#ue4-general
1 messages · Page 5 of 1
You can create an array composed of those units I guess
Wait, they are actors, so use the get all children actors and not components
Hi all! I was very excited to download unreal engine 5 on my old mac but it can't really run that engine properly due to having only a dual core CPU. Can I run unreal engine 4 (or older) instead though?
I'm sharing my specs
Making use of editor widgets to speed up level design, and to create dialogue systems.
Get All Actors of Class. In the drop down pick the parent class of your actors.
Photo realistic. Use good meshes and high res textures.
good day ... is there a way where we can detect if the game is being run on a STEAMDECK ?
Can somebody help me? I only have a few days to submit this, but I am having displacement map issues. There are black cracks that follow the camera in the sand with the displacement map. Is there a way to get rid of the black cracks?
Im here to ask some basic questions anyone here to help
?
If I export the pakage of game and then I want to update some changes in game, will the file will get updated automatically of game pakage which I exported earlier?
oh are there another ways like post processing and those?
sorry for so much questions i am trying to learn Unreal Engine 4 fully before i use it*
like i am not sure about every platforms or your game is using online servers but if you are not using online maps or something like that it wont update auto for example if you are publishing on google play store you must update on play console
Pro Tip - Use it. Pick anything that sounds fun to try, but keep it as simple as possible. It doesn't matter at this point what your game might become, what matters is how much fun you have getting there. If you over reach - and most new comers do - then you'll probably get frustrated. Ask yourself which of the two following sounds better:
Your game looks a bit crappy but it's really fun.
Your game looks great, but it's awful.
I'd suggest concentrating on learning what kind of mechanics you are going to want in your game. Some of these might be quite simple, some of them might be complex. The only way to find out is to jump in, see what makes sense to you and what doesn't. When it doesn't, check out the learning hub, or youtube whatever you like. The more you learn of the basics, the more the complex stuff will make sense. It's fine to stop trying one thing and move on to another.
Graphics and how realistic something can look like, is only something that adds to the fun [for all those TAs, VFX, A, you know I'm super simplifying stuff right? :D]
But you do you, pick something you will enjoy messing about with.
I learned how to create evil cube game with a tutorial and deleted and i made it without a tutorial 😳 i am so happy
I downloaded Unreal for graphics 💀
Hi i want to ask is there any tips for the mobile fps optimization because i dont know how can i optimize my game
What's the point of these chatrooms if you can't get your questions answered?
so is there still a way to get extreme graphics? 😳 @thick herald
I've already googled my problems and I can't find a reasonable solution.
I am on a tight deadline to submit my arena and I can't figure out the reason why I'm getting black holes in my displacement map that follows the camera.
can you take a short clip?
if there are "holes" at the bottom of your screen that "follow" the camera, it looks like clip plane to me
@kindred marlin I am an intermediate user with Unreal Engine, working for an indie game studio. So, how do I adjust the clip plane?
the depth of your displacement is pretty high so the bounds are probably messed up and it's culling faces even though the displacement has "pushed" them up into the view of the camera, if that makes sense.
you could potentially solve this by displacing not just positive from the normal, but centered
so, anything below 0.5 on your height map/gradient should be displacing negatively. anything above that displaces positively
0.5 being no displacement
it works?
I haven't applied it, but it makes sense to me.
@kindred marlin Do you know how to displace it centered? I am unsure how to do that.
been a year and a bit since i did ue4/tessellation but uhhhh i think you're probably multiplying a "distance" scalar by a grayscale input?
so when the grayscale input is at 0 (black), the offset is at 0 right? and when it's at 1 (white) your sand is at its peak
when the texture is black, it'll be -25, when it's white it'll be +25
if you halve your TessDistance default setting you won't need the divide btw i just put that there so you know that you don't want it going -45 to +45 lol
btw if this doesn't help, or only helps a bit, make sure you have this set to something higher than 45 or whatever your displacement is:
set it to like 50
@kindred marlin Setting it the tesselation to -45 and the displacement to +45 seemed to get rid of the holes, but my peaks in the sand don't look as beautiful and realistic.
But where is this "Max Displacement setting" located at?
setting the what to -45 and the what to +45?
in the details panel of your material.
ok. that's not really what i suggested i dont know what that's doing lol
ok haha
YAY!
great
@kindred marlin Thank you SO MUCH
looks great! perfect for disembowelment
I can get "Get Class" for basic shape cone. But unable to find "GetAllClass" like "Get All Actors of Class" version for that cone
Any idea?
Gaaais,I need help omg
I changed the texture sampler source of all my landscape textures from 'asset' to 'shared:wrap' and now everytime I try to open the master material, UE4 crashes ._.
Can someone please help me ?
Hey guys,
If I wanted to learn how to adjust gravity / jump height as well as running speed with blueprints, where should I look ?
basic physics essentially
Character movement component. Has floats for gravity, jump z velocity, and max walk speed
thank you @oak patio I will look
anybody got any tips on how to make actors into a perfect circle XD
these are 4 points I'm trying to add more circle actors into a well.....circle lol
welp i tried. ping me if you got any other suggestions lol but i have an idea in my head already
I forgot i basically had a circle already so just use that as a reference DUH! thank you guys and good luck on all your projects!
Hey
Does anyone know what to do it the damn android sdk license doesn't go grey I've tried everything damn thing won't work
Say I were to have a TDM and a SnD, would I use the same player controller and game mode for both of those. How can I control whats happening in the game like the score, should I use a game instance?
what's wrong with UE5's landscape import from file? I can't make it work to save my life
What in god's name is wrong with your nodes?
Sorry, that's my OCD kicking in
hello i was unable to export my game through packaging settings
its showing unknown source
error
can anyone try resolving this
i saw an error showing u need visual studio installed to build this
so im installing it
Build from the ide
This is so good, you can trigger editor crash while editing translations and pressing ctrl+c where not intended
hey
i need a little animation help
i have try everything from my side but
not working
so can u guys anyone help me ?
nvm i forget to put default slot
How can I get clouds at ground level? Cause I wanna make environment like we are at more hight than clouds
Hi I plan on controlling a vehicle using reinforcement learning. For my states/inputs, should I use data from the camera(computer vision)?
I'm not sure that's really a UE question, more of an AI one.
if you hold alt and middle click and drag the translation gizmo, you can move the gizmo (until you deselect whatever you're selecting). if you move it back to the center of your imaginary circle then switch to rotate tool rotate the actor by whatever degree (liek if you want 36 actors it'd be 10 degrees right? etc) it will be basically perfect
just set up snapping so that you can get the gizmo right in the cetner and also rotation snapping so you can rotate exactly your desired degrees
Do anybody have idea how can I setup clouds looking fog at ground level?
Like this
Asher Zhu does amazing stuff with fog on his twitter. Here's one article http://asher.gg/?p=2600
When people say to avoid hot reloading in UE4, do they mean you should close the editor before you compile, then reopen it to playtest again, every time?
Thnku brother
hey doesnt anyone know how i can use two different third person characters for player 1 and 2
Hi there,
So i am looking for a few Unreal Engine 4 devs
Just a small dev from india looking forward to learn and make friends
I am looking to make a game so that i can learn unreal engine 4 better and learning is better with some friends
DM me to know more
How to use normal camera instead of cine actor camer in sequencer?
i'll give this a shot thanks!
What do you mean by that exactly. The quality of the product is entirely dependant on you and your skills and in some cases, your budget
lads is this the channel to ask a question?
That isn't really possible to quantify. It hugely depends on experience, contract length, the rate you charge, the complexity of the task at hand, and location
too many variables, some people earn 10,- hour, some 150,- or more.
Again its not really quantifiable. There are so many factors at play to give a ballpark number
Why "Find in Blueprints" is fuzzy? I didn't search for Move, I did search for lowercase "move"
What's the point of an Editor Splash?
The funniest thing is that it didn't find this:
How to create trigger for "on overlap" + "left mouse button click" event?
I need to replicate a generator turning on lights, I have a generator that turns on some light actors when a player activates it does anyone know how i could replicate the lights turning on
How can I switch my project from ue5 to ue4?
you cant
fast question, if i have an unreal engine game and i want to allow the F13 to F24 keys to be mappable in the game, which ini file would i have to edit and what lines to add? baseinput.ini?
You can do that in editor: project settings -> inputs. Action inputs bit, you can define whatever you like.
I've been chasing down huge loading hitches on my project - (like 15 - 20 seconds of a long hitch) - I thought I was loading stream levels asynchronously - I stumbled upon this video - and he mentions the point about absolute path names for level loading - could this be my issue?! because I'm definitely doing the wrong way that he is describing at the point
hey does anyone know much about the als camera system?
i am using als and i have 4 different camera views tpp/fpp tpp car and fpp in car. all but the in car camera work fine but the pitch is inverted in car
i've tried everything to fix it, does anyone know a solution for this?
