#ue4-general

1 messages · Page 6 of 1

plush yew
pallid olive
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is it best to spawn actual bullets or finish a project in linetracebychannel

rustic galleon
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I have never heard of this
Where is this values and i will test it

There isnt a problem with performance if there is i will try on the cpu at work with many graphic cards

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We want to have shadows from any distance with high zoom using lower fov

plush yew
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Bump

pallid olive
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hello, Spawn actor from class has one Location input, but i have a 2 vectors to put into it

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one is the spawn location and the other is forward vector

open radish
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Does anyone wanna help a girl with her first video game 😉 i dont bite 💋

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dms open

whole echo
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@open radish I bite

open radish
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❤️

spice ruin
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Damn. How to bait nerds!

light thunder
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How do you get the animation preview window to be LIVE when you are playing the game? I've seen VR controllers rotate the mesh, IN the actual animation blueprint window

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that window - where it updates the mesh there based on you actually hitting input events

peak bloom
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should fog and target points and navmeshproxy be set to static? or will that mess them up?

open radish
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I thought you were new to unreal engine 4.

open radish
spice ruin
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Whatever works for you, I guess.

open radish
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im making my first videogame and i was hoping to find someone to help me with it.

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i already have a working game thanks to a toolkit.

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but im a first timer.

spice ruin
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Well, welcome! Do you have any specific questions?

open radish
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i dont know where to start... lol

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🤓

spice ruin
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Well you seem to have started somewhere!

open radish
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i guess does anyone want to help me with making textures like icons and stuff?

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maybe blueprints?

spice ruin
open radish
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I live alone in a two bedroom apartment lol.

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and ive been working on this concept for years i just need to get it into unreal 4.

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like right now it plays like hearthstone thanks to the toolkit but i want it to play differently and add rules.

open radish
open radish
spice ruin
open radish
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no

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so dumb question how to i use manny?

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im kind of a slow learner...

spice ruin
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Just message him

open radish
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I did it!

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baby steps for me 😛

charred bramble
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I am no audio expert but I found the tutorials to be very helpful.
Usually I think a simple and safe way of doing this is having a few footsteps sounds and then randomize them in BP.
Then in the character BP you can do it using various ways depending on what your setup is.
One way is to check the velocity of the character, setup the footsteps to fire by a custom event using a timer.

peak bloom
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hmmmm. maybe i was too new when i watched them, was quite a while ago tbf. i'll check them out again and try out what you said, thank you. :)

charred bramble
queen summit
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LogPhysics: Warning: PopulatePhysXGeometryAndTransform(Convex): ConvexElem is missing ConvexMesh LogPhysics: Warning: ForeachShape(Convex): ScaledElem[0] invalid I keep getting this error repeating when I try to package my game. It all comes down to this actor I have in my level and when I remove it I can successfully package my project. What within the actor could be causing this?

orchid gorge
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Hey everyone, does anyone know how to invert the colors of the ui? Like from red to blue, purple to green etc? Been dealing with this problem for so many hours now, would love some input.

Thanks

pallid olive
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how can you force on beginplay a input action

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like when actor is spawn a key is forced pressed once

kind blade
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https://youtu.be/tI6JYvsFCv4

I'm trying to look into a system to replicate this, although I don't have the knowledge for it. Does anyone have any ideas or suggestions as to how I could closely replicate this rope collision from the player?

Experimental rope system for the dual grapple hook package, implemented in pure Blueprint.

Was planning to have the grapple hook package up on the marketplace around the end of last April/start of May, but was told that some changes would be required.
Marketplace QA requested documentation and a cable system that doesn't clip with the surroundi...

▶ Play video
lilac stirrup
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Wasn't expecting to see this here.

kind blade
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Wasn't expecting to see you here lol

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I can't find any decent tutorials and I can't find out how you pulled this off. I wanted to do something similar, but purely just the functionality, I don't intend to steal your whole thing, I have an idea and I was looking to replicate this and then format it to my own concepts

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Would you be interested in helping me?

lilac stirrup
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Replicate as in multiplayer replication?

kind blade
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No

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I'm making a fast paced TPS sci-fi shooter campaign with my employees, and I'm trying to figure out how to do this.

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Can I share what I intend to do with it?

lilac stirrup
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Well, my advice would be this, if you're going to do rope physics, probably use something other than UE's built-in rope component, it's (sort of) broken, unless it got fixed in UE5 (haven't checked 5.1, but pretty sure there's still issues in 5.0)

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There's a plugin in the marketplace that can handle rope physics, c++ based I think.
The video you posted was our attempt to see whether it can be done in pure blueprint, it, well, works, quirky though, not sure whether I shoud recommend people to do it in pure blueprint yet for now.

lilac stirrup
kind blade
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It seems the standard in the game industry is to slap a grapple hook on a player and call it a triple A title, and I didn't wanna fall into that trap, so I got to thinking. I came up with a system I haven't named yet, but essentially I plan to give the player a grapple hook thing that is an electric wire, so you can use it to shoot other players and disarm them. The catch is you don't grapple, but you turn on the electricity. I had the idea that this could be useful, and I could make the player have to use that to complete electric puzzles to advance, for example, the player could shoot an electric box, and tether the wire and bring it to power and allow it to activate, because it has a power source, allowing the player to progress. I wanted to use the system you've set up, like the rope collision, to create this

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Not really players, sorry, AI

lilac stirrup
kind blade
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Never played or seen the last of us, but yeah, I'm looking to make it attach to a surface and allow the player to pull it to another surface, and wrap it around stuff

lilac stirrup
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I see, are you planning to do this only in blueprint?

kind blade
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I am

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Damn that's expensive lol

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Did you do it for free?

