them as a gold standard. A lot of them don't have a clue. Think for yourself!

plush yew
#

thats obvious

autumn flame
#

Just need to learn to copy and paste your Event Tick to have double the frames

spice ruin
#

Forum post on Epic forum and a guy explains how transient property works. Uses the example that current health should be transient. First person to reply... "OMG MAKING MY CURRENT HEALTH TRANSIENT NOW." That is, of course, not appropriate in the majority of cases.

plush yew
#

he was probably being sarcastic

#

if he said it like that

spice ruin
#

He wasn't.

autumn flame
#

Probs was serious

#

Yeh

lilac stirrup
# spice ruin Forum post on Epic forum and a guy explains how transient property works. Uses t...

Sorry, not familiar with the word.
What's a transient property?
Tried searching using search engine, mostly got java related links and 1 unreal link (linked below).
Any related links?

https://forums.unrealengine.com/t/where-to-use-a-transient-variable/17494/7

spice ruin
#

That's the thread.

#

I didn't see someone else pick him up on it heh.

#

I had an unneeded whine!

lilac stirrup
#

Also, most of links inside that thread leads to 404, am I missing something?

spice ruin
#

Transient just means it won't be saved.

#

If you have a variable you don't need to save between sessions, mark it transient.

#

Like an Internet connection.

#

It's a pretty rare use case.

autumn flame
#

I can see why you wouldn't want current health to be transient indeed, lol

spice ruin
#

Only place current health would be transient is if there was no demo recording and no save games.

autumn flame
#

I mean if it's a saveless game then yeah, i imagine many more things would fit that criteria

spice ruin
#

Something like a MOBA maybe?

#

But you wouldn't mark it transient there because you don't need to.

#

If you never save the state of the pawn.

plush yew
#

i completely hate blueprints

spice ruin
#

You shouldn't start in c++ tbh if you're totally new to ue

plush yew
#

im not

#

its literally my primary language

thin tendon
spice ruin
#

UE is your primary language?

plush yew
#

no c++ is

spice ruin
#

Then just do what thr tutorials tell you to do in BP in c++

plush yew
#

i mean good idea

#

pretty sure the documentation is easy

spice ruin
#

I'm sure the #cpp channel has a sticky or two you can use.

plush yew
#

sticky or two?

#

Tf

spice ruin
#

Pinned message?

thin tendon
#

@plush yew Ryan Laley and Matts WTH tutorials are the best ones I know of

plush yew
#

ill try reading the official documentation for c++ and do that instead of using blueprints

spice ruin
#

The official c++ docs are basically // Information

#

(actual comment)

plush yew
#

dad joke

#

Unreal/Initial release date
May 22, 1998

#

this is it right?

wraith glade
#

how can you subdivide a plane like this, to deform it similarly to pic related in UE4?

plush yew
#

does Unreal Engine work on Windows 11?

fierce agate
#

Click subdivide

fierce agate
#

What is it?

#

I’ll try my best to answer

wraith glade
wise trail
#

@plush yew I personally use it on windows 11 ue4 and ue5.

lilac stirrup
fierce agate
steel pasture
#

Wassupppppp πŸ’€

#

Whats going on here ?

fierce agate
steel pasture
#

It will just make zip of your project

#

:(

fierce agate
#

Oh

steel pasture
#

Yea

fierce agate
#

I heard that zipping your project can avoid the black editor screen problem

plush yew
#

Im thinking about upgrading

#

πŸ€”

steel pasture
#

:(

steel pasture
#

U have the key ?

plush yew
#

but being beta tester for windows kinda suck? 🀣

steel pasture
#

πŸ₯΄

plush yew
#

maybe I should hold off till they fix the bugs

#

lol

#

give it like

#

3 more years

steel pasture
#

Yea ig so cuz everyday i get windows 10 update πŸ’€

steel pasture
#

BUGS 12 AND BUGS 13

#

:)

wraith glade
steel pasture
#

πŸ₯΄

real heath
#

Is it available in the modelling tools plugin?

tawny shard
#

If i destroy Controller, will be controlled Pawn and PlayerState be also destroyed? Or they all can exist without each other

#

Specifically PlayerState, will it be destroyed along with Controlled, or do i need explicitly destroy him first

plush yew
#

any tutorial how to make a car :/

plush yew
#

Guys nvm i found a indian tutorial i think he knows what to do

velvet palm
#

Are community version ALS support Android?

plush yew
#

so this means you can try to port it to android yourself

thin tendon
#

Anyone remember how to fix this? I'm using UCX_ModelName_01 so it should be working.

plush yew
thin tendon
# plush yew I dont know how to but i would like to learn too

I can't for the life of me remember how its done. I got it to work like this by selecting the option to allow multiple hulls per UCX. But its messy as and not what i want at all.. What is happening for me is that Ue4 is simplifying the shapes for me and treating them as boxes etc.

plush yew
sacred bough
#

When i copy over a plugin into my projects content folder, all the textures, materials and particle systems slots are blank for carious blueprints/assets, and i have to manually assign all of them. Am i doing something wrong?

torpid gate
#

For some reason my hands are oriented the wrong way in the map viewport. I can edit the Location and Scale values for the hands in the asset viewport but changing rotation does nothing

torpid gate
tired abyss
#

Does anyone remember the 4.18 toon shader model built in at engine level?

misty wharf
#

Does anyone know why visual studio can't find SEnumCombobox.h? It seems like it's just included like that throughout the engine, but it doesn't work when I try to include it

silver flame
#

as there isn't an Documentation channel here; 1 question - unreal4 documentation links to unreal5
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/HowTo/CharacterMovement/
"Note For additional documentation on Network Replication in Unreal, see Networking and Actor Replication" -> Networking link
https://docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Overview/index.html
redirs me to
https://docs.unrealengine.com/5.0/en-US/networking-overview-for-unreal-engine/