Yea, I had that on a project a number of years ago. In the log of a packaged build it would say "package search 24 seconds" or something. Got worse as the project grew. The solution was to always use the full project /game/levels/mymap style paths
Solved it right away
Hi i recently played the ascent, and i checked for a Fps mod but nothing is already created, i wanted to know what is possible to do, change game file ? or create a mod ? i'm completely beginner for UE so i ask for info to learn what i can do. (sry for bad english, i'm french)
Hey you are better off in a modding community for your specific game. If the modding is not explicitly supported then it isn't allowed here anyway, but you will still be best talking to people that are already familiar with that particular game
Thk for the response
Np
hello guys i have a question
i try to add 3 interface to my actor blueprint but when i add the third interface my unreal engine had a crash what should i do?
sorry for bad english
hey all i tried a game and attended game jam
so the main thing is it has water elements in it
but after packaging i cant find water in it
also can anyone tell me how to play cutscene when level endes
i can switch to the next level
but i can't play the cutscenes
Ok
Thanks in advance
just tried unreal engine and made better version of the game have some glitches right now
Is it allowed to do what u are doing
this is the game i created it was like i did the prototype in half day but tried to make the level beautiful
sorry?
Are you nodding?
no im typing
modding*
Do anyone here know if you can remove the "BLUEPRINT" at the blueprint section? the text; it's a bit in the way;
also; can I make a totally black background instead of grey in the graph/blueprint editor? my eyes is used to black and does really not like gray; it's making them tear funny enough;
found out this was the issue today; i thought of nearly everything and then it came to me - issues with my eyes only appears when I use unreal's engine's blueprint/graph editor (and tried to look at same color on e.g a notepad; as background; and sure enough same issue there :P )
Does anyone know why displacements are not working?
they mess up the whole terrain instead 🙂
is level streaming easy to implement if you've already built your levels?
I kind of want to do it as my levels are massively and it's already loaded in but at the same time the game seems to run fine and i can imagine it'd be really complicated to implement, especially when considering save points and stuff like that.
unless there's an alternative maybe.
you have to cut your levels into pieces
it does create problems
you need todo that from the start.
hello guys may i ask a question?
thanks in advance
im new to here
when i attack or approaching another character it may fly away =-= I’ve already set query only but it still happend.Could someone tell me what i should do?Thanks a lot!
He's being meta
how about downloading the file
i cant see it neither but it can be played after downloading
hey anyone theree
hi
can anyone guide me the best way for optimizing game
he y can u see the water in editor but i cant see the water in packaged exe file can anyone say why this is happening
hey can u share a best resource where we can learn about optimization profiler etc etc
so that i can get an idea to improve my game size
If only google hadn't been invented between him asking that question and you selflessly answering it for him!
Yeah the issue was too low mapping so the terrain not had enough vertices to make detail for that, thank you!
Is it opposite day? 😛
Does anyone know how I can get this added to my manifest file?
android:glEsVersion="0x00030001" android:required="true"
Whenever I manually add it and then package, it gets overwritten so I can't upload to Oculus Developer Hub
How much of an impact is using the Unreal Insights recorder on the same machine, vs another? I get that your numbers would be higher but any problems you have should still be relative and therefore easy to spot, regardless. Is my understanding accurate?
anyone have any experience using the gLTF exporter plugin? I am trying to script an export of a selected actor but can't get it to work ( @plush yew i saw you were helpful on the forums but can't login to post for some reason)
how do i import FBX from Blender without changing the pivot someone help plz
Plenty of videos on this, just follow them on youtube
there is an 'export to unreal' tool but it is a pain to setup
you have to hook up a github account to epic I think
but it is well worth it
used the Blender Addon for exporting to unreal still the pivotes are changed
there are some settings there, but you have to look at how to change the origin
what are those settings
look it up in the video, every 6 months i have to review it myself
i need help, i have a firstpersoncharacter but when i start game i am in free cam instead of me being the character
Hello! i am noob in unreal engine but i have used it for a vile.. but now i have problem taht i cant solve. i used 4.27 version and made high resolution screenshots with transparency trough camera actor. but now when i do that there is no alpha chanel (it renders green preview of "use custom depth as mask" as bacground) if i render from vieport it works fine but if i go trough camera it is green bacground... anzone had a similar problem and what might be solution? srry for long post🙂
try changing the controller to the character?
So I guess it's just impossible to test on virtual android devices in Unreal. With how incredibly complicated it is, I now doubt its ever been done.
Following the instructions exactly https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
and with a brand new project it says 'Failed to open descriptor file"
I never had a single issue in Unity
Anyone know of a nice HUD system in the marketplace similar to ProHUDV2? I am not a fan of it running on tick and ProHUDV2 does that.
thought some people might find this funny. once a tripod mount is made it will be setup to fire each time you get hit
https://www.youtube.com/watch?v=AaQyMr7yQEs&ab_channel=SneakyKittyGameDev
Ultimate FPS Framework Plugin: https://www.unrealengine.com/marketplace/en-US/product/ultimate-multiplayer-first-person-shooter-template
Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/W5g6pZXfjh
I got bored and started tinkering with my arduino and set up a simple system to shoot my airsoft gun when I wish.
Wait. Unreal doesn't support virtual Android devices?
I dont know if this is the channel where I ask for help but I don't know how to fix this problem
I want to put foliage on the landscape
But I can't placs the foliage on some parts of the landscape
You are much too vague sorry
Hi everyone -- why does the editor UI keep breaking? The context menus stop working etc. I keep having to restart the editor
Im trying to make an actor scan an item when i left click it
im currently at the part of checking if i clicked it
Is it a 3d object in the world? Or a widget object?
If it is a 3d object in the world, look at node GetHitResultUderCursorByObject (or ByChannel)
Basically you need to do a kind of line trace using the cursor location in your world
that means i have to plug it into the tick event right?
You can attach to on click I think
No checking every tick sounds very inefficient
I can't help more I have no charge
but isnt that inefficient too? I may later have 100 of those objects and everytime the player clicks, every object checks if it got clicked
Hello, does anyone know what this error means?
hi all, any ideas why my zombie ai are making each other bounce away like this?
No blocking collision enabled on anything apart from the capsule
size of the capsule relative to the mesh, the box is an overlap box that triggers a bool for the bt when the player is in attack range
I currently have root motion enabled for the zombies movement as it makes them move in time with their animations and fixes their feet sliding. any ideas?
Hey guys,
It appears that the learn tab has dissapeared from the epic launcher,
could anyone please tell me where I should go for that content ?
Its definitely a collision issue of some kind. You can see them clearly stepping up onto roughly where the top of the capsule would be. A possible solution for you. Is to create a custom collision channel for your AI. Call it AI. Then set the defaults to block everything except itself (AI channel). Make your enemies use that.
You just set up a basic line trace as suggested by @peak hare. Set up an interface with event target and not target. To fire when looking at an object and away from an object. You will need to play with your code a bit to find a set up that works for you. Done correctly 100 objects won't effect performance as you are only asking them do to something when being looked at. So only one is firing off code at a time.
You don't need your trace to be event tick either. Just use a timed function and adjust the timer to something that works for you
Thanks
I'm not sure having never used the learn section. But if you look in the samples section there are a bunch there that say they are for learning how to do something. Also the website for EPIC/Learn lists these samples as a possible source of learning.
thank you @thin tendon
You could try the guys in #cpp those guys are pretty good at stuff like what you posted.
does anyone know what framework the unreal engine editor use and is it a
It uses the unreal framework.
does the blueprints use a gui framework
would this still work in multiplayer tho?
I don't make multiplayer games. But I don't see why it wouldn't
ok
Unreal's gui framework.
Namely Slate.
How do i select all of these faces without having to select each own
is there some shortcut?
Its a BSP brush cylinder
thats what i wanted
I gave you the name and everything.
UMG is the blueprint version of Slate (visual designer,) but actual blueprint gui is made using Slate in c++.
Slate is not based on any other gui, it's an entirely custom implementation.
Trying to figure out how to interpret unreal insights (the epic livestream is not helpful) - I'm getting hitches big time when trying to load large stream levels - but I'm still not sure how to read this -
The red rectangle I've drawn - I've determined the hitches are taking place during this time - which means I need to look to the game thread there? or the FAsyncLoading Thread - is there a correlation I can see to where something being load in AsyncThread is cutting into the game thread?
However, when I zoom in, it just shows me EngineLoop as part of the game thread - what does that mean exactly?
I know nothing about ingihts, but the unreal frontend / session browser works great for profiling for me.
(it's the old method of profiling)
could you guide me through using it to find the specific loading hitches?
Erm, not really? Watch a video!