lilac stirrup
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Well, I got no affiliation with the vico rope above, I don't use their rope.
But I did write the blueprint for the rope video that you posted, so I guess it's free for me 😅
So, based on your answer you're aiming for blueprint only?
Cannot really recommend that for now, but I'll take another look at our existing code, see if there's improvement that can be done to minimize the rope quirkiness, I'll upload it to our channel if we made one, can't really promise much though, sorry bout that.

kind blade
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Do you plan on making a tutorial by any chance?

lilac stirrup
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No plan yet at the moment, but we'll reconsider it once we got something that can actually be shown/utilized in an easier way, not sure whether it'll be a marketplace asset, github, or video/written tutorial, we'll figure that out once there's a clearer result.

sharp void
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Hey guys have a question… I recently started a Conan exiles server that is very successful… too successful. Looking for a meeting of the minds to do a queue skip function? Admins cannot seem to get on without waiting in a queue. Any ideas?

oak patio
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Your specific question for an existing game is better answered by people with knowledge in tyat game, rather than a discord that centers around making said games

rustic galleon
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for some reason only from 1200 m which is 120,000 in the z
with high zoom so your fov is on lets say 4 - 5
you can still see shadows more then that unreal cant take it

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i can see the objects clearly because of their high detail but no shadows

open radish
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ive been sexually harrassed twice so far on this server.

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andive been here for a day or two.

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can anybody act professional on this server?

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i wonder why no girls come here.

wintry shore
fierce tulip
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@open radish if that does happen, please report them to one of us moderators with a screenshot of the text or whatever they send you, so we can give them the hammer.

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we 1000% do not condone such behavior

ivory locust
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Hi guys! Does anyone know how to fix the bug of blurring textures when drawing VP?

open radish
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🫂

trim pier
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Any prehistoric-UDK user remembers whether it was possible to force UDK to take T3D with radian values and translate it into degrees? Or no go? Unless there was some option to swap to radians in the whole UDK level/scene?

real heath
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Converting radians to degrees (and vice versa) is pretty trivial. If there's not many items in the t3d you could do it manually, or if you know some python or other scripting language you could automate it

trim pier
# real heath Converting radians to degrees (and vice versa) is pretty trivial. If there's not...

About 800 StaticMeshes, I'll do it manually one time just to test whether my silly idea even works and if it's worth pursuing further at all but if it does then yeah, I will have to modify someone else's tool for extracting/compiling game data into T3D so it auto translates Yaw radians into degrees, so the whole process for future levels is more automated . At the moment UDK doesn't know what to do with it and just sets every StaticMesh'es Yaw at 0degrees.

charred bramble
prime tulip
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Anyone know why
[/Script/Engine.LocalPlayer] AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
doesn't seem to work anymore in 4.27?

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worked perfectly fine in 4.21, but we migrated to 4.27 and suddenly this doesn't work anymore

coarse jetty
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dont know, its a huge update from 4.21 to 4.27 maybe you can watch changes in git or something

charred bramble
# rustic galleon Yes

One more question, what is the scale of your scene? If you scene is too big maybe a good idea is to scale down the whole scene.

Im not sure if you have already tried this but you can try adjusting “Dynamic Shadow Distance” in the Directional Light settings.

static viper
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@lilac stirrup

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can you advice this cloth product

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it looks good

rustic galleon
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3000m means 300,000 in the z value

honest sand
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Hey, sorry to bother but I really don't know how to approach this anymore. So I'm working on a skill tree system. I basically have everything done, I'm just struggling to save and load the data of the skill tree in a save game. For some reason everything I'm trying just ends up as a failure. I've been struggling for too long now😅 So any help would be appreciated.
My skill tree slots have a struct on them containing the data. My thought was I just needed to loop through all the slots and save the data, but it turns out its not that simple.

buoyant graniteBOT
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:triangular_flag_on_post: sfider#4703 received strike 1. As a result, they were muted for 10 minutes.

fading sedge
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AUGH

charred bramble
# rustic galleon I tested this in many scenes even in the sample scene of third person Played wi...

I tried to recreate your issue. Please let me know if this is correct:

  1. I created a new level with just a big plane for the floor and a cube in the middle. Shadow is casted by a Directional Light.
  2. I placed a camera actor and placed it 300,000 in the z axis. I set the FOV to 5.

I tried to bake the lighting only to see what's going on and the shadows rendered BUT I got this long error:
Light Results: "No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results.
Please add a tightly bounding lightmass importance volume to optimize your scene`s quality and lighting build times"

So I added a "Lightmass importance volume" and adjusted it around the floor plane in order to cover the area I wanted to light.
And it seems like it worked fine too.

hardy frigate
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I'm looking to help indie game studios receive free funding for their games through my startup. Any game devs/designers that would be willing to have a quick chat about it? To be clear, I am not offering money. I'm looking to do user research on game devs/designers to see if my startup idea to get them funded is feasible

rustic galleon
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You this solve this i will have a way to go from here

kind dew
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Is it possible to get materials to precompile? Right now i am looping through a datatable which is filled with materials. Doing that seems to be pre compiling them for me since it must load them into memory. Obviously this is really hacky so certainly there's a better way?

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im literally doing this and doing nothing with the output since this is loading the materials for me:

grizzled sonnet
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Hi! I know that this dc is not for this but i need ur help. Can someone dm me if u ir college in USA or Canada

fierce tulip
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@grizzled sonnet think such things work better in #lounge, though without any details, odds of people dm-ing is super small.

arctic carbon
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could i use my tv as a monitor ?

spice ruin
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If there's compatible outputs/inputs.

arctic carbon
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ok

feral fossil
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May I ask for help in this channel?

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I've been trying to use tick event to turn on some spotlights with 5 seconds of difference, yet i'm not getting the results i want, as everyone of them turn on at the same time, when i try to get them to work one by one

oak patio
thin tendon
# feral fossil May I ask for help in this channel?