#

funny enough it states below too " This page was written for a previous version of Unreal Engine and has not been updated for the current Unreal Engine 5.0 release.
"

#

πŸ€”

silver flame
#

nvm I removed it; it was me that was blind.

wraith glade
#

how can you subdivide a plane like this, to deform it similarly to pic related in UE4? Is it possible in UE4?

plush yew
#

Its problaly because of Material Shaders, Scalability or the setting that idk name but i know what it does.It does stop live pictures of blueprints

autumn flame
#

Too much of a general question to properly answer

slim horizon
#

for new users of unreal, I almost always tell them to disable motion blur to improve their experience devving, and to re-enable it once they make a build. A bunch of processes doing previews and sims will make performance vary and hiccup occasionally within normal parameters, but the motion blur gives the impression something went CRAZY wrong there

round basalt
#

Guy’s you are awesome 🌹🌹

orchid marten
#

I'm curious if anyone has any help on why my shadows look so bad? I have my lightmass settings pulled up on the right.\

peak hare
#

When I use set velocity directly on character movement component, every 0.2 secs
The movement is choppy
WHat setting might control this?
I am not simulating physics

#

Rather than setting velocity it appears like I am setting location every 0.2 (altho I am not)
The weird thing is, during testing, the velocity is identical each time but still choppy

#

I have 'requested move use acceleration' enabled but this is for vertical movement and I thought that setting only applied to navmesh movement

orchid marten
#

Ok I guess no one knows.

light thunder
#

https://forums.unrealengine.com/t/sub-level-streaming-fps-drops/433646/11 trying to diagnose loading times with streaming sublevels - while they are long, they should be a few seconds, it seems like it's 15 - 30. This thread mentions a dump file - how do I generate one of those to dial in? I

light thunder
orchid marten
#

Ohh for sure

light thunder
#

Turn off static lighting too, just to rule it out

orchid marten
#

So whenever I bake lighting with unreal engines water plugin in the scene it crashes the software

light thunder
#

Yeah, don't use static lighting unless you are making a mobile game

orchid marten
#

Static lighting is very useful if you have 10,000 lights

#

I guess it didn't crash, just took forever

light thunder
#

Check with #graphics but there is no reason why you need that many lights

orchid marten
#

Sure there is, In a game with a giant level filled with rooms and hallways you may need that many

light thunder
#

Set it to a emissive material

orchid marten
#

In my core game, without having the lighting being static, performance drops substantially.

#

Emissive materials don't work the same as lights though, correct?

#

So baked lighting isn't real time calculations. There is a huge advantage. If I had this same level with dynamic lighting, it would look absolutely atrocious.

#

We loose ceiling light detail when not baked

#

Baked looks way better

light thunder
#

I'm not going to argue with you - most games have a couple of detail lights but things like fluorescent lights are just emissive materials - if you were doing a highly detailed piece like arch vis, then maybe

orchid marten
#

LOL, man. you must make some really unrealistic mobile games my friend.

#

Baked lighting gives you the best results, it legit says that in the engine

light thunder
#

Well if you're making mobile it's different that's why I mentioned that earlier

orchid marten
#

Defiantly not a mobile game. I never mentioned that.

#

Also, you were correct about the scalability settings. I didn't notice that. Thanks!

#

Also bro, if you only use emissive materials and the scene isn't bright enough, you have to blow up either the exposure with post process or the actual emissive, which causes unnecessary blooming.

#

^^^^^^^^^^^

modern kite
#

I'm using level streaming volumes to load my sub level. But when I step into the volume the sublevel won't be loaded. It only works if I use the BP node "load sublevel"

twin prism
#

are there ways to make PIE faster?

real heath
# twin prism are there ways to make PIE faster?

Editor has an overhead, as do development builds. So PIE is always slower than development builds, which is slower than shipping builds. The only thing you can do is reduce the game viewport, and play with engine scalability settings which should be accessible at the top of the editor viewport when not PIE

crisp patrol
#

guys where can i get help with importing 3d models from blender to ue4?

cunning canyon
#

hello

#

does anyone know how to fix a error where I need to press esc button two times to escape the widget

jaunty pecan
#

I tried to download version 4.27 in the library of the Epic Games Launcher using the + button, but it would not appear. It appears that you can only have two versions? So I deleted 5.0.0, but that still did not bring up 4.27. I only have 4.25 downloaded now, but I'd like to have 4.27 also. Why doesn't 4.27 appear?

real heath
#

do you already have a 4.27 installed?

#

you can't have multiple hotfixes installed

#

like you cant have 4.27.0 and 4.27.1

#

atleast, not through the launcher

ripe carbon
#

Something is wrong with one of my widgets. I have two widgets with which the player navigates through a maze by clicking on one of four directional arrows and a button that turns the map of that maze on and off. All of these buttons work fine in the first half, which is on one widget; but, on the second widget for the second half of the maze, none of the four arrow buttons work! The map button works, but not the arrow ones. They do react when hovered over, but not when you click on them. And I've set the arrows to behave according to an integer variable that determines which room the player is in and where the player goes next.

#

And the arrow buttons are set the exact same way between each widget.

#

Here is a part of the BP for the first widget; what you see is part of the control for the left arrow button. According to this, the player character moves left, from one room to another, when that button is clicked.

#

And here's how the screen looks:

#

And here's the BP for the second widget, whose screen looks the same as the first:

#

So I'm at a complete loss. I even tried setting the canvas to Visible and to Non-Hit for Self. But the arrow buttons still do nothing other than change images when I hover over them.

light thunder
ripe carbon
#

Collision? What does that have to do with widget buttons?

light thunder
#

Sorry copied my clipboard

ripe carbon
#

Oh, okay. Still, I don't know what the heck's wrong. It was working fine, but now the buttons do nothing when I click on them.

grim ore
#

have you debugged at all? verified the button presses are firing an event?

light thunder
#

What happens when you step through the nodes?

ripe carbon
#

I've looked over the BP and everything looks hooked up.

grim ore
#

thats not debugging

#

using the breakpoints to step through like Blakestr mentioned

#

watching the action as it happens and verifying what should be happening is

ripe carbon
#

Oh yeah. I'd try breakpoints, but the program doesn't take me to the broken point on the graph; it just stays on the game one.