Hello Guys, I have a quick question, someone know how to add an executable to a ue4/ue5 package project in shipping build?
my problem is they only seem to cover the UI, what the tool is capable of and not a "okay, let's take an example, see how this number here is X, it really should be Y, so this tells us that there must be a problem with the code/blueprint on that actor"
has anyone used the gLTF exporter plugin at runtime and knows what might be wrong here?
Any idea where from can it appear?
gmock-actions.h(51): [C1083] Cannot open include file: 'gmock/internal/gmock-internal-utils.h': No such file or directory
Guys does UE4 has time to delete/clean/reset cached shader maps per periodically?
Im sure I rebuilt missing cached shader maps just a month ago but today i re-opened and it re-compiles all 80k missing cached shader maps again... didnt changed any materials or graphical shader stuffs.
what do you mean? when you package it it creates an executable for the game
either use the entire path for the file, or add the include path in your IDE's project settings
After a while you don't open the project itll clear the cache of the shaders
Is there config line to edit this?
Alright, i see thank you for info
Would be good to know if there settings about that if anyone know
When I switched my previewing to android ES3.1 and after compiling all shaders, there is no shadow in my game even the buil button is not working
Please help
What I do is select a range where the hitching is happening and then make sure to show the max time per action (not average)
Or just look at a single frame (single click instead of selecting a range by dragging)
Then find the game thread and see which part of it is causing issues
And ignore the list on the left, that just enable/disables lines on the graph, which isn't quite useful.
after you've looked at this, I'll delete it because I've posted in blueprints
just tell me if If there is any thing you see like, "Hey, this thing is here a lot, what is that for?"
Hey y'all I got the jdk file and packaged the game for Android and it's still saying naw jdk file is wrong anyone know what I'm supposed to do
So i'm following this tutorial on text when in a collision and I require the Inventory Struct variable and on the newer versions of ue4 (4.27.2) I don't have it
Sorry for the bad screenshot but is it normal that it goes this slow or is the progress bar just wrong
we cant see, just take a screenshot
sigh well ig I’m not getting a answer then. Whatever I will just be patient and wait
depending on hardware, it can be on the slow side of things. but, could also be you live on some ancient burial ground and its ancestors are throttling something :p
hey thanks for the help, I tried this with the capsule and it did what I expected, they dont bump around now but the clip over eachother which I want to avoid.
Any other ideas on how to handle multiple ai chasing the player? Is it best to not use root motion for them? If that's the case how would I make their movement animations tie in with their capsule movement nicely?
Anyone know if it's possible to animated spline points over time? I have found absolutely nothing online about it. I want to be able to distort the spline over time, like moving a noise through it like in houdini....Anyone ever tried this?
Pretty sure you can just set the transform at index. There's a number of blueprint nodes for it
That's for spline components on actors and spline meshes. I doubt you can modify landscape splines at runtime though
this would just be for spline meshes
is there a way to access the spline points transforms themselves?
:triangular_flag_on_post: walkinginspace(SteveH)#8010 received strike 1. As a result, they were muted for 10 minutes.
Same API exists in ue4
can you do a transparent splash screen?
Thanks a ton @real heath
Any advice? Light map resolution is at max, it helped a lot but not enough. It wont let me turn it up higher than 4098 or something like that. Shadow Bias on the lights is at 30.
Random shadows also.
My guess would be split it all into smaller meshes with separate light map uvs. 4096 res lightmaps should not be as blocky as that last shot.
I agree! Thank you!! I will do that, it is currently one giant mesh besides the pillars. Thank you for the advice!
sorry if I'm being annoying but I'm really stuck because of this, can someone help me?
i dont think that's an unreal engine variable. did you miss a part in the tutorial where you have to make a struct for inventory items?
Yep, sounds like you missed a part of the tutorial
ok thanks both of you
If you want them to bump into each other you will have to re-enable them blocking each other but turn of the option for characters stepping up on them.
not yet
I'm watching Unreal Academy official training videos. But I couldn't find the mods panel. I am using Unreal Engine version 4.26.2. Where is the mods panel?
How can I find? I would be glad if you help. This is how it looks to me. I found it in the options above. But how can I add it to the interface like in the first picture?
Sorry for troubling,I wonder if there's another solution that I cant do any other action while dodging except setting bool
Thanks, that's what i've set up again, there was a setting in character movement too about triggering physics events during movement, i unchecked that, unsure if it was what caused it but don't seem to be having the issue now, weird haha
you could set an int from 1 to 0 and then back to 1 and check if your int == 0 or not lol
(i'm joking)
what's wrong with a bool?
I think it's bit troublesome since I have to set all other actions' bool and set them again in the end
just have a bool called InputEnabled or something and have that as an if (branch) check at the start of all input functions/events.
then make a new function called SetInputEnabled with an input boolean and that function just sets InputEnabled boolean. All you'll be doing is calling that one function to prevent all input
oh sounds good
thanksa lot
but got some problem that I check if InputEnable is true before all action which means I'll check both dodge and attack,which turns out once i turn off InputEnabled neither Dodge and Attack receive Input,but I need to receive Input(such as Shift) On Dodge to see if i need to dodge twice
Do u mean like this
Make 2 variabels
Hello, in ue 4.22 my project crash when a certain widget loads, when I rename this file I, of course got the "Can't find the file "widget...", the thing is that before having this problem, I got a sudden crash (Happen in 4.22 and that's why I just downloaded 4.27, you for example right click to create a node and .. crash),so as always after the crash I relaunch my project but this time I got the widget error/corruption
It's the "Assertion failed:...... line 107"
looks like an interp time
you could do that with an animation
and then hard setting a position inside a lerp
driven by player speed
clamped by 0 to 100
@blazing brook and dont post in multiple channels at the same time
thats against the rules
you crossposted into ue5
Good!
any idea how to make a character lag behind the camera a bit ? The inversed scenario can be done with the spring arm by enabling the camera lag. But how about making the character a bit slower to catch up to the camera a bit ?
Can GPU particles emit light in UE 4 ?
so i deleted my struct and now im getting invalid type array of structures on my actors. It doesn't let me fix it or save it
why did you delete a struct
cuz i don't use them
but your actors clearly used it...
i forgot to change them
well then you cant undo it now
youll learn for next time
you have to go into every blueprint now
and change it by hand.
doesn't UE4 have something just remove invalid variable?
no
you have to go into every blueprint and fix it manually
you made that mistake
so please dont blame ue4
When we are trying to run linux build, this happens:
Preparing to exit.Shutting down and abandoning module NetworkFile (12)Shutting down and abandoning module CookedIterativeFile (10)Shutting down and abandoning module StreamingFile (8)Shutting down and abandoning module SandboxFile (6)Shutting down and abandoning module PakFile (4)Shutting down and abandoning module RSA (3)Exiting.Exiting abnormally (error code: 1)
Hey guys so like, i have a rigged model in blender with constraints (for pistons) now i know the constraints will get deleted after export, so is there like a code or module that can either use those constraints in ue4 or something that i can use to make the pistons works
check #animation this seems like a common enough problem - either you make an animation in blender that you bring over and use blueprint to modify the animation speed/curves, otherwise you'd have to have the different parts as separate models that you'd control via logic like actors
Hi!
I am following a tutorial at the moment and I am trying to use Procedural foliage
In the tutorial they increase the size of this yellow box and I do not know how to do that
I am just stuck on this
o thx
I now have the yellow box but not sure how to change its width/length
click the scale icon top right of the viewport, next to the rotate icon which is next to the move icon.
Got it, cheers ❤️
How would I, let's say add a river to this landscape?
InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component Anyone?
can anyone explain why assets would not appear in reflections? I have a city street scene with a lot of neon lights, buildings, cars, etc. the only thing appearing in the reflections are the emissive neon lights and the sky, nothing else
I want my lights to change intensity if the integer value is less than or equal to 80 until it reaches 0 but for some reason it wont work, here is my blueprint. The sequence works fine if I use a key to activate it.
when do you ever call FlashlightFlicker in the first place?
I forgot to do that oops
yeah it worked thank you very much
welp now I have the issue where doesn't loop
here is what I changed, the top part handles turning it on and activating the drain battery function
I want to make a mutliplayer game with around 100 slots on the server. Should I create my own network or use the one from UE? And if yes, should I use C++ instead of BP?
nvm got it to work
for 100 players you'll need a dedicated server, I think EOS still doesn't have that option (yet) so you could get the ue source and build a dedicated server using that (look it up)
although you can use Blueprints for the Online Subsystem, CPP has a lot more functionality
What's EOS?
Epic Online Services, its really good but new, still no dedicated server support
you mean have your own dedicated server? yeah
if you mean coding the entire connection solution from ground up? you could but you should just use the existing options
like advanced online subsystem
Okay so I should just stick with the UE4 C++ multi-player stuff and host it on my own server?