Ticks are not great. Use timed functions instead they cost less on performance. If you want your lights to delay from each other the way I would do it. Is create a a single actor for handling the lights. Store each light in an array. Then do it like this. Turn light on. delay X seconds. Trigger function again. Exit function if array index is greater then length or if array is empty.

thin tendon
feral fossil
oak patio
# feral fossil Are the blueprints useful?

they're necessary. What you say you have done might not be what you have done for one, and second of all how can we correct an issue without seeing how it works first

thin tendon
# oak patio ticks are absolutely fine

Ticks are based on the framerate so your code can be executed for example 120 times per second. So the more complex the code the more it costs. For most things you can use a timed function of for example 0.1 second fire it 10 times per second and greatly reduce the cost. So no don't use ticks unless you have to. Its just good code.

oak patio
# feral fossil

so yeah, what you are doing there is waiting 5 seconds, and turning them off
try a different method like a timer,

oak patio
thin tendon
oak patio
thin tendon
oak patio
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but also i dont see anything necessarily too bad about implementing your own timer on a tick either. count the delta time until you reach whatever, then reset and start again.
Obviously tick based behaviour is better done in C++ if you care about performance that much. But i severely doubt the gains from using a timer over tick here are that much.

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If you optimise things too much before you actually know if you need to, that's also bad

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In this specific case i would prefer to use a timer still, because it's more convenient. But saying it will "greatly reduce the cost" is a bit dishonest. you arent really saving that much performance anyway, and if you care that much you'd be in C++

thin tendon
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If it is a small game you probably wouldn't notice a difference you are right and yeah c++ is always better. Its just good to learn the better ways to do things. If your game becomes extremely large and complex over time then it would matter more and you will be going I should have done it this way from the start kind of thing.

oak patio
thin tendon
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yeah man for sure. Its way easier to do that stuff as you go instead of the end

oak patio
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indeed

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half of my beginner projects were lost to realising i would need to rewrite stuff lol

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better to do that as you go before you get burned out by it

ionic wadi
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Hello

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Guys i just started trying to learn,

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Trying to make a game mod but i would like some help with trying (:

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To help learn that is

thin tendon
# ionic wadi Hello

This gets pointed out and asked all the time. I have seen people respond several times. Basically saying this isn't the place to ask for modding advice. There are modding forums or use the developers own forums for the game you want to mod.

autumn flame
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Keep in mind this is not a modding server

oak patio
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Yeah, you're always better off asking in a modding community as others have pointed out. General unreal knowledge. And experience on creating the games is not always applicable to the specific needs of modding a particular game

ionic wadi
ionic wadi
autumn flame
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Yeah but the devkit may be using custom tooling which we can't provide help with

ionic wadi
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Oh i understand that

oak patio
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And without intimate knowledge of the game, we cannot help.

A modding community for that game is where you find people with knowledge of the game

strong wasp
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Hey guys, newbie here just wondering if I may get some help with something plz

oak patio
ionic wadi
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I'm just seeking better understanding and knowledge with unreal.

strong wasp
oak patio
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Oh, crossposting across channels and asking people to go look at another is against the rules here btw.

strong wasp
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I didn’t ask to go into another channel to look. I’ll post in here give me a sec

oak patio
strong wasp
ionic wadi
oak patio
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Yeah post wherever applicable with your questions. If you are looking for resources for learning then I can help with that too

ionic wadi
oak patio
ionic wadi
oak patio
jaunty matrix
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how would i be able to create a parent blueprint class and then get a list of all children classes?

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wait nvm i did it lol

rustic galleon
coarse jetty
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hi i cant get lightmass working, it keeps crashing

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i cleaned swarm cache and validate

next wadi
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Hey!
Anyone know how can I make the animation end on the frame my marker is on?

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Like, I don't want the rest of the animation to be

ionic wadi
steep steeple
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Does anyone know how to fix a blank icon? I don't know what caused this...

rustic galleon
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I guess i will need extra lights that i bake

coarse jetty
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lightmass keeps crashing when starting the build, cant figure out why, everything seems fine. any help pls

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10:39:54: LogLightmass: Error: Couldn't start up the Auto Reporting process!

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where should i look at least

barren cargo
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Hi! I'm looking for some resources on how to tackle large vehicles where the player can walk inside of. Think of a big ship, where you can control the ship behind the wheel, or disengage and walk around, open doors, etc. (I'm trying to make something very similar in function as the Cyclops in Subnautica)
I know having many instances inside a blueprint can make it laggy, so I wonder what's the best way to tackle this. Anyone know some blogposts/tutorials/manuals on how to tackle vehicles like this?

modest obsidian
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Has gamdesign books helped you more than reading webarticles/videos? I saw a bundle for unreal books and i'm wondering if its even worth

fierce tulip
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--generally-- by the time the book is published, its outdated.

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depends a little on the topic of course.

charred bramble
# rustic galleon So after some testing at work i see that what you created is only working with s...

OK, just a heads up. I just realized your question should have been posted in the #lighting channel.
I have changed the Directional Light`s Mobility setting to "Movable".
Then I used DistanceFieldShadows and tweaked some of the values to try to get the shadow rendered in realtime.
(The camera is still 300,000 up on the Z axis, and the FOV is set to 5)
Is that what you are looking for? Hope this helps.

charred bramble
modest obsidian
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Thanks for the advice

steel pasture
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!

steel pasture
proper kindle
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yo, new assets

marsh forge
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hi guys i want to ask

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for assets that is "Install to Engine"

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that means it wont be push to git right ?

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for other machine it has to be installed as well right ?

spice ruin
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It'll only push to git if you add them to git

marsh forge
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i see on the document that the asset goes into plugin folder and not project folder

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so how can git track it ?

spice ruin
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I mean, it wouldn't.