#

Which makes it all the more confusing.

#

Break point on the graph, I mean. Sorry.

grim ore
#

do you have the correct widget selected on the top right? in the debug filter

#

if you do, and the breakpoint is set, then that event is not firing

ripe carbon
#

I haven't applied a debug filter, but I do know what you're talking about. How do I apply a debug filter to just one button?

grim ore
#

so each button is a unique blueprint?

ripe carbon
#

They are all in the same widget.

grim ore
#

then the filter would be on the widget

#

that widget would be open, the filter would be showing the active blueprint

#

if that is set, you should see any events in that active bluepint

ripe carbon
#

When I click on the Debug Filter, the only option I have is "No debug object selected."

grim ore
#

if you only create that widget once, then there should be one option

#

you are doing this when its running and ready for you to push the button right?

ripe carbon
#

Ye.

#

*Yes

grim ore
#

then that widget is not spawned in

#

sounds like your not actually using that widget then

ripe carbon
#

It is called when Z is typed at a particular spot in the program.

#

And initiated.

grim ore
#

the debug filter shows all active instances of that blueprint when the project is running

#

if you dont see it in the filter, then there is no active instance

#

are you sure your spawning in that widget?

ripe carbon
#

Yes. I can take a screenshot or two, in just a bit.

grim ore
#

debug the code that spawns in that widget then if you are sure its being created, make sure its correct

ripe carbon
#

Here is where the Z key starts on the level blueprint...

Then it goes all the way down to here, where the widget is called then added to the viewport.

grim ore
#

and when you debug, the create widget works as expected and its creating the correct class?

ripe carbon
#

Yep.

grim ore
#

welp something somewhere is not working then, otherwise your filter would show this widget since you are creating it

#

you can see the puzzle A, the one that is working, in the filter for it?

ripe carbon
#

Yep. Puzzle B was working earlier today, but now it's not. I wonder if it has to do with any newer objects I added to it.

grim ore
#

might have to try and look at that then. but if you can verify that A is loading and in the filter, and B is loading and not in the filter then B is not being created or is being destroyed for some reason

ripe carbon
#

Okay. I'm going to try the Print String test.

#

Well, the button technically works when clicked on. It just doesn't play the animation after that. I wonder if I should try recreating something.

#

Or if I should double-check all node lines then disconnect and reconnect.

onyx jewel
#

Hello, i'm going to make a game but i need to know if this is possible

grim ore
#

welp thats what the breakpoints are for, you stop it on the click event node and then step through them all to see what is happening

ripe carbon
#

Okay, so I've been taken to the breakpoint I put on a branch. It does go to the branch. Now I'll see if it will do the same on a node after a branch.

#

Wait a second...

#

I noticed something. It has skipped one branch then to the next. I think I know what the problem is. The program doesn't have the right integer for the Level Counter variable. So I'll check that.

#

Ah ha!

#

Problem found. The widget didn't know what to do, since the Level Counter was 0 when it's supposed to be 13.

#

@grim ore Thanks for the help! The breakpoint actually worked for me, too.

flat turret
#

Does EOS have Content Delivery Network service?

plush yew
#

Is there an easy way to make a mod for a ue4 game?

#

Im trynna make a mod that replaces text and models in the game

manic sequoia
# plush yew Is there an easy way to make a mod for a ue4 game?

We've released a new sample project to help Unreal developers bring mod support to their games. Based on the work done for Robo Recall, the UGC Example Project and SimpleUGC plugin aim to make it easier than ever to bring your community into the creative process. Join us as Senior Technical Product Designer Chance Ivey walks through many aspects...

β–Ά Play video
misty finch
#

Hello, noob here. If I want to use SpawnActor, the first input is a class. Does this mean I have to make a separate class for every unique thing I spawn? Like If I am spawning in different grenades, would each needs its own class. Or is there a way to pass an object into SpawnActor that describes the different grenades?

#

Thanks

thin tendon
#

I think thats only if you are spawning actor from class. You can spawn actor another way. Use an object or blueprint reference

lilac stirrup
misty finch
rain orchid
#

Hey guys! I hope you all doing well : ) it is possible to rebuild a brush with a different size through C++ during runtime?

misty finch
lilac stirrup
# misty finch Never done something like that so I dont 100% follow but ill look into it.

Let's say the your grenade class is named A, and you have several varieties of mesh and a float variable to set its damage power, inside your A blueprint, select the variable that you want to modify when SpawnActor is called (the grenade damage power for example), go to the details tab of that variable, there will be the settings I mentioned previously.

misty finch
#

Yea but my issue is I have a Class that I want to spawn. But sometimes I want to change variables in the class and then spawn that

#

So would I need to make an entirely new class?

#

comes out?

#

wouldnt i Need it going in

#

Well maybe i should i try that route lmao

#

my hair is falling out

#

I wish it would just take an object and i could use that object to set variables in the classs

lilac stirrup
#

@misty finch
Also thought you're doing blueprint, try #cpp?

misty finch
#

do you guys use both or purely BP

#

I hear you should use both but struggle when to use one or the other. I often lean towards cpp

#

i thought i was confident in cpp. But unreal cpp be so different lol

lilac stirrup
#

Mostly blueprint.

lilac stirrup
thin tendon
#

The c++ vs blueprint argument comes down to the needs of your project. Both are fine.

misty finch
#

That makes it sound like different things are possible using BP or CPP

#

or are things easier in one or the other u mean?

thin tendon
#

That has been my experience so far. But I use blueprint wherever possible simply because its easy and fast to use.

misty finch
#

Does it ever get messy for big components?