No he ment making an own packet system 💀
oh no haha why would you
just make a new game engine from scratch at this point 😂
He said that UE might not give enough functionality
in my opinion, yup
idk maybe i got him wrong
How good do I need to be in cpp?
If you want a dedicated server, you'll need source version of Unreal, if you're going for p2p then you can use the binary version.
like intermediate level? Cus im currently a java and c# kinda guy
really really good
multiplayer is one of the hardest things to do in games lol
Can i get away with just following tutorials on it tho?
idk maybe that the game has many exploits
why can i not add timelines in custom functions?
Turn off context sensitive and see if timelines show up.
already tried
Hmmm.
Can you get a timeline in the event graph? I seem to recall having issues creating them in other places.
Try creating it in the event graph and then cut/paste it into your function and see what happens.
Yeah. I think Timelines can only exist in the Event Graph.
but that doesnt make any sense
there are many cases where you need timelines in functions
why did they do this
I am not sure, but if I had to guess it has something to do with timelines needing to access the event tick (albeit invisibly) in order to function properly. In the past I have created a custom function with an input for the value that you get from the timeline and then in the event graph called the timeline and fed the value to the custom function.
Hmmm.
Not sure that I know a solution then. I suspect someone else might be more helpful.
Ok thx anyway tho
I gotta ask, is it a good idea if I try and set up some sort of "framework" ala custom blueprints before I do anything game design wise?
I keep writing down ideas, breaking them down and then eventually going nowhere with them lmao
You cannot make latent functions.
So things like delays, timers and timelines are a no no
What do you mean? In some essence setting up your frameworks is designing your game
Knowing how everything works together is a key part
Does pressing these build it for the whole game or only for the Map currently open?
Not sure if this is the proper place to ask, but is there a way that if I collide with an static object the object plays a flipbook animation and then changes the static sprite to another?
For example: Sonic finish goal in Sonic CD
how do you increase performance on lower end computers?
like why does unreal only give 30 fps on a blank project?
is there any setting that i need to disable?
Buy a new pc
haha ur so funny
i have a good pc, but most people who buy games dont have an rtx 3090,
i just dont get how a simple map with some cubes and a character slows down to 30 fps when ive seen games have really decent graphics running on low end
im pretty sure theres some setting enabled thats slowing it down or idk
Which version u have of unreal
I have a
Ue4 4.69.2 potato edition limited version PVT deez nuts
I have this version and u ?
what a troll
Is it possible to have multiple simple collisions on a static mesh that respond to different queries? I want my box collisions to respond to physics only but the capsule collision to respond to my query trace for picking up the item. The Capsule collision seems to be used for physics as well though. I'm wondering if maybe the static mesh component is overriding the collision settings on the Static mesh itself.
Screen Percentage
r.ScreenPercentage 75
try a command like that. try various levels from 50 to 100
but other than that you aren't giving enough info for why your simple map with cubes and a character slows to 30fps.
you'd need to profile it and actually figure it out. you could start by typing "stat unit" as a command and seeing which thread is running up the frame time on the right.
if draw is at like 0.x ms but Game is up to like 25ms or 30ms then it's not the graphics of the engine, it's your game thread (abusing the tick maybe?)
if the gpu is the highest then it's the gpu bottlenecking the framerate
Console commands specific to displaying game statistics.
read this (explanation of stat unit is at the bottom)
I was referring moreso in setting up collective scripts and whatnot and then putting them together as I design something
Ima be honest man I got no idea what I'm doing so pardon the dumassery if there is any, I'm still new in this game
any idea how to fix this? I downloaded the animation from Mixamo
Okay but do you have any better way then? I'm trying to make a door with 2 functions of open and close, and I want it to be animated
How could games like The Witcher 3 handle huge amount of foliages while maintaining smooth FPS? In Unreal even if I put small amount with low res and shadows turned off my FPS significantly decreases.
bleeploads of optimization
and tech-artists that can slap the artists around when they do things wrong
(and with that I mean, just to correct their mistakes)
Hey guys, is it possible to change the view mode while playing in editor? I got some actors as part of my 3D UI that I need to check shader complexity on
I tried alt+8 for shader complexity but it doesnt' seem to work for me, I assume its because I'm trying to do it while PIE
ig yeah, but I wanted to see the behavior of these things while i'm running about
since the things I'm looking at are part of the hud
But if the inability to check shader complexity in a possession viewport is a technical limitation I aint gonna cry about it, itd just be nice is all
just press F5 in Pie
oh yeah? cool ill try it out in a minute when my lighting is done building
thanks a lot in advance tho
I have made a landscape with the material as an Auto Material and Procedural Foliage over it
i am trying to add like a footpath on the landscape but unsure how to do so
I've got the material, I just do not know how to paint this material inside
Like how do I add another layer here??
i am trying to make an app where you can chat to others, join rooms and name yourself anyone know a good tut?
The following bones exist in the imported animation, but not in the Skeleton asset ganfaul_m_aure_Skeleton. Any animation on these bones will not be imported:
LeftEye
RightEye
F_skirt1
F_skirt2
F_skirt3
F_skirt_end
L_A_skirt1
L_A_skirt2
L_A_skirt3
L_A_skirt_end
L_B_skirt1
L_B_skirt2
L_B_skirt3
L_B_skirt_end
L_C_skirt1
L_C_skirt2
L_C_skirt3
L_C_skirt_end
R_A_skirt1
R_A_skirt2
R_A_skirt3
R_A_skirt_end
R_B_skirt1
R_B_skirt2
R_B_skirt3
R_B_skirt_end
R_bag1
R_bag_end
R_C_skirt1
R_C_skirt2
R_C_skirt3
R_C_skirt_end
L_horn1
L_horn_end
Unreal shows me this error when I'm importing an Animation from Mixamo. Currently using 4.27. Any idea how to fix this?
The name of the bones of the imported animation are not matching with ur mesh's bone
So importing the animation without assigning it to ur mesh and retargeting them would work
There are more ways to do this
its unreal 4.27
which are the settings that can be turned off?
i already set it to scalable 2d 3d
all the scalability settings are set to lowest
screen percentage is 25%
mobile thing is on
the game looks all blurry and with ps1 graphics and still runs at 30 fps
what am I forgetting to disable?
the igpu is at 100% usage dont think theres a limiter
the iGPU might just be an issue you canot overcome if that is what you are using
but thats the thing, how are there games like asphalt 8 that can run on mobile or low end with great graphics?
i get 100 fps on unity games
why cant unreal run on low end?
Any tutorials on how to retarget bones?
Is Chinese OK?
It's fine it'll help
alright wait a minute
@neon groveUnreal is not Unity, it might not work as you would like on an integrated GPU. There are other options you can try like switching to another rendering interface such as opengl, vulkhan, or emulating mobile.
UE4中,使用动画重定向,对导入的人形骨骼进行修改,并套用引擎中已存在的动画。一.可用的动画模型UE4 默认有一套基本的人形骨骼(同Unity),一般UE4商城动画都使用Humanoid Rig。如果商城介绍中,存在“Rigged to Epic skeleton Yes”,则可以使用Epic所提供的动画资源。二.具体操作1.打开面板windows - Retarget Manager面板 - 选择使用的Rig操纵。2.对比使用动画骨骼修改打开原动画骨骼,与导入的新模
I learned it from these tutorials I remember
If you need I could give u my note
One last question. Can I open UE4 Projects on UE5?
i remember there was a rendering level in an older version called "high end mobile"
which would disable some settings and make the game run a lot faster,
but in 4.27 it only shows shader model 5, android and ios
if i pick android the whole map just starts glitching and theres no performance increase
yes,but once you open it on ue5 you may no longer able to open it in ue4
so be prudent
@alpine fulcrum
Thank you!
@neon groveyou can try forward rendering in the project settings, but yes emulating mobile is one way. if it looks like an issue it could be on your machine
Is there any way to bake path tracing lighting into a lightmap?
Does anybody knows how to make the animation longer when you are trying to create a simple on here:
It is just a simple movement so I tried to use something I never did before:
But it just have one frame and after searching everywhere I couldnt find where to make it longer than 1 frame
Hi there! Maybe someone knows how to call this node "Add instance World Space"?
Thanks, ill see if forward shading improves performance, and maybe mess around with other settings
now i just need to wait for unreal to compile 20000 shaders 🤣
although it says forward disables some of the graphic options, would the performance increase be the same if i disable those options without switching from deferred to forward?
tried it out and the fps increased from 27 to 42
anybody know what that "pass by reference" checkbox is all about?
just a standard function input pin was wondering what that does
Pass by reference is basically a pointer. If you pass by reference then change the variable, you will also change the variable from where you referenced it.