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If it's outside your git folder.

pallid olive
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omg

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my character got deleted after compiling

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it crashed and after restarting the character was removed

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omggg 😢

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the character is still in the folder

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anyone can help ?

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in the /:Cfolder

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is it possibl to recover it in VS ?

shell gull
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Is there a way to make an ambient sound actor take priority and basically mute another sound actor. For example lets say you have a background music playing normally. But if you entered a small room that background music will be replaced with a different background music.

spark arrow
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Can anyone help me with this? I created a scroll box but it doesn't scroll all the way to the last few lines. The last achievements it shows are the "Targeted Harassment, Experienced, and Veteran" even though there's more achievements below that

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Each achievement shown is an overlay composed of two images (achiev icon + fade bar behind text) and two text boxes (achiev title and description)

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And those overlays are all inside a grid panel which is inside a scroll box

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there's just the final 2 lines of achievements missing:

modern kite
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So this might be a question for some dude who really knows ue4 and github...Ive got my c++ project uploaded on github and now my level designer should be able to open the project, but since its a c++ project he would need to rebuild from source manually...is there a way to upload a built source to github so that my designers dont have to install visual studio?

rotund yew
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Will this work? 🗿

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Unreal wont let me plug in Load Class asset blocking

dawn flint
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after i implemented a new character, the character rotate when i rotate the mouse, in the old character, when rotating the mouse you can rotate it around the character while the character doesn't rotate how do i do that for the new character?

rugged fjord
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I know it's not an amazing piece of art but hey, I like it

spark arrow
frail nimbus
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My begin play event fires twice (even w the do once node). Actually, pretty much every one of my events is firing twice in the level. When I print the level name out in debug, it shows two levels firing. Anyone know the solution to this?

spark arrow
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can you show a screenshot of the code associated with an event which is firing twice?

frail nimbus
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Sure - here's the first:

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1AM is one of our levels

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But should only be one level built

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Even after adding "Do Once"... it still fires twice with two different map names in the print string. It's not just limited to Being Play but any event in the scene. Seems there are two instances of the level running, hence the "Do Once" fire once in each instance.

spark arrow
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not entirely sure what could be happening there

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how are you opening the level?

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from a menu, or something like that

frail nimbus
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Multiple people working on the project. Also getting some outside help from a friend, a senior technical artist (12+ years w Unreal, AAA games). So different strokes for diff folks and all of us are having the same issue. We started noticing the issue after upgrading up to 4.27. We haven't gone to 5 yet and can't until we get this sorted.

fading stone
real heath
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the snapping?

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@fading stone you mean the snapping?

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if so, press this button in the top right of your viewport to disable snapping

fading stone
pallid olive
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hello

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normally a blendspace is set in rotation and Speed but i have one example that is in forward and right scale

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how can i implement this

thin tendon
# pallid olive hello

You just need to get speed and rotation values and set them in your update. Then use them in your state machine.

pallid olive
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for a axis blendspace

thin tendon
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ohh sorry for blendspaces

pallid olive
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is that the same as Speed & rotation ?

thin tendon
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I am pretty sure the forward and right are the same as speed and rotation. Your keybinds for movement are usually forward and right. With positive and negative values.

signal linden
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I’m planning to rig my humanoid character in blender, supporting UE mannequin skeleton to share some of the existing animations. But my friend said it’s impossible to import Blender’s rig or animations into Unreal without plugins. Is that true?

primal patio
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hey everybody

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is it possible to search a UE4 project and return the blueprints that implement a certain interface?

thin tendon
# primal patio hey everybody

You should be able to right click and open the interface with the reference viewer. Which should show all the blueprints that reference it.

dawn flint
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i need help, how can make the character not rotate with the mouse but the camera rotate around the player, it was working on original mannequin but it changed when i changed character

odd swan
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At some point I deleted my project’s binaries folder, and it stopped regenerating automatically. So now I don’t have one at all. Is this because my project is on an external drive but ue4 is installed on my hard drive?

tame marsh
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hmmm what if you just do a rebuild?

pallid olive
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moveForward and MoveRight = Speed and Rotation or Pitch and Yaw

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if you have firemontage will this interupt aim offset ?

plush yew
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turn off Use Controller Rotation Yaw in Thirdperson BP

dawn flint
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@plush yewi received help and was able to fix it.

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thank you

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have more problems if you want to help haha

pallid olive
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why is the aimoffset not working :S

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or do i need the Addictive anim be the same as Equipped and ADS BS ?

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like 2 Aimoffsets one with addictive equiped bs and one with addictive ads bs

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?

frail nimbus
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My begin play event fires twice (even w the do once node). Actually, pretty much every one of my events is firing twice in the level. When I print the level name out in debug, it shows two levels firing. Anyone know the solution to this?

modern kite
willow halo
#

Heyo! Alembic doesn't work on mobile correct?

frail nimbus
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Hey Space Jesuss - this is single player.

plush yew
#

what is the best linux distro to developing games ?

spice ruin
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Windows

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😂

obtuse stump
#

Hello, I bought a map on marketplace and found out is used in a game on steam. Can I use that map anyway ?

fierce tulip
#

they probably got it from the marketplace as well, would be weird if the first person publishing a game with marketplace assets would be the only one allowing to do so.

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if it got ripped from a game and put on the marketplace, that'd be another story though

spice ruin
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It does kinda suck if you re-use assets that are already in popular games.

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It will make you look bad by comparison. Not your fault, just how the marketplace works, I guess.

dawn flint
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how can i fix this ? i keep adjusting it in the skeleton but it doesn't show in animation

peak bloom
#

Performance-wise, is it better for an object to have the 'WorldGridMaterial' instead of a material with, let's say, a diffuse and normals, etc?