#

I cant imagine condensing all this code into block diagrams

lilac stirrup
#

Depends

thin tendon
#

Just like c++ it really comes down to you and your ability to write efficient code.

distant siren
#

can i do to test my game on android?

lilac stirrup
night oar
#

Hi guys need some help. When I play the Animation Montage it is causing an actor that has collision to move through walls. The character has sphere colliders attached I cant understand why this is happening can any one guide me on this

vague echo
#

Set the sphere collision to not hidden in game, that could help u

night oar
#

well tried it

#

it still like just dosent work

#

its there but no collision

vague echo
#

So when the anim plays, the capsule collision follow the movement of the animation

#

Ok, try to play with the root motion settings, it make the capsule follow your character when an animation plays, but not the rotation, if your character like lie down, the capsule will mive with the anim but it will not follow the rotation of the character

night oar
#

nope the capsule just stays at its place and the character moves

#

this the character goes out but the capsule stays in its place

lilac stirrup
#

Is it a root motion animation?

vague echo
#

Ok, try to play with the root motion settings, it make the capsule follow your character when an animation plays, but not the rotation, if your character like lie down, the capsule will mive with the anim but it will not follow the rotation of the character

night oar
night oar
vague echo
#

Like with the animation itself or something else?

night oar
#

give me a min i will make a video and send it i think you guys can give me a solution for that as well

lilac stirrup
night oar
#

well i would have to ask that from the animator then as i dont know how he made them

lilac stirrup
#

How does it look in the animation editor without any setting change?

thick herald
night oar
#

well then the are facing opposite to each other like the attack is facing in -x and the responce is facing in x

thick herald
#

or a child cpp class, whatewver

lilac stirrup
night oar
#

ok give me a min

vague echo
#

@lilac stirrup Is root motion really working in the video ? I mean the capsule just stays in place

lilac stirrup
night oar
lilac stirrup
#

@vague echo
If root motion actually works on that video, the capsule will move anyway, which it t didn't.
Still not sure what the actual issue is.

night oar
#

well should i send you the videos with out root motion on

#

cuz this is an issue i have been stuck on for a week now

vague echo
#

@night oar yea

thin tendon
#

@night oar Your issue is that your animated character no clips and the capsule stays in place?

lilac stirrup
#

@night oar
Forgot to mention, but you should probably turn the bones visible for those anim videos.

lilac stirrup
night oar
vague echo
#

@thin tendon Basically yes, but he enabled the root motion but it does not really work

night oar
thin tendon
#

Well that is probably because his character movement isn't animation driven. They are independent of each other.

lilac stirrup
night oar
#

ok

#

let me see

vague echo
#

And just to see, in the animation viewport, click on character -> bones -> all hierarchy

thin tendon
# night oar ok

So you understand your issue. Your animation is not moving your capsule / character. It animates separately to movement. So the physics / collision don't work because the animation is located outside of these. You need to either tell your character to move with the animation or animate it in place.

night oar
vague echo
#

@night oar to make your character follows the animation it's the root motion

night oar
thin tendon
#

I don't personally use animation driven movement so I can't give a ton of advice there. If it were me I would just create new animations that are in place. I think there is a trick you can do maybe. Where you add a bone to your skeleton called root at the root. Place it at your characters feet. Turn on root motion. And re-target the animation.

vague echo
#

It tells your animation to move your character (We can clearly see it with the capsule) to follow the animation

lilac stirrup
#

Do you have a root bone in place on the skel mesh?

vague echo
#

@night oar Just to see that the problem is not frol the root bone, in the animation viewport, click on character -> bones -> all hierarchy, and show us a video of the animation pls

lilac stirrup
vague echo
#

If everything is okay, we would see a red trace coming from the root bone

#

@lilac stirrup thx ^^

night oar
thin tendon
#

In this video we go over root motion in Unreal Engine 4 (compatible with ue4 & ue5). Root motion is the process of letting your animations drive your capsule component.

πŸ•ΉοΈ Weapon Attack Tutorial πŸ•ΉοΈ
https://youtu.be/M1n0QQvG_Zc

πŸ•Ί Come join the Team Beard Discord​​ πŸ•Ί
If you're a game developer and looking to join a friendly game dev community ...

β–Ά Play video
vague echo
#

In this video you will see where is the option

night oar
#

ok

lilac stirrup
#

Wonder if the mesh actually have a root bone.

night oar
lilac stirrup
#

No red trace.

night oar
#

root motion is turned of

lilac stirrup
#

Can we see a screenshot of your skeleton hierarchy?

night oar
#

does that help

#

ok

lilac stirrup
#

Ok, that's pretty clear.

#

No root bone.

night oar
#

well the second bone

#

Dog_RootSHJnt

#

this one its like in the center and attached to the object below wont that help

lilac stirrup
night oar
#

ok

#

boss

#

but the issue is like you pointed it out that their is no root bone so wouldnot that like effect how the animation work

thin tendon
#

Root bone should always be the highest in the hierarchy window. It should be at the point the mesh makes contact with the ground. And it should face the way you want the mesh to face. That root bone is all kinds of wrong.

night oar
#

cuz the link show a character that has a root bone

vague echo
#

Yes, without root bone you can't have root motion

thin tendon
night oar
#

so meaning I have to get the animator to get the root bones added and then I can get what I am looking for

night oar
vague echo
#

And the thing is that the dog have what looks like a root bobe but like @thin tendon said, it shiuld be at the top of the hierarchy

thin tendon
#

If you are serious about learning. And serious about wanting to be a dev. Make your own mesh and animations. Its better to learn from scratch then edit someone else's mistakes.

lilac stirrup
night oar
vague echo
#

You need and must understand problems like that

night oar
#

yes thats why i am here and am going to follow the advise you guys have given

#

thanks for the help brothers

thin tendon
#

You are most welcome mate

vague echo
#

Welcome mate !