With it off, you are instead recieving a copy of the variable
Hey all! Is there a way to lock the viewport camera in the EDITOR? I currently have a spring arm camera on my third person character that is locked in rotation and locked Z translation, so that the camera is fixed in an Isometric angle. HOWEVER! The viewport editor camera is still free to move around in all directions. Is there a way to fix the editor camera the same way as my character, so I can design the game from the player's perspective
thank you for this explanation, that makes sense. And should prove useful in the future! if this was reddit i would give you a shiny award. 🙂
What is a redirector?
It's making me think twice about deleting things that aren't referenced anywhere else (not the case in this particular instance, it's also referenced in Level1, but other cases just have the redirector) and I don't even know what it is.
Ah, thank you. :)
If you right click a more parent folder and do 'fix redirectors' a lot of those warnings about redirects will go away.
AH, thank you very much! :D
that sorted the problem out straight away, fantastic, thank you! :D
Any ideas on why the first time I delete any actor or mesh when the editor is first started up, it takes about 8 seconds and any further times it's almost instant?
I don't see any ensures or anything else popping into the log and I am just noticing this recently. It doesn't seem to matter what I delete, always the same delay
I have an always loaded sublevel active which is the only real difference so maybe those do more checks before the first deletion or something?
If I need to get the hit result under cursor for a bunch of things (top down game - so character rotation, item pickup, ui, etc) how is it best to set that up? I'm imagining i'd get hit result under cursor on tick and then filter that down by trace channel somehow wherever i need the hit result. Right now I'm just calling Get Hit Result Under Cursor by Channel in BP in a few places. Does UE already batch the cursor trace every frame?
when your static mesh has 68 thousand sockets
noob question, when starting a project and i want to use blueprint with the ability to use c++, do i select c++ project or blueprints?
c++
ty
hello
hi
In fact it doesnt matter,whichever you choose when creating you can use cpp in project
why is anim to play grayed out?
anyone who uses ue on fedora ?
if a static mesh is set to not be visible, does navmesh still read it?
you can check by pressing p and see if the green thing shows
Ah! Thanks, I'll try it. :)
good luck
Hello guys I'm trying to import a texture into the ue4.26 as Virtual Texture. I enabled both Virtual Texture settings in the project settings but I cannot convert or directly improt a texture as virtual texture, my goal is using UDIM tiles for a cube can anybody give me tips about it. Thx in advance
Yo guys quick question since I've never done this before - when you attach your android phone to your PC and do the whole thing where you play in editor but on your phone, does it actually use the phone to compute everything or is it a streaming type deal?
Cuz I'd really appreciate a quick way to test graphics performance
I've got 2 friends who would also like to design my game level. Is it possible to code something that would allow them to make changes to the game world while it's running? I was thinking about a file being created whilst running that has models and their location size and rotation saved, which then gets run through in the construction script which spawns each model.
lol thank you!
hm, is it gonna recompile shaders every single time? Launching it for the first time rn
thank you!
I am not sure where to ask this I am trying to find out If i use the thirdperson template and then decided to use the market place package starter animation can I just copy the animations out of the package and place them in the mannequin/animations ????
Also would this be the same using other packages on the marketplace
hi, im working on a game but suddendly the character mesh is at the position 0,0,0 and wont move but the actor is self moves only the mesh is stuck at the position 0,0,0, im glad with any help
Hey guys, any clue if UE4 has functionality that allows the PC simulate a server while Android is playing as client? I'm mega new to this cuz the other guy on the team was the one compiling for Android but now I gotta debug the build for an Android-specific bug
Well being the noob I am, completely new. Where would I go to ask about help on a bug/crash?
Recently upgraded my cpu to a ryzen 9 5950x compiling shaders seems to be a thing of the past now lol
What I normally do I have a separate project to add assets to such as marketplace stuff. With animations I export them then import them to the project I want and pick the same skeleton that u want animations to work on
Looks at the servers channels, see if your issue falls into one of those. If it is actually a bug - not much this server can do as it's not run by Epic, but someone might have a work around etc.
oh so you just go into the folder and export them to the desktop then reimport them ?
@peak whale
@tame token yeah there is probs a easier way but it works for me lol
Thanks @peak whale thats will work i would rather know if there is a better way to do it also but your way works too so thanks man
@tame token I think u can resign skeleton in the editor but u cant do it in bulk so my way is quicker if u have a lot of animations
Yeah mostly it is stuff like animations or trees and environmental stuff I just want to organize it so I can keep track of stuff so I don't have animations in every folder or if I do work on a project an want some animations for it
Thanks, it’s a coding loop 🔁 it seems and am having trouble with it
Is this realistic?
I'm trying to mod a game that uses unreal engine 4.25 , it has it's own SDK which is basically just unreal engine. I'm having issue reusing the existing animations with the new weapon i made. the animation doesnt play in game. It's supposed to be an animation sequence that uses a skeletal mesh to play the animation. I created a skeletal mesh for the new weapon, but im guessing it's bad somehow ? The animation uses a skeleton called SK_1P_Master, but when i import my new weapon, it creates it's own skeleton with a different name ( and complains about missing bones, but im copy pasting from existings weapons so everything SHOULD be the same ?) . Anyone has any suggestion on what i could do to investigate this animation problem ?
havent seen you here in a while lol, why do you need it to simulate? could you not have it be a legitimate server?
Try asking in a place for modding that specific game
We focus more on creating games here, and you would be better off talking to people with knowledge in that game specifically.
I'm trying to understand the relationship between skeletons, skeletal mesh and unreal engine. It's a native concept to the engine.
Yes but it's in regards to modding. Modding an animation into a game is different than inherently creating one for an unbuilt project.
Hence why you are better speaking to people that have been in your scenario
I don't think i'm touching the animation. It's a field inside a class to tell the game what animation sequence to use. But you may be right, maybe there is some code behind it doing something fancy
Withotu intimate knowledge of the specific game, theres no way of knowing if the general way works, or if some specific way needs to be done, which someone who has created mods for the game would know, which is unlikely to be found here is what i was getting at
i hope you find a solution though
Hey y'all I'm having a stupid problem that I should be able to fix but for some reason I've completely forgotten how, how do you play a sound for as long as your holding down a button
Hello! I have a question that you guys/girls can help me with. How can i save shown state for asets in world outliner after i save map so when it relodes it shows only asets that i was set as shown. Each time i relod map it resets shown state and shows all asets. 😦 Help? 😦
Dms I can try help
Takes a while to compile all this shit and I'd like to be able to iterate quickly
Is there a specific place for localization help / discussion?
i linked my epic games account with github still im not able to access UE source
anyone know why
Is it hard for a beginner to learn ue5 with ue4 tutorials? All the recommended ones are ue4 and I know the basic layout of ue5.
ue5 just have ui changes
coding wise they're very same
Yeah obviously obviously it's just maybe it will be hard to navigate and it's better if I just watch a ue5 one
my suggestion for tutorials is always try and see if you can follow along in the same engine version as the tutorial, especially when it comes to blueprint stuff, as things might have changed (a little) and the last thing you want to do is problem-solve while you lack the experience to do so.
but the more artsy stuff, like materials will be quite identical between engine versions
Ah okay, well I've tried the unreal learning section and while it seems fine I think I'm just gonna watch a ue4 tutorial and find the blueprint equivalent if some things don't match up
Unless there's also a difference in work practices, where things done in ue4 in the past might not be good practice in ue5 anymore
Or at least not the best practice
nvm i might be stupid
Hey guys, I downloaded a skybox but it contains 6 faces of the skybox top left right bottom front backwards, is there a way to combine all of them and apply to a singular skybox?
Probably.
Hi everybody! can anyone point me in the right direction if i'm doing a game from south america and want to publish/register it on Usa?
Mainly for things like registering the name, ip, and things like that
Hi guys anyone know about cablo compnent actor i have some problems aboht this
Cable
I want to add a ray traced option to my game, but this feature should only work on cards that support it. How can I branch?
Is it allowed to use c++ development vs studio community and sell the indie game afterwards? Or would that only be possible with vscode?
Bro sometimes unreal isnt even an engine bro i cant
im 24/7 dealing with problem that arent supposed to be probelms, if i set a variable and unreal decides to unset it despite me saving and it getting marked in scource control, what do i do
no matter what i do UE will uncheck this box
Breaking my whole game might i add
is it possible to make it so a light will pass through a particular mesh as though the mesh were invisible?
(but with the mesh still visible)
That should be a property on the mesh itself
yo
Is there a way to make Icons bigger in the viewport, such as light ones or effect icons?
Does ue4 have any type of texture as default in it? Just like blender has nodes like voronoi, musgrave, clouds, etc, with lots of parameters on themselves?
So are there any caveats to using hierarchical instanced static meshes?
And if not, why would you use a static mesh over a HISM? Other then it being simpler
hey guys,
so for some reason I cannot create a custom task in my behavior tree in ue4
any ideas on why?
you are better off using premade noise textures usually iirc
How do I reset on see pawn?