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Or does it make no difference?

fierce tulip
peak bloom
fierce tulip
#

unlit, values of 0 or 1 in roughness. (actually, no, set it to "fully rough" in details panel.

modern kite
#

i think my whole project got corrupted 👀. Are the files corrupted when theyre suddenly gone?

peak bloom
modern kite
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like in theyre there in the explorer but the editor wont notice them

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HELP

odd swan
odd swan
pallid olive
#

this is not possible ?

obtuse stump
frail nimbus
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Hitch warnings: my entire system is close to stalled when running my project in editor. What is the best way to source the issue(s) and fix?

naive harness
#

Have a question why my ue4 preview looks different when i hit play ?

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Like the preview has good graphic but when i play It looks different and worse

pallid olive
#

hey

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if you have a sound cue on a zombie

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and got like 300 zombie spawned

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doesnt that cosume alot of processing power ?

oak patio
#

test it

pallid olive
#

anyone know a good website for Ai voices

stone stump
#

hey guys any here used the movie render que, i have couple of questions

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tag me or Dm please

oak patio
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someone will respond if they know eventually

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much less likely to if they have to in fact confirm that they do know

stone stump
#

issue that i have is after enabling anti aliasing and other high resolution render settings, my scenes post process effects seems washed out i dont know why this happens, am i doing something wrong

lime ermine
#

can predict projectile path be used to damage a target with bow&arrow in a dedicated server? is there a better alternative for accurate projectile damage without the performance cost of using an actor?

real heath
# lime ermine can predict projectile path be used to damage a target with bow&arrow in a dedic...

as long as your replicate the result or effect properly, yeah there is no problem using that. Just weigh up whether you want to do it on server or client. Client will feel more natural, but server will be less cheatable. The one issue you may find is that it's similar to a hitscan, as it's an instant trace. While it will take into account gravity and collisions along the arc, it won't take into account a 0.5-1 second travel time

lime ermine
#

it looks like it returns a boolean whether or not it hit something, but not sure how to return the thing which was hit

real heath
#

Could do an overlap test on the final position, or do a line trace on the last 2 positions to find what it hit

#

but no, i just looked, it has an out hit variable

#

that should have a GetActor function

lime ermine
#

Is there an easy in-engine solution for ballistic trajectory time, or do I have to google the equations and do the math from scratch?

real heath
#

a primitive flight time can just be calculated with
time = distance / velocity

#

You could do it on a delay, but the main issue with what you want to do is doing the calculation twice.

- Predict instantly
- Calculate the distance sum of all the line segments of the arc
- Calculate flight time
- Wait flight time
- Predict again, in case the actor it hit has moved out of the projectile path
#

that primitive calculation also doesn't take into account drag etc, which may or may not be an issue depending on size and weight of the projectile and distance of the projectile path

#

@lime ermine ^

lime ermine
real heath
#

Welcome to the fine world of network prediction. There is no good universal solution. There will always be some level of jank

#

For machine guns, the overhead of spawning an actor can be too much, for something like an arrow, there probably isn't going to be enough at any one time to be problematic for performance, so you can probably just eat the cost of doing it right

#

The downside is it's not client side hit detection, which has it's own issues anyway (cheating, lag, being shot round corners etc)

lime ermine
real heath
#

That's what predict path does

lime ermine
#

I just need it to happen over time so that it's not instantaneous

real heath
#

so the question becomes where do you store/track those delayed actions?

lime ermine
#

I guess in a loop with a delay between each line trace

real heath
#

That's something you want to happen per frame for frame-perfect hit detection. But that doesn't answer the question. Lets say a user fires an arrow several hundred metres and you have quite a quick draw time, they could have 2 arrows in flight at one time, so you need to track multiple projectiles. If you track it on a weapon object, that would mean teh weapon object always needs to tick. If you do it on the pawn, you need to make sure the pawn isn't destroyed while it's in flight. etc etc.

#

You may be right that it's more efficient, but you are complicating other aspects. I feel you may be optimising early. Personally I'd look at just spawning the actor and keeping an eye on performance over time, and address it if it becomes a problem

#

a cheap optimisation can be that you line trace within 10-20 metres, and if there isn't a "quick hit" then you spawn the actor

lime ermine
real heath
#

that's where actor relevancy comes in though

#

arrows just won't be relevant beyond 200m

#

so players 3kms away won't care, so it never replicates to them

#

also what's the likely hood that more than 5% of players fire an arrow within a single server tick?

lime ermine
#

if 6 players are all firing at the same enemy maybe

real heath
#

It would happen for sure, but once every several games. And even 5 arrows is unlikely to cause a noticeable hitch on the server. My point is that there is probably higher priority targets for optimisation.

#

What you are trying to do will have lots of gotchas, and maybe at some point you MAY need to address it, but also very likely, you won't have to address it. A lot of heartache on a problem you don't yet have

lime ermine
#

True, I think that 20 metre line trace idea is probably a good enough compromise, cause there's not much ballistic arch by then anyway

real heath
#

yep, not too much arc, not too much delay

#

generally speaking, the slower the projectile, the more likely you want to just use an actor straight away and make it more "accurate". quicker and shorter projectile paths you can do more approximations with, as it will feel better, perform better, and any approximation errors (like no flight time, not gravity effects on bullet) are unlikely to be noticed

#

Also, slower projectiles tend to be more visible. So an actor makes it easier to track particle effects etc with it

lime ermine
#

I'm thinking about making an arrow pool so that I don't have to spawn them, just make them visible/invisible

#

because spawning actors can cause stuttering

coarse jetty
#

hi im searching of how to map mannyquin animations to another model, is there any documentation or youtube video to know how can i reach this? is it enough if i export manny and change the meshes in blender and rebind skeleton?

frail nimbus
#

Hitch warnings: my entire system is close to stalled when running my project in editor. What is the best way to source the issue(s) and fix?

violet yoke
#

Guys how do you name your projects? Cause I'm not sure if I do it correctly when I'm creating a new project

#

I could name it something like ShooterGame but what if it turns in something different in the process?

real heath
#

Choose a codename.