lilac stirrup
#

πŸ‘

open cipher
#

Ue4 can package to iphone without xcode,mac. Provisions are needed for the app store, but I just want to test without provisions is this possible?

fierce tulip
#

you might wanna ask in the #mobile channel instead. or mayhaps #packaging
pick one you think fits best, as crossposting the same question is a nono.

pallid olive
#

Hey

#

From Animation starter pack

#

Can i also use other mesh instead of mannequin

zenith needle
#

help

#

cant setup eos

#

i inputteed all the fields

#

but when i edit the defaultengine.ini

#

it just crashes

#

plz help

pallid olive
#

Guys if you have a skeletal mesh can i use any animation for this character

#

Like from starter content

fallow jackal
#

How do you place a blueprint character (at said coordinates) from a blueprint?

slim horizon
#

this tutorial makes it a widget you can throw in the world, a nice elegant solution

regal haven
#

Is there a version of HUD::DrawCircle that draws a filled in circle?

vast stratus
#

If i have a buttload of objects with materials i wanna import, is there a way to control the roughness of the imported materials, without having to go through all of them one by one?

fallow jackal
#

Does UE4 have Unity's equivalent of the "set active" checkbox?

spice ruin
#

Activated?

#

For components

fallow jackal
pallid olive
#

Is it possible to make full blendapace of mannequin and retarget everything to a other skeletal mesh?

spice ruin
#

They are just containers for things that do.

thick herald
#

Yes it's for 5, but most of it will still be relevant for 4

dark sparrow
#

hi, noob question, can i use the source build to develop by itself or do i need both source build and the launcher binary build?

thick herald
#

πŸ˜„ I got to the coroutines part and realised this was you.

thick herald
#

Yup.

dark sparrow
#

I have some unity knowledge, but i want to try making a small multiplayer game and using EOS which requires me use the source build. however, ive been using the build from the launcher mainly in the past and i don't have enough space for both, sadly.

thick herald
dark sparrow
#

i was in the middle of reading it because you replied to it right after my question lol

thick herald
#

lol. If you are doing a dedicated server I think that needs source [Laura may confirm or refute this] stick with the binary until you know you need source.

dark sparrow
#

ya thats what im using source for πŸ™‚

#

ok ty!

thick herald
#

P2P doesn't need source, so that's a thing.

lucid grove
#

Hey, where can i change scrollbar drag part \ handle height?

daring sorrel
#

hi i need help i want to import files from unity to unreal engine, the unity files are in .unitypackage, how do i turn this files to fbx ?

inner bay
#

Hi everyone, I need some help... I wanted to know how I can create an event in which by pressing E while inside a collision box in the cube I got selected (as switch). I already had my EventBeginPlay set the visibility of the lights off. But I need help in turning it on and off by pressing a button πŸ˜…

light thunder
#

Should I be concerned that I can't fix up this redirector? it says marked for deletion or could not be checked out

jaunty pecan
royal holly
#

Theres some names for it. It could be called outline shading, toon shading, anime shading, and sometimes cel shading, although by definition, cel doesn't necessarily include outlines. From there, either find one to buy or dig up tutorials to make similar ones until you can approach your exact desired results

#

Getting such specific results could also include the need for very specific materials, too

#

Also im curious what that's from

#

Fighting games like that sometimes actually have a sprite system, believe it or not

#

I was thinking that pic might not actually be a shader

#

A little googling tells me KoF 15 is probably 3d

#

You mean as shading goes?

#

There are tuts for outline shaders, its a fairly common ask

lilac stirrup
#

I'm curious about that as well, kof 15 shader looks different from (for example) the cel shade that guilty gear and dbz uses, at least on a first glance.
Should try asking it on #graphics, somebody might know better there.

umbral forum
#

Hey guys, I'm experiencing flickering/vibrating of objects in unreal engine 4.26.
I'm not really sure what's causing this. Any solution for this ?

real heath
#

got a video to demonstrate?

merry zephyr
#

Why do you want this look tho your model looks much better

real heath
#

A screen recording would be better, the camera at the screen makes it harder to tell. My guess at that is that there is extremely fine geometry, and that's aliasing. Temporal Anti Aliasing helps reduce that significantly. Make sure that is on. A caveat is that it can also introduce it as a flicker/fizz due to how it works. You can tweak the number of AA samples used and heaps of other parameters in the console at r.temporalaa.x

umbral forum
#

Oh thank you ! I'll try that and let you know.

spare trench
#

How do I straighten my car if it flipped

#

Like in gta (we move wheels and car straighten with the direction of wheels)

pearl abyss
#

FWIW I also tried disabling collisions for the wheel meshes and add a collision capsule to the BP as a sibling component to the wheel(s). those capsules also only collided with the vehicle body.

#

This feels like I haven't understood something critical about collisions

#

something that the official documentation skips over

dark sparrow
#

anyone knowledgeable with SSDs? i'm thinking about upgrading my storage and not sure what to look for in 2022. My motherboard is the Asus Z170-P

weak summit
#

hi guys please help me how to shake the camera on VR

rich spoke
#

Hi guys πŸ˜„ Why when I play the animation and want to enter the teleporter, I'm still getting this collision which just blocks me (red square on screenshot)
Doors themselves don't have any collision which iss kinda strange? I want doors collision to move WITH doors themselves

plush yew
#

How do i make vehicle system for Als V4? (I can't find any tutorials out there)

vague echo
#

@rich spoke Did you manage to solve the collision problem ?

rich spoke
#

No I didn't

vague echo
#

Does your box is in a actor

rich spoke
#

my what?

#

I just placed the Skeletal Mesh and that's it

vague echo
#

Ok okay, I didn't get it, can you take a screen of the collision parameter in the doors mesh

rich spoke
vague echo
#

Okay is that the doors? (The skeletal mesh)

rich spoke
#

Yep!

vague echo
#

Ok, go in the skeletal mesh editor of the doors, and click on the static mesh of the doors(top right)

rich spoke
#

You want me to reconvert my Skeletal Mesh to static, right?