Would deactivating then reactivating the component reset it?
Nvm I see it is automatic, I was on wrong character testing
Who somebody here usang Gamelift with blueprint Plugin?
i've been searching back n forth for an answer to if you can turn on unlit mode on a shipped build of a game.
Hello! i was wondering if somene here can help me. Is there a way to save shown state of the aset so when i reopen project it only shows visible asets? only these in red in screenshot. Problem is after i save and reopen it show all the asets. 😦
Is there something like the V-Ray Blend material in UE4? I've been trying to blend two make material attributes with a Blend Material Attributes but it's not giving the same type of results
When epic games makes a game free, do they have to pay the owners of that game whenever someone downloads it?
That would be agreed between epic games and the game owner
Ussualy the game owner is offered some sort of payment to be free for the month and the game owner can accept or deny
Is DefaultGameUserSettings.ini still supported ? I would like to set default game user settings when my game launches. Here is what I have written in the file
[/Script/Engine.GameUserSettings]
FullscreenMode=0
bUseDesktopResolutionForFullscreen=True
Version=5
I am aware that I can set those settings manually when the game launches, but I would like to avoid that and instead fully drive it through the .ini file
Any reasons why is this marked as unavailable?
Guys anybody know about cable component plugin i have some problem with that
Honestly, how do you guys create a new BP or asset when you're in this pickle
Creating a cleaner and more organised folder structure will avoid this issue.
get out of here with your good ideas
anyone know y tf my materials are doing this when booting it up
I'm building a Metaverse platform using MERN. I want to render Unreal Engine projects through them(right now using Three.js instead). Can someone let me know if there's any library or anything that can help with that?
bruh this channel is still just questions to nobody
People will answer questions if they have the time, also a lot of questions can be answered by looking at the docs, youtube etc etc. Plus a lot of questions are so generic or don't have any information at actually help with figuring out what is wrong.
Or so specific no one actually knows
That is so true most of the things I don't answer are because they are to vague or the person doesn't even know what it is they are asking.
Is this a normal dev cycle? Compile, play in editor, stop game, game crashes, have to restart UE, have to re-open the level you were in, repeat
Seems to crash every few cycles of compile -> play in editor -> stop game
It's just so time consuming to have to restart UE and reopen the level you were on
Sounds like you got some serious issues mate. Typical would be very rarely crashing. I think the last time I crashed was about 6 months ago because of a mistake I made.
Use a C++ Oauth2 client lib
Use a C++ JSON lib
Sometimes this happens to me and I have to restart the editor and epic launcher for it to show
thanks
having some serious issues with launching a game to my oculus quest 2 in UE4 . I have tried three different proven oculus projects from unreal marketplace. Each time i try to launch them in the editor to the oculus i get this error . LogPlayLevel: Error: ERROR: System.ArgumentException: An item with the same key has already been added
Try asking in #virtual-reality too
thanks
I know that UE4 + Quest headsets is a common there 😛
I'm getting this crash on startup:
Does the steam documentation not help? Or steam support?
They would be better to ask your questions to as this is not a steam support server
i read the documentation
no error that fucking weird
Summary: 63 files added, 0 files changed, 0 files removed
but in steam partner "No build has been created for this application. To know how to create builds, "
Contact steam support if you have errors maybe then.
looking for someone extremely familiar with profiling and unreal insights and who wants the challenge of their life, could use some major help with a very peculiar problem
So I have a VR setup that looks like this. (Mesh looks weird because of inverse kinematics). But I physically cannot rotate the mesh 90 degrees to match the camera. Whenever I try moving or rotating the camera, it always goes back to the default place in-game. How should I go about fixing this?
U can try by reinstall the engine
Ok so go on the skeleton mesh of that doge and in the bone sections there is bone called root bone ok so rotate that to 90 degree and then u can rotate it in the blueprint character
hey i was wondering if anyone here managed to get the open source html5 packaging working for 4.24 ive been trying to get it to work for the last 2 weeks for a school web design project and its due this saturday so i was hoping someone here has it working and can help my group package it for html5
can i have multi window of level sequence?
CustomDepthPass makes my meshes yellow. Help?
what's it meant to be? What happens if you change the stencil value below that to like 30? My guess is you have something like a post process material already attempting to use custom depth values
A post process material is used in post process volume right?
No PPM in the project no
what your question
It does not happen on a new project tho so I wonder what's going on @real heath
It is meant to be used with WaterStamp plugin
if a post process material is applied that might use custom depth
which indicates you have something in your existing project already using custom depth
try changing stencil value
yeah that didn't help
yup i guess.
nice find lady glinnevier
i just read the link he send
the post process material uses custom depth
that means as soon as you drop this into the scene
it will start affecting
and no
well barring a driver issue, simply using custom depth doesn't cause things to change appearance. something else is being applied
kk thanks yall
Hi guys I wonder how i can get the owingPlayer variable in my widget blueprint,i cont find it .Thanks in advans
Hey! How can i move components inside actor editor?
Drag and drop allows me only to attach one to another
I just want to sort things
hi. i have a problem with a blend.
I have a pose that has the arms go over the head, and another pose that has the arms go behind the back. the solver decides to make the arms bend backwards when transitioning between the two poses. how do i solve this?
i followed your advice and it worked well but then I got another idea that built off of this. I just moved the stuff off of the root a few thousand increments then rotated the root to make a perfect circle.
oh yeah if you dont mind throwing them into actors and offsetting them that works like a charm too 🙂
or rather, if you aren't just using simple static meshes* but your own actor that wouldn't suffer from having a radius offset
glad you figured it out!
hi, anyone have true first person tutorial? it should have different hands from the body mesh
Please don't crosspost
What could cause IK jittering? I've just simply set up a two bone ik like this:
and that bone (the right hand) is vibrating
I've tried to modify the Tick Group on the skeletal mesh component but same result
Hey! Is normal that the cached draw distance of a UPrimitiveComponent behave different in built compare to the editor? Currently, with the draw distance same draw distance the same primitive might be visible in the built but no in the editor :/
Does anyone know what I can do about just general scene lag? I have a 3.5km x 3.5km open world, but it lags everywhere even where there is nothing.
Does the landscape have a material?
Or is it just empty world with blank landscape
Yes its my main level
Has it always been like this?
No only recently after I reimported the heightmap I use
Out of interest how did you make the height map
whoops. forgot to delete this
I am having difficulties porting models from blender to UE4. Specifically, the textures are not importing. The materials are created with no texture applied. In blender I have the image texture directly connected to the principled shader. I have import textures ticked and am exporting as FBX. The image textures are baked into the blend file. I could save each image individually and apply the textures to the created materials in UE4 but there are about 30 of them and that's just for this one file. Some of them will have hundreds. Any ideas?
AFAIK there isn't much workaround. Blender shaders cannot be translated to unreal
Not through import at least
I thought they were okay as long as it was a baked texture? am I just wrong lol?
In my experience its a gamble
nvm I got it to work it was a format thing. the original images were baked into the blend file as .dds. All I did was resave every image as a png and they loaded into the materials fine. Unfortunately now I have to do that every time but it's better than nothing
Ah good good
Like I said in the original message, I physically cannot rotate it. That doesn’t work because of my IK solver
this is literally useless
you don't need to connect anything to it
to get the owning player in any widget just do get player pawn
or get owning player pawn
or get owning cntroller
or sometihng like that
sorting components is a nightmare, just give up
wdym lag? low fps than u expect?
u can just delete stuff or do showflag commands to disable stuff until u see what the issue is
https://www.youtube.com/watch?v=EbXakIuZPFo
This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization strategies and pipelines early and as a team. Learn the tools and how to employ them to identify key performance problems as well as engine features that can help you improve performance in your...
Oh boy, keep trash then
I have a character using the flying movement mode, but when I try and launch character it causes the character to fall. Any ways to stop this?
u need to use add force
don't use launch character
it's literally a scam
add force or add impulse
add impulse I think
read the description
one of them is for tick
Yea add impulse works while add force doesnt
Gotta mess around with the friction a bit, but thank you
Oh yea its working well, thanks a lot!
Update: I got it rotated the correct direction, but I can’t figure out how to get the camera to the head, it’s inside of the player
Whenever I import a fbx file like a door or something, it always comes in parts
So I don't really get the full object
Like this
door is the problem
If someone can help, that'll make my game development process so much better
(when I import the object I don't change the import settings at all)
Ping with response
crashed unreal with cpp, am i a pro yet?
no, you are a master
What is most likely happening here. If you open it in blender. Each section of the door is a separate object. When you are importing into ue4 it is treating each object as a separate mesh. You could either combine them into a single object or combine them in Unreal inside a blueprint.
Anyone know how to solve a problem where playing a level sequence changes my pawn's ControlRotation? For example before playing a cutscene, my player's camera is facing forward, but after playing a cutscene and returning to my player's camera it's now facing down instead of forward.
hi guys... a little question: do we have a staff limitation of 5 members?