#

It is possible to rename a project. A larger project it can take a day or so to do and re-save everything properly, but it's possible. Whether it's worth it is another story though

#

I did it for a plugin I'm going to sell, as people will see the name. For the most part gamers will never see internal code names so who cares

#

Renaming through project settings is enough

pallid olive
#

hello there, anyone an idea how to make circle shape image

#

in umg

harsh tiger
#

I have a project in 4.26 and it uses a plugin. I made a new project in 4.26 to use the same plugin again. But everything I've done in the first project has copied over so I can't do anything. I've made a 4.27 project and the plugin is a fresh install there.

So my question is, how can I make it so any future 4.27 projects will use a fresh install of the plugin and not sync up with the first project?

tender pecan
# harsh tiger I have a project in 4.26 and it uses a plugin. I made a new project in 4.26 to u...

Can you maybe elaborate a little on how you are creating the new project, and how do you "install" your plugin to said new project? The behavior you are describing sounds like either the entire project is getting copied, in stead of just the plugin, or the plugin contains content, and when the plugin is copied over, it will obviously bring in any content contained within that plugin.

If you then make changes to the plugin content from your project, and creating a new project, then copying the plugin to this new project, from your previous project it will of course include any changes you made to that plugin content.

What you need to do is have the plugin exist somewhere outside of your projects, and only copy from that location, then have your projects modify the plugin content as they need to

Or even better, use source control and put your plugin in source control, and get it from there, then if you need to make changes that are project specific, duplicate or extend the plugin content to a location inside your specific project only, then modify that content without changing the plugin

any changes to the plugin will then be detected via source control, and you can decide what you want to keep/discard, what needs to move or get merged etc.

tender pecan
# frail nimbus Hitch warnings: my entire system is close to stalled when running my project in...

Few ways. you can use the many stat commands to determine what is stalling. stat game, stat gpu many others, you can then refine those stats even further to see if its blueprints/ticks or rendering processes for example.

another way is to make an empty level, run that see if it stalls, then you can start bringing in content bit by bit to see what are causing the stalls, or you could do the opposite and start removing content/processes from the level and see how it affects the stalls, you could also use UnrealInsight basically a profiler to determine where these stalls are occurring, as it could be audio, graphics, disk, etc.

tender pecan
coarse jetty
#

ok thnaks i will try it afterwork, i started trying exporting manniquin an remodel and rebind the bones but i think its not the best way xD

tender pecan
frail nimbus
autumn steppe
#

do anyone know how to make draggable another window and if yes how to show widget in that window

fierce musk
#

is there a looking for group channel?

spice ruin
#

For game jams? Or work?

fierce musk
spice ruin
fierce musk
#

i need serious help.....

spice ruin
#

I was absolutely serious. Nobody is just going to help you make a game.

#

Do you have any track record making games? Or any experience whatsoever in anything game related?

spare trench
#

button and camera touch not working at same time in unreal engine

spice ruin
#

You might be able to find a team for a game jam (these are short competitions people do for fun)

spare trench
#

How can I fix it

spare trench
spare trench
fierce musk
fierce musk
spice ruin
#

Then nobody is going to help you unless you pay them lots of money.

spice ruin
#

If you have money, #instructions. If you don't, brush up in your skills, create something people will see and say, "I want to work on that guy's game."

fierce musk
#

thx for the help...

oak patio
#

Yeah if you don't have the skills to make something noticeable. Then you have to have money.

pallid olive
#

is it possible to have static mesh in umg

#

or only images

violet portal
#

@grim ore ,
Sorry to barge in like this, but I saw you helping someone else with the Varest plugin.
Any chance you would be willing to give me a hand with it?

tender pecan
spice ruin
#

You can do direct-to-texture renders in Slate but, as I said in #umg , not sure if UMG supports that particular element.

trim pier
#

Noob alert: Lightining question, UDK (yes I now). I can see my baked lightmaps in editor and in game all done exactly how I wanted, but the shadow map is BARELY visible once in-game. What could be the cause...? Isnt baked lightining suppoused to act like a ... "painting"/photo over the textures? And should be fully visible regardless if there's not a single actual lightpoint left after baking and the rest of the gamespace is full black? What could be causing the shadowmaps to be so faint in-game compared to fully visible lightmaps?

vocal island
#

my condolences to those from the UK!

plush yew
#

I have an extremely weird bug (?) with AnimNotifies.

Situation:
My PickUp animation montage has a branching point notify at the very end of the animation to switch to the next animation.
It also has an animation state notify that animates the picked up objects' location during the animation with a curve asset.
All blend times are set to 0, auto blend out is turned off, my notify at the end is a branching point notify.
My character ignores collision with the picked up object by calling "IgnoreActorWhenMoving".

Problem:
When I animate the objects' location between 0, 0, 0 and 0, -15, 0 the anim notify at the end triggers and plays the next animation.
When I animate the objects' location any more (less than -15 in Y) the anim notify at the end does not trigger anymore.

#

Is this possibly a collision issue instead of an animation issue? Can't imagine collision affect playing a one-time AnimMontage

plush yew
#

Alright I think I found a "caveat" with AnimNotifies. If you create custom AnimNotifies by subclassing UAnimNotify it is not guaranteed to work on an animation montage (even if you set "branching point" on the notify...)
You have to explicitly inherit from UAnimNotify_PlayMontageNotify for it to work reliably. No idea why that is.

buoyant fossil
#

Does anyone have any ideas of how to do this kind of vfx?