#

I can't do that unfortunately, door-opening is an animation 😦

vague echo
#

Nope, just want to see the collision of the static mesh of the doors itself (Like when you go in any skeletal mesh, in the top right of the skeletal mesh editor you have the static mesh used by the skeletal mesh

#

Or you can just open the animation, and take a screenshot of the top right of the screen

rich spoke
#

uhhhhhhhhhhhhhhhhh

vague echo
rich spoke
#

aight

vague echo
#

Click here, you will see the mesh editor of the doors

rich spoke
#

Yes I see that

#

hoooold on

#

whats that

#

nah its nothing

vague echo
#

I think that it's collision apdapted to physics props, for example a object that is attached to a criling and can move (physiclly) in game

rich spoke
#

sorry man i gotta go now 😦

vague echo
#

In your case that's not important

#

Ok, don't hesitate if you want help later

rich spoke
#

Thank you for your time😁

oak patio
dark sparrow
tiny valley
#

Im trying to get the Remote 2 from the app store to work

None of the ip addresses connect

My computer is on ethernet, and Phone Wifi

Would this still work, what website can I get the correct IP?

dark sparrow
tiny valley
#

I seem to have connected but I get a rainbow no signal sign, any pointers?

orchid lodge
#

Ue4 is gaslighting the heck out of me

#

AND bool

#

Means if both bools are positive, it gives a positive output. And negative otherwise

open cipher
#

I have a cardboard vr with my iphone attached via remote, how do i enable the split screen mirror for virtual reality?

violet yoke
#

Hi, so I have a problem regarding the FPS. I used to reach 120 in an empty scene but now the max I can reach is 60. If I click outside of the editor, the fps goes up to 80-90. I browsed the Internet and I made sure to disable any fps limit setting. What should I do?

onyx dragon
#

whenever i try to open .uproject files, i get this error, ive tried reinstalling and this happens both with ue4 and ue5, if i click "open with" the second image is what it shows. can anyone help me fix this?

#

i tried the forums and didnt get a reponse

grim ore
#

have you tried pointing it to the correct folder? it looks like it has most of the folder there its just missing the actual location

onyx dragon
#

do you mean like browsing to the unrealversionselector.exe manually? ive tried that and it says invalid cmd then closes

#

if it matters, both the epic games launcher and ue 4 are on the same drive

grim ore
#

try going to that folder manually and running the unrealversionselector and let it register that folder

onyx dragon
#

ok lemme do that

grim ore
#

then right click the .uproject and switch unreal engine version to something other than the correct ne, then to the correct one

onyx dragon
#

it says that

#

do i copy it to the director of ue4?

#

i did and it said success :)

grim ore
#

yeah sorry you cant run it from the launcher folder lol

#

once its registered try changing the version on the .uproject now

onyx dragon
#

now it wont open the .uproject at all

#

it just opens that

grim ore
#

you right click on it and choose change version

onyx dragon
#

that still happens

#

wait

#

oh

#

on the .uproject file itself right?

grim ore
#

yeah, if your in windows 11 it might be under more options

#

and do switch version

#

change it to the wrong one if you have more than one installed, then back to the correct one (hopefully the one you just registered)

onyx dragon
#

they have no icon and just open the version selector

#

i tried selecting unreal engine in the selector and it just says invalid command line

#

while clicking ok on the file location thing just reopens the selector again

grim ore
#

yeah it sounds like the launcher didnt register it correctly

onyx dragon
#

how do i fix that?

grim ore
#

or something moved on your machine

onyx dragon
#

run the register thing again?

grim ore
#

have you run a verify from the launcher?

onyx dragon
#

ill try that

#

im waiting for ue5 to reinstall

grim ore
#

its very weird that the version selector didnt wrok, do you have it in a weird location?

#

the engine installs

onyx dragon
#

i put it here

#

is that the right spot?

grim ore
#

no, it goes into the engine folder

onyx dragon
#

ohhhh

grim ore
#

well farther in actually

onyx dragon
#

what directory?

grim ore
#

here for me for example for 5.0

#

so Engine/Binaries/Win64 as I am on windows

onyx dragon
#

i did it and the buttons work again

#

but

grim ore
#

basically the same folder with your UE editor .exe file

onyx dragon
#

this again

#

should i try verifying ue?

grim ore
#

well what version of the engine does that project use? and is it the one you just "fixed"

onyx dragon
#

it should be

#

4.27.2

grim ore
#

does the switch version work now?

onyx dragon
#

no the error appears again

#

but the button has its icon back

grim ore
#

is it showing the correct folder now at the top when you click ok on that screen above?

onyx dragon
#

you mean this?

#

it looks like back at square 1

grim ore
#

yeah its showing the *, so what is the folder that your engine is installed in?

onyx dragon
#

on the D: drive

grim ore
#

why does it look like your windows is installed there as well?

#

maybe this drive is having permission issues or something odd

#

but you can try renaming the UnrealVersionSelector file in your launcher folder, and then try opening and see if it just complains about it missing now

#

for example I get this now

#

just to verify it is trying to open the correct file

onyx dragon
#

idk why the system files are there but windows is installed on C:

#

and which version selector file should i rename?