No? What do you mean? Unreal doesn't impose that sort of restriction
bump
I've found it after I asking the question for a while,but still thanks!
Spawning foliage on different sub lvls ends up in duplicate foliage and a lot of mess. Is there a rule of thumb regarding placing your foliage in one lvl only?
Is anyone familiar with Reallusion Character Creator 4? Would you recommend it for like a hobbyist/some who is still trying to get into the industry?
How could I combine them without blender? I normally just use plain zip files and extract them
Don't get me wrong, I have blender, I can do it.. but is it necessary?
should be an option on import, to import as one or not.
Yep, combine meshes checkbox on the import dialog
@fierce tulip @real heath thank you very very much this helps a lot
On a third person project if you set "Use Controller Rotation Yaw" on the character pawn to true and then move backwards ingame you can see the run animation will be reversed. Where's this being set up?
I figured out how to do this, but the textures still dont combine with the mesh itself... there are several textures, how do i get them all onto the mesh
do i have to add them via blueprint?
question
i lost my footsteps sounds
all of my physics material seem not to be working
all the bp files are ok
still no sound
the audio is in the correct files
Thats not a question
And it's also nothing to work off.
sorry let me edit that
Make their materials and just combine the parts on import. There is a tick box when you import called "combine meshes"
all the bp files seem to be correct, the physics materials are corresponding
and still there's seems to be a problem
and i dont know what it is
So in your "animation update" event you will probably want a reference to your player and set the my character variable to that. Then also get the aiming variable from your player and set the animbp's aiming variable to that. Then where you have your animation code. You don't need a reference to your player. Just use the animbp's variable for aiming
Also make sure your transition is set up correctly in your state machine
Somebody please help I accidentally did something wrong with settings and my game time has slow down
What should I do
console: slomo 1
I did something in project settings I guess
Fps defaut value was 30 and did it 90 lol
And now I cant find it
look at any changes to timestep related variables or "Fixed frame rate"
Ok leme try
I am not using any timestep related varialble in my project
Whole engine has slow down
In my veiwport every thing has been slow down
Thank god I found it
Its was under project setting> gerneral setting>framerate
Can someone help me fix multi touch problem in unreal engine
If if touch one button then I can't touch another at same time because previous button get unpressed every time
How much do extra bones eat at performance? I kept exporting my model in blender not knowing it had add leaf bones turned on and now my model has like 4 'end' leaf bones added to each limb and finger
Is it worth deleting all the skeletal meshes in ue4 and reimporting them witha cleaned up skeleton?
or is it not going to make much of a difference?
hi i have a glass material and i want to mask it, is there a way to combine opacity and opacity mask?
Hello everyone!
I’m having an issue regarding the groom asset in unreal engine 4.27.2.
I want to set up a mesh as LOD1 but everytime I set the LODIndex to 1 unreal crashes. Is there anything I’m missing or is there a workaround to this problem?
Hi all, Just received this message when trying to open my project that I was working in yesterday - Does anyone know a fix?
Can't find a fix so I'm having to back up to an older save to see if this works!
What is the easiest way to edit a model in ue4? I can see things like meshtools that will let me edit a model in the main view panel but that would mean I would need to edit the same model multiple times. I want to edit the model once and that be reflected in all uses of it throughout a level.
Hey guys. I have some materials that I change properties of dynamically and there seems to be some sort of ghosting happening because of the raytracing GI that almost makes it look like its updating slowly. Any help would be appreciated, thanks 🙂
Hi where should I start learning ue4
I think there are online courses on epic games' ue site
and just use the example projects and mess around with them
@jaunty zinc thank you i will check
👌
@gloomy fiber please do not crosspost the same question. May I kindly point you to the #rules :)
I'm trying to find any sample project like that, the one from the water engine overhaul in 4.26
I've seen the livestreams but didn't know if they made those projects available (couldn't find them on the Youtube link or in the Epic Store learning area)
Hi! Has anyone encountered a problem that the sounds in Unreal Engine suddenly became twice as loud? Both on working and clean project.
HI, I have got an issue I have still got shadows showing up when I place a cube down.
hello. my ue4 project just recently started crashing just when moving around
here is the crash message
Assertion failed: FVector::Distance(InitOptions.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 471]
how can i fix this?
I wanna change the mouse cursor when i hover over something but idk what blueprint to use to change the cursor
Ik how to get smth to happen when the mouse hovers over a specific object but idk how to change the cursor texture
Anyone know?
ive some wings that id want to use as an 'attachable' skeletal mesh but the wing animations move and float instead of 'sticking' to the character, is there a way to 'lock' them in place inside the engine itself or does it have to be done in a 3d program like blender
Can I somehow extract all colors from the Texture2D and then recombine them again into Texture2D?
no, you'd have to do that after it goes into a texture sample
i have a question i'm trying to build unreal engine 4.27 from the source code. but it seems i dont have enough space in my C drive to i put it on my other disk that have more space over 1TO what i want to know is the error i'm having will it prevent UE 4.27 of function or is there a way to bypass
QUESTION: how do you determine the minimum computer requirements and recommended computer requirements for a game?
Context: I’m preparing to ship my game but when listing my game I want to provide this information. I know operating system requirements and directX requirements but everything else is still up in the air for me
Feel free to ping reply me if you have an answer
many people use the steam data-stuffs to find out what is considered low end, average, and high end. get a low end pc, profile the game, optimize it so on lowest settings it runs at least 30 or 60 fps on it (depending on the game), and mention those specs as your minimum req's.
has anyone here been able to get the open sourced html5 packaging for ue 4.24 to work
The most basic way is to use a few computers to play your game. Go down in computer quality each time. For me the rig that was the weakest that held 60fps was my recommended and the weakest rig to hold 30 fps was my minimum.
@static flicker thanks for responding anyway
Anyone know the fix?
Please don't crosspost
:triangular_flag_on_post: Profi#9764 received strike 1. As a result, they were muted for 10 minutes.
Ah yeah, serial offender lol
How can I see the tris count in the current area?
hello there
hey guys
I'm trying to export a cinematic camera video time-line, but when I do export, the green screen animated actor that I have in the scene gets deleted, and it's not rendered in the video
is this a bug in ue4?
ive made a material function but i cant get it t oshow up inside my material blueprints, is there some extra step that needs to be done
you need to call the material function node
and then select your custom function in it
oh i needed to 'expose it to library', think i got it now lol thanks
Does anybody know how to change the main color pallete of ue4?
Hello, there are any free to use software for creating landscape? remember i used one time ago but i can't remember its name
lots
What is this error:
AttachTo: '(directory)/LightBP/DefaultSceneRoot' is not static (in blueprint 'LightBP'), cannot attach '(directory)/LightBP/SpotLight' which is static to it. Aborting.
Oh wait nevermind, I fixed it by making the mesh static lol.
In general, is it a good idea to make meshes like walls, etc, static? Will that improve performance?
Actually, they all seem to be by default, unless they're in a BP I think.
Is there a good way to implement picking something up with both hands?
I have a crate that I want to attach to my SkeletalMeshComponent but it snaps to the socket in the right hand. Can't figure out how to center the actor between both hands. I also can't create a socket between the hands since there's no bone there.
Any ideas?
Don't attach the box to the hands. Attach the hands to the box. Attach the box to the root bone at a specific offset point in front of you (possibly create a "carry" bone location)
Use inverse kinematics to attach the hands to the box.
Or, if all your carryable objects are the same size, just use an animation to do it.
Or some sort of blended animation depending on the width of the object
They won't be the same size. How would the box move along with the animation if it's parented to the root bone though?
Or would you suggest adding and animating a "pick up" bone specifically for this purpose? That would work, but is that a good practice?
Well, you literally can't attach the box to both hands. UE doesn't work that way.
So the only way is to attach it to something else.
Assuming the pick up animation involves the hands being static, it shoukdn't be a problem.
if not, you'll have to animate the pickup/carry bone.
(The hands being static after picking up the object)
This is just me thinking aloud about what you could do, btw.
No this is great, thanks, it's a better solution than what I had intended (setting the actor's location on the Y axis to 0 relative to the skelmesh during tick)
What's the issue with non-static hands after the pick up animation?
Well, if the hands move, the picked up box needs to move along with them, so you need to animate that pickup bone.
If the hands don't move, the point remains static
It's just less work.
So ideally you want the pickup animation to place the pickup point inside the thing you pick up at the exact centre. Or, if that doesn't happen, retain the offset from the bone after pickup.
Gotcha, makes sense, thanks a bunch!