#

has a "shadow" player mimic your action

#

Or having a "shadow" mimic your action

thin tendon
# buoyant fossil Or having a "shadow" mimic your action

Just use a material that edge detects and is semi translucent for the effect. For the shadow player. You will probably need to create your own feature for this. I would personally do it like this. Set up a NPC blueprint with the same mesh and animation blueprint as the player with the semi translucent material. Use an array and an enumerator to store the player's animation state each time it transitions as well as its location and rotation. Then when I want to play the ghost. Just spawn the NPC. And tell it to use the collected data to play the last 10 animations at the last 10 locations in reverse order. Something like that.

fierce tulip
#

wouldnt the replay function-stuff not be helpful for this?

#

it should be able to record stuff.

#

(me thinks)

young crag
#

Do I need to develop the game in the mobile environment from the start or can I develop for desktop and package for mobile later? Unreal engine 4

real heath
#

You can do mobile later, but it's best to factor it in to development all along so your assets scale better

#

But, no, the initial selection of options when creating the project doesn't lock you into anytbing

lone bramble
#

How do i get my armature to follow my cameras rotation in c++

#

like how you child your armature of the camera object in unity and it follows it's parent's rotation

sand pawn
#

is there anyway to add a blueprint to the landscape?

oak patio
#

Drag it on?

sand pawn
#

just a regular old bp

#

what class should i make it

#

sorry, ive literally never had to do this before, i know its stupid

sand pawn
oak patio
#

On to the map wherever you want it to be. Your class depends entirely on the thing you want to make

sand pawn
#

i literally want to attatch a blueprint to the landscape the same way i have actors with a blueprint attched

oak patio
#

The most you can do is use bp brushes to define your shape. Your physical landscape cannot and shouldnt be executing code like that

sand pawn
#

damn

#

ok

#

ill have to figure out another way to do this then

#

thanks

oak patio
#

No problem

sand pawn
#

i wanted to make the whole landscape climbable, instead of having just certain objects be climbable

#

but all the tuts i looked at had code attatched to the actors ur climbing

oak patio
#

Yeah no idea for climbing systems

sand pawn
#

thats ok, i didnt like that each climbable object had to have its own instance of the code anyways, seems like a shit way to do things, ill find my own way

knotty heron
#

is there a "tick when paused" type setting for materials?

knotty heron
sand pawn
#

ive changed it to making any object tagged with climbable climbable, still struggling a bit getting it to work but will see

knotty heron
#

maybe you could just tag the weighted objects but idk

#

good luck anyways

plush yew
#

Is there any way to get the position of where an object is overlapping with another?

signal flower
#

can anyone explain me how do axes work in UE4? green - Y, red - X, blue - Z. so positive Y - back or positive X - left? I dont get it...

signal flower
lone bramble
#

Hello, i can't seem to get my camera to follow my character all the movement and look movement works

pallid olive
#

Hello

#

How can you implement ads for ios

somber crown
#

I had a Postprocess outline that works with CustomStencilDepth in 4.24 but no longer appears in 4.27, any ideas?

thorny lava
#

Front, right and up are positive values

signal flower
#

UPD: not "up" on this picture, I meant "front" but I cant edit it already ;D

thorny lava
#

Yeah Unreal's coordinates are a bit weird. But it is what it is

signal flower
#

ooook
I guess I have to live with it if I want to finish my game...

#

thanks for the answers

clever fable
#

hello guys,My Client is twitching when moving after i pick up the sword.Could someone tell me how to solve the problem?thanks in advance!

clever fable
#

Thanks I solved

hard crystal
#

Can anyone help me solve these problems? Maybe this is the problem with the shadows, but i have no idea how to solve.

thin tendon
hard crystal
#

and shadow Bias also

#

maybe like this

timber yacht
#

Hey guys, I made a mistake and payed for 1 year of skillshare for 160 bucks :( If anyone knows any really good unreal engine unreal engine courses on skillshare, please let me know. It can be anything to do with game development in unreal, it could be a HUD course, foliage course, blueprint course, or c++ course. Btw I've been using unreal for around 4 and a half full months so please don't send me a beginner course. Thanks!

steep steeple
#

Hello does anyone know what this error means?

clever fable
#

In general you should just close and reopen it

dusk tartan
#

Hewwo. I tried to package empty VR game template and it failed. I found solution to install visual studio 2022 and i installed it, it started to package, but its been 30+ minutes and it is still "compiling shaders"
where are those "shaders" so i can rip them out of project?
Or what do i do?
ue 4.27.2
its been 3 times since shaders counter got reset back to 3k shaders to compile(in an EMPTY TEMPLATE, what the hell?)

Note - i DO NOT have VR hardware or other VR related software.

edgy epoch
#

How can I open UE with '-NoLoadStartupPackages' ?

pallid olive
#

Hello for aimoffset

#

Do you alao need fire montage

#

When i aim the offset works but as soon i press fire left mouse bottun

#

The character doesnt apply the aimoffset

#

i made a mini macro for orient movement and controller rotation Yaw

#

when i press left mouse Controller rotation yaw is true and when its released orient rotation is set true

#

but the aimoffset doesnt work

thick herald
edgy epoch
pallid olive
#

how can i get this socket location in bp

pallid olive
#

anyone

thick herald
#

Get all sockets or something along those lines

static violet
pallid olive
#

one thing tho the bullet doesnt spawn with the weapon if it moves the bullets just go on direction it supposed to be from the muzzle if

static violet
pallid olive
#

yea the weapon itself is attached to its hands and if you press leftmouse button it does spawn the bullets from the location but the bullets will only spawn towards X location if you move the character to the left it still spawn the bullet from the hips of the character and not from the muzzle

#

but its common to have a linetrace and spawn bullet from class combined in a Sequence note ?

static violet
#

I don't really know exactly what you mean but I would just spawn the bullet as another BP example BP_Bullet and let it have it own everything: location, rotation..

And do a line trace only from the weapon to beyond>

pallid olive
#

Okay and in the BP of Bullet do you also need reference to the socket location?

hushed robin
#

Does anyone know this problem and probably know how to solve it? Thanks

pallid olive
#

macro doesnt have local variable?

steep steeple
#

Is it just me or does ue4 4.27 crash a lot

#

hot reload?

pallid olive
#

how to make a line trace by channel for a shotgun that has multiple line traces

oak zinc
#

Is it normal for ue 4.26.2 to take 80gb of space with just the Core Components installed ?

whole glacier
#

Anyone know generally what the advantages or disadvantages of "Merging Actors " is? I mean what to merge and what not to merge? Can i merge all my point lights ? Or all walls? All floors? for example

daring maple
#

Anyone have a tutorial for shootergame to simply change the char with your own anim bp?

oak patio
shrewd gust
peak bloom
#

how do you prevent 'popping', AKA when, for example, a door opens in your game and for a brief second you can see the light behind the walls past the door as it opens?

#

just merge meshes together into larger meshes i guess?

sage coral
#

Just a quick question Im tryin to do a mocap thing but Im using a rig that doesnt work with the blender addon. what I wanted to know is the rigify rig a good rig for using in ue4? Will it slow down my game with the extra bones? and Should I reconsider my options with this method?

#

so far my current rig has around 80-90 bones and I think the Rigify one has around 120-150 I could be wrong on that tho

plush yew
#

Does nativazation only apply on packaged builds?
I have many 24 BPC npcs and it was very laggy
from 120 fps to 30

grave nexus
#

Hi! does anyone remember where to change the decimal " , " for " . " ?
on float values

oak patio
#

You might want to try diagnosing the issues with you npcs rather than using nativisation, which isn't good anyway

oak patio
plush yew
#

Why am I getting this when i package my build

#

it works fine in editor

#

the game map i have loaded in editor and it works fine

#

oh it seems to go away when I have nativaztion off

outer vigil
maiden turret
#

anyone know why this shows up when i try to package my game for windows?

maiden turret
#

?

maiden turret
#

it says 404 aand it says page not found

topaz rose
#

is there a way to change all textures filter from default to nearest? like jus all at once

wild pasture
#

uhh so, i downloaded ue4 yesterday, it said it'll take only 17 gb of space but when i checked it took 70

real heath
wild pasture
plush yew
#

how the hell do i set up unreal insights

#

ive seen like 5 videos and none of them are clear always assuming i have something set up that i dont

#

i put -cpuprofilertrace -loadtimetrace in my additional launch params as standalone game

#

started a standalone game play session

#

doesnt appear on the unreal insights

#

its pissing me off how unclear it is to get up

crisp delta
#

Any way how i could add discord rich presence to my project without paid plugins? All the other tutorials on youtube are outdated and dont seem to work.

zenith wadi
#

what the fuck is wrong with this shitty unreal engine

#

one day its fine

#

and another day it self destructed

#

I always have more problems with unreal than unity

clever fable
#

lmao

wild pasture
#

they lied to me about the size

zenith wadi
#

literally has the shittiest asset import system in the world

#

Unity has everything in the library and u can just add from there, while unreal just redownloads and wastes your time, but unity has longer import times than unreal, and unreal has faster import

#

I'm just in awe that unreal deleted 400gb of assets

zenith wadi
wild pasture
#

somebody save me

zenith wadi
#

and fuck knows why

wild pasture
#

I just wantg 69 gb back

zenith wadi
#

Get that big ass 2TB barracuda HDD

wild pasture
#

I live in poor

zenith wadi
#

but not worth it, cuz unreal one day will self destruct

wild pasture
#

The wage is like, 400 something USD a month

zenith wadi
#

it costs like 70usd i think

#

even less

#

if not higher due to inflation

wild pasture
zenith wadi
#

Understandable, same for me

wild pasture
#

I just want to make spooky gam but Godot 3D bad, and i don't like unity

zenith wadi
#

ya i dont like unity too

#

unity is like a woman with no tits

#

worst rendering too

wild pasture
#

That was... A weird comparation

zenith wadi
#

and it doesnt save your fucking project

#

i got an F because of it

trim pier
#

Noob-clueless question: is there a way to control how much "above" diffuse/mats textures the shadowmap texture will be applied/displayed? Like... I think my issue is that I'm baking a light/shadow maps over "naked" meshes (not diffuse, mats or anything) and then when the textures get applied later on the actual shadowmap is hidden "below" the diffuse/normals etc...

or is that some nonsense? 😄

real heath
#

I don't think that's how shadowmaps work

#

What's your issue?

#

I suspect you may be having issues with shadow bias, which can cause strange artifacts on surfaces that are at angles further away from the light

#

Also shadowaps and light maps are different. Lightmaps are baked static lights. Shadowmaps are dynamic shadows

#

@trim pier ^

daring maple
#

Is there a better way to approach the following: I've migrated me UE4 mannequin with a set of animations in shootergame, which thus far works good. However the weapon is assigned to the socket "WEAPONPOINT". I added such a socket to my UE4 mannequin but the following results take place:

#

Been changing the rotation and whatnot, but it's not entirely good looking

trim pier
# real heath I don't think that's how shadowmaps work

My issue is getting my shadowmaps to show at all in-game. Lightmaps show up without any issue, but shadowmaps are just invincible. they Are visible in the Editor, the textures get baked and everything but once in-game only the lightmaps are working. Hence why I'm trying to understand how shadow maps even "work" in general to hopefully find a solution. I mean, if the