#

the one in the ue4 install?

grim ore
#

you should only have 1 in your launcher folder

onyx dragon
grim ore
#

when you open the project it should be using the one in the launcher folder to then redirect to the correct engine install

onyx dragon
#

ok

grim ore
#

if you rename it, it should complain like mine did above that it has nothing associated

onyx dragon
#

still same error

grim ore
#

so the top part still shows the old folder?

onyx dragon
#

no the error just appeared

#

ill try that

#

nope

#

it doesnt have anything to open with but the error still appears?

grim ore
#

it shows what I pasted? asking you how you want to open it?

onyx dragon
#

no i have to click open with then i get this

#

otherwise i get the error

grim ore
#

yep thats fine, it cant find the file is what I was verifying (the top part is gone)

#

if you rename the file now, does it error out still with the path on the top?

onyx dragon
#

yes

grim ore
#

welp its trying to find it then. so I would guess its a launcher install issue or permissions issue. I would try installing it somewhere else if you can (the launcher)

violet yoke
onyx dragon
#

ok ill install epic games in C:

#

do i need to uninstall ue before i do that?

grim ore
#

shrug never tried having it installed twice, I would assume it wont let you do that

onyx dragon
#

oh

#

i thought you meant epic itself

#

i already tried a reinstall

#

i dont have storage on C:

grim ore
#

yes but did you reinstall to the same place?

onyx dragon
#

no

#

I moved it from E: to D:

grim ore
#

move it or uninstall and reinstall?

onyx dragon
#

uninstall and reinstall

grim ore
#

and same error on E:?

onyx dragon
#

yes

grim ore
#

sounding more and more like a windows issue, or even virus software causing a hickup

onyx dragon
#

thats the thing, i dont have an antivirus

#

which was my first thought :(

grim ore
#

I can say my folder looks like this without any issue

#

and my desktop has it all on D

onyx dragon
#

so try install ue in the epic games folder?

grim ore
#

it shouldnt matter, I am just saying this is how I have it and it works

onyx dragon
#

ok

grim ore
#

something is stopping your files from being accessed, the fact that it shows * for the drive name is an issue

onyx dragon
#

how can i fix that?

grim ore
#

thats a windows issue is my guess.

onyx dragon
#

would reinstalling epic games help at all?

grim ore
#

well you said you already did that and it didnt help

onyx dragon
#

ill try that

#

i reinstalled ue not epic games

#

sorry for not making that clear

grim ore
#

it might, this is an issue with the launcher

onyx dragon
#

ok

#

ill try doing that

grim ore
#

you can try installing the launcher on C if you have room, the engines can go elsewhere

onyx dragon
#

ok

grim ore
#

or you can try putting the launcher on D in the default folder

onyx dragon
#

ill try C:

#

i think i found the issue

#

no wonder its so messed up

#

i cant reinstall epic games now either

merry zephyr
#

Why does this look like windows xp

onyx dragon
#

That’s uninstall tool

#

It’s windows 10

night birch
#

What does this error mean?

HierarchicalDerivedDataBackend: Put failed, keeping in memory copy
hollow hatch
#

Is this a good channel to try to troubleshoot an unreal bug?

crimson solstice
#

Anyone have a link to a free locomotion animation set

hollow hatch
#

I get this error now whenever I try to open a character skeleton or skeletal mesh, please help

grim ore
#

you will have to install the debug symbols from the launcher and crash it again, without the symbols this crash log doesnt point to anything specific

plush yew
#

who's has done some unreal lighting work here that might be able to give me some feedback?

urban pawn
#

I am trying to make my first plugin and not sure what's going on but I am creating a cpp ActorComponent and it compiles but without fail everytime I restart the editor all the blueprint references to the custom ActorComponent are gone. Pasting the logs>

blissful girder
#

Wazzuppp, anyone know any good places / platforms to share UE5 work to get some more eyes on it?

grim ore
#

what type of work?

grim ore
#

does it do this in say a new project, with the third person template?

hollow hatch
#

No the other skeletons in this project work fine, it's just this particular character

#

I was changing the pose from a T pose to an A pose for animation retargeting, and it crashed after selecting the different pose. And crashes every time I try opening the skeleton, skeletal mesh, or reference pose. Everything else is fine

grim ore
#

which engine version is this?

hollow hatch
#

ue 4.26.2

grim ore
#

yep definitely the reference bone pose

hollow hatch
#

Yeah that's what I figured. Any recommendations?

grim ore
#

if you cant open them no, its failing going over the sockets

#

you would have to restore the original versions

#
        {
            int32 BoneIndex = SkeletalMesh->RefSkeleton.FindBoneIndex(Socket->BoneName);
            if (BoneIndex != INDEX_NONE)```
#

the middle part is the crash line, since it can get the skeletal mesh in the line above it my guess would be the RefSkeleton must be the invalid part of that line

hollow hatch
#

Does that mean deleting the reference pose I created, or is there a different way to restore it?

grim ore
#

if you remove the pose does it still crash?

hollow hatch
#

It crashed while trying to delete it lol hold on

grim ore
#

yeah it might just be that asset then, you can try removing it from the file folder and hope for the best

hollow hatch
#

Man, still crashing

grim ore
#

yeah you might have to put the original assets back in before the attempt

hollow hatch
grim ore
#

its the same lines, the top one is the crash spot and its what I posted above

hollow hatch
#

Oh I see

grim ore
#

you cant really try and fix it if you cant get into the asset. there could be a way to fix it if you had source code version and skipped it while it was loading in but replacing the bad asset(s) with the good ones should be easier

hollow hatch
#

Do you mean reimporting the skeletal mesh?

grim ore
#

yes remove the pose asset since you created it, and reimport the skeletal mesh and its skeleton

hollow hatch
#

Got it, trying now. Thanks for your help BTW it's really nice of you

grim ore
#

your exact crash issue is on the unreal issues page and they marked it for fix in 5.0, doesnt help much but...

hollow hatch
#

Ah. Might be time to migrate to UE5 eh

grim ore
#

the issue was reported based on their project crashing and it causing this issue, so it might just be a glitch for you as well

spare trench
#

How can I avoid bounching of my car when it falls off from a hight?
Is there any blueprint for it or any other setting please let me know!

pine stratus
#

θΏ™ι‡Œζœ‰δΈ­ε›½δΊΊε—γ€‚

naive stratus
#

hiya

real heath
#

instancing, merging actors, less material slots per mesh, cull distances and making sure occlusion is working are all methods for reducing draw calls

#

combining textures is only going to reduce draw calls if it falls within using less material slots per mesh

#

combining textures can have other benefits though

#

also configuring shadows properly and reducing number of shadow cascades

#

that can be helpful for reducing memory and bandwidth usage, but it won't reduce drawcalls unless you also reduce the number of material slots

#

"optimisation" is extremely broad

#

then it'll only be one draw call

fierce tulip
#

that would load the entire 4k texture on anything it uses.
use it once: load 4k texture
use it multiple times, load 4k texture multiple times.

real heath
#

(+shadows etc)

real heath
fierce tulip
#

that depends on variables and how its used.