Anyone know the fix?
if anyone knows please answer, i quite literally cant continue working because of this
Yep this doesn’t work 😕
hey guys is it possible to get the landscape that i sculpted in one level to another level?
tag me
Hello, uber-noob here so really sorry if this is so-basic-u-cant-believe-I-dont-know-how... but to the point. I'm trying to import t3d text file which will place my FBX meshes in a Package into xyz positions defined in t3d file. The text file works (3000+ actors get added to the level's actor list) but they got no geometry and I can't see them anywhere so I assume it's not working and I'm totally messing up the path to the Package file with all my FBX meshes... here's how it looks in the script and how I saved my package file
any help would be greatly appreciated, pulling my hair out trying to get past this... what am I messing up in writing the path in t3d file for my mesh objects Package ?
Is that Unreal Development Kit? Got to ask... why on earth are you using that ancient thing?
Modding older game so have to use a specific UE3
Ahh, good luck then! Not sure how many people will actually be able to help since it's barely used.
I thought it wasn't a specific question about UE3 itself but rather how to reference UE file structure/path in ascii files in general, I mean that didn't change regardless which UE one uses right?
The engine has changed a lot since then, that kind of scripting has gone the way of the dodo.
I may be misunderstanding you of course
Yes but isn't my issue literally just about correctly calling out the location of a file on disk/within UDK folder? srry if I cant describe it properly, Im super noob and trying to follow old instructions for a specific thing from an old guide
Sorry, I but I really have no idea.
I remember an old 3dsmax plugin for UDK that would copy location info, but its been so long ago I dont remember the name of it.
This was the original guide/instruction, the bold part is the one Im trying my damn hardest to understand and correctly "address a specific package"
Export of static meshes is being done through another programs. I used umodel by gildor. It will give you a lot of .pskx files that you would need to convert into either .ase or .fbx and then import it to UnrealEd. Import them and put into a single package and single subfolder.
.t3d file is just an ASCII text file. You would need to edit it in order to make it work. Something that can do a massive “find and replace operation”. I use Notepad++. *In .t3d file there would be a lot of lines of text. Here is the thing - it’s just a references to a static meshes in you editor. The tool itself is just a simple text writer and the adresses in it is set for a specific packages. Since i never intended to release the tool to public i used the same adress over and over. So in order to make it work, you would need to edit it. Remeber where you put your static meshes? It’s something like this: “Package.SubFolder”. In .t3d file find all the lines “StaticMesh’ME3MeetJack_100Airlock.Static” and replace them with adress of the static meshes in you editor. The default adress might be different so just look at the file itself. Don’t change the filename of the mesh!
Only after that you can import *.t3d file. It will assemble the level from the meshes that you have already prepared.
https://forum.facepunch.com/t/almost-there-exporting-mass-effect-3-maps-to-source/229739/27
you only need to set the path to a specific .pcc files. ME3Explorer need it for the other tools, but the level explorer can function without it Export of static meshes is being done through another programs. I used umodel by gildor. It will give you a lot of .pskx files that you would need to convert into either .ase or .fbx and then import it t...
Unfortunately, because this is UDK - hardly anyone uses it anymore. You could try asking in the forums?
there is still a udk-section there yea
Lets try this way:
lets say I have a file C://Program Files/UE4/Engine/Content/Aftertest.pck
what is the PATH of this file then? Is it "Aftertest.Content.Engine.UE4.Program Files.C"?
or "Aftertest.Content.Engine" because I only got up to the top UE4 main folder?
Unless this still doesn't make any sense and I got no clue what Im writing 😅
I have an Animation in unreal..animation works fine in editor but in Animation blueprint legs have problem ?
Honestly, I'm enjoying this foray into classic SDKs and workflows
I wonder if there's a YouTube channel that goes into that, for example I've always wondered how they made classic Half Life mods
I seem to be making progress at least... when putting it like this in t3d - "StaticMesh=StaticMesh'Aftertest.Static.Club_RingBorderBend3x_01'" and having the t3d file i the same folder at least now I see "loading Aftertest.upk" package on t3d Import so it SEEMS to finally be correctly referencing that package and trying to load something outta it. the meshes still dont show though so I still dunno, maybe the names are wrong. In the editor itself inside the package the object names are doubles (so Bench_01 referred in t3d is called Bench_01_Bench_01 in the actual upk with meshes...
I wouldn't call what I'm doing a workflow lol, sounds professional
, it's just some hack clueless attempts at reverse-engineer level layout geometry into UDK from ripped pskx StaticMeshes and ripped t3d coordinates
Hey guys, i set auto exposure and it affect correctly, but when i play the game in editor there is no exposure... Any guess??
Most likely wrong PNG format
Save it as the right one
Check what format the PNG is and compare it to a working PNG
iirc it needs to be 24 bits
hello, im having an issue with ue4.27, the material editor tabs will not open even though im clicking on the option to do so
Just go for 5
take a gif https://gyazo.com/download?lang=en
also you can try to reset layout from window -> reset layout or somethingl ike that
Hi guys i have a question about component , its a health component that have a health variable . This component is attached to the character. How do i get this health variable show in umg
did u already make the widget and add it to the character ?
then u need to get owning pawn
cast to ur character
get health component
get health variable
then set the text in the widget to that
Oh thank you i will try it once im home. My widget is already made and i do all this in the widget right ?
I'm trying to open an older project (4.13). Is there a way I can open the project with a newer Visual Studio version?
Visual Studio 2015 doesn't want to install (says a setup package is either missing or damaged), and if I try to upgrade it to engine version 4.15.3 which supports 2017 (which I have installed) it still states that I need VS 2015 to open the project.
The project also uses a plugin that isn't supported in engine versions later than 4.17
@sharp crest thank you
thank you
Im not entirely sure on where i should post this but, ive went through the 4 year struggle with c++ and now i wanna learn how to use that ability to build games.. How should i take this approach in terms of what to master first
I see a lot of small game trailers from this server and meanwhile im trying to learn how to import a tree (finally learned)
thanks
it seems another solution that I found is to simply move to a new level
Hey
I've tried importing a character and an animation from mixamo into my unreal project, the character goes in just find but when I import the animation, all the files are there but the actual anim file isn't
anyone know what to do?
Like, the animation sequence doesn't import
THE IMPORT ANIMATION CHECK BOX WASN'T CHECK OMG
Hi all
i tried many googling and i found this discord maybe here someone have an answer for this
In unreal if you go to very high latitude so your z is lets say 300,000 and you zoom in 5 fov or less with changing in runtime
the shadows no matter what disappear from the directional light
tried cascade distance shadow to more then 400,000
how can unreal display shadows in far far distance with high zoom ?
Heyo My names aubrey im making my first game and i ran into a bug where when i run the game i get a very slow frame rate
im using the CCG toolkit on unreal engine 4.
this is what it looks like atm.
hello?
How can I target fps stability in my project? In standalone I am actually on AVERAGE getting actually a lot better performance than in PIE, but my fps is very unstable, averaging around 100 but ocassionally crashing as low as 30
Would happily sacrifice some slight average performance for more stability
Hey there
Acutally this question is not related to unreal engine but if anybody knows about blender can help me
The question is that I wanna make cracks on my island that looks real I used knife tool and delete the face but doesn't looks real so please help me to make cracks
I can look throught these cracks in ue
there is a discord for blender
Ohk
then could you help me maybe?
lol
Has anyone gotten RVT to work with world composition yet?
Anyone know , am i able to use more than one post process volume on a level? Like say i have a general unbound one for the level , then add another in a certain area so the exposure just for that area is darker?
Yes
hello, does anyone has some ideas on a good implementation for male to female armor meshes? Calling female armor meshes if youre playing a female or male meshes if youre playing a male, trying to get away from having to make to many of the same craftable armor sets for male and female meshes, Having trouble giving my equipment BP the function to call the proper genders mesh
Hello,
I would suggest to try and ask directly to the person who sells this asset on the UE marketplace.
Low frame rate can be a result of many factors and problems.
If you really need to check what is pushing down your frame rate then I suggest looking in optimization viewmodes/tools and buffer modes etc.
Hi guys i have a question I'm wondering if i should put Attribute in an component and also health/damage in the same component on should i split them. or use interface ?
Any ideas how I'd do footsteps for walking and running in a first person game?
@oak patioThanks
Are you talking about audio?
If so, then the good news is that there are many tutorials on youtube to get you started!
(for UE4 and UE5, depending what you are using.)
I am taking a guess here but maybe your static meshes are far away from the the standard bound distances so
normally shadows don`t get rendered. (obviously for performance issues)
Have you tried increasing the value on the “Positive Bound Extension” and “Negative Bound Extension” on your static meshes?
(Increasing this value might impact performance so please be careful how you use it.)
Hope this somehow helps.
yeah, i looked at them but nothing really helped tbh.
was just curious what people here would recommend is the best way to accomplish it.
Make a sound que
put 3-4 random footstep sounds inside and hook em up to the output via a random