#

also, as an admin I have to say @hidden pendant you might want to change your username.

#

a system of labour camps maintained in the Soviet Union from 1930 to 1955 in which many people died.
a camp in the Gulag system, or any political labour camp.

#

lol

real heath
#

smart move....

buoyant graniteBOT
#

:no_entry_sign: GulagEnabler#0195 was banned.

real heath
#

lol

fierce tulip
#

would not have banned if he did not go that route.

real heath
#

yeah, wasn't the smartest thing to do was it

fierce tulip
#

anyways, mayhaps because I am rusty, but yea it would load the 4k texture once, but might need to fetch it multiple times to render it. would need to profile to check. usually it should be smart enough to not load it multiple times.

real heath
#

Yeah fair enough. I was just trying to make the point that merging the textures isn't an automatic win for drawcall reduction

fierce tulip
#

might be better to put some effort into virtual texturing in that case.

steep steeple
#

Sometimes when I try to delete a variable in an actor, the engine just starts to load a bunch of random, unrelated assests. Has anyone else had this?

#

Like... whats my rock assets got to do with this?

real heath
#

It's walking linked assets to check there are no cross references.

#

If it's a problem, start looking into how you can minimise asset and blueprint references

steep steeple
#

I know for sure that this asset isn't linked to rocks and bridge model files... and this doesn't normally happen, just every now and then.

glossy oracle
#

Hey guys, how to set Player in "Enemies" in enemy AIPerception "Detection by Affiliation"

vivid ginkgo
#

Hello! When building a multiplayer game with a dedicated server and all that, does every member of the team need to build the engine from source?

real heath
potent jungle
#

hello, folks )
is there a way to fix these color artifacts caused by the ue4 compression?

the diffuse map ( 4k .tga format ) is applied by soft light blend on top of the tiled texture
using other formats like png and tiff, other blend options, hasn't brought any luck

switching to bc7 compression type has slightly improved the image, but hasn't got rid of the issue completely

fierce tulip
fierce tulip
#

and how are you blending?

potent jungle
fierce tulip
#

i never use the blends, could try one of the others mayhaps.

potent jungle
#

I tried soft, hard and overlay ☹️

#

unfortunately I cannot achieve the desired look with the other blend modes

fierce tulip
#

havent done env. art materials in a while, so brain is a bit mush in that regard

potent jungle
thick herald
fierce tulip
#

take all you need

fierce tulip
potent jungle
fierce tulip
#

generally you'd plug in a noise-texture/mask into the alpha of that lerp, and blend between A and B that way for the variation.

#

but for blending doesnt always get you the results you want.

potent jungle
#

hmm, let me try

potent jungle
#

hmm, not something I can work with
I'm losing a ton of color information with this method πŸ€”

#

@fierce tulipthanks for helping anyway )

fierce tulip
#

ah yea

#

perhaps some (other) peeps in #graphics can guide you :)

potent jungle
fierce tulip
#

good luck :)

open cipher
#

i have a joystick that sends normal keys, how can i make an axis mapping for this? specifically the diagnals

mortal kayak
#

Hi guys, do you have any idea why in session frontend profiler i can see event "self" and it seems to be taking wayyy to much time, why is that so?

spice ruin
#

Self is the time taken just for that section and no sub-sections.

#

Go look at the code

plush yew
#

Can someone suggest(Free and paid but if possible free) me some tools to create realistic character for 3D games.

thick herald
#

Blender.

plush yew
plush yew
thick herald
#

Of course not. Nor can use use any of the assets in the marketplace. In fact you can't even use Unreal... πŸ˜„

proper stump
#

Any idea why the animation dips below when blending between states? As can be seen on the actual state, without blending states, it is positioned correctly....

plush yew
#

I've seen some games that uses ALSV4, Car pack (I dont remember the name but ends with pack)

thick herald
#

I guessed you missed the level of sarcasm, perchance πŸ˜„

plush yew
#

so can i use it or not D:

thick herald
#

Yup.

plush yew
#

what the hell

#

i feel like i am drunk

plush yew
acoustic elbow
#

Okay quick question, what are some of the most useful tools you've made in blueprints to help create your maps?

pale copper
#

Ayy, who has ever had an issue with equipping a weapon and it go to the wrong socket and what did you do to fix it. I am miserably stupid

lyric lintel
#

Is this normal, or I am wrong?

karmic temple
spare trench
#

I want to switch camera when a collision box hits my vehicle. Is it posible?

spice ruin
#

Don't cross post.

#

And of course it's possible.

lethal whale
#

Hello 😁 I have some weird issue in UE4 ( or that's just my lack of experience ) :
The scene is always lit, even when all the lighting is off. Does anyone know why it looks like this?
I inserted the objects through DATASMITH

spare trench
#

This problem comming

mental crow
#

hi

#

i need help

spice ruin
#

I don't know what input is expect or the type of your camera variable.

plush yew
#

How do i make my game more realistic?What is the highest graphics i can achieve?

umbral forum
plush yew
#

because for some reason i cant find one

cosmic field
#

is there a quick way to select all of these in BPS?

vague echo
#

Are they child BP of a main BP character/pawn ?

cosmic field
#

Yeah

#

I tried to use get all children components but to no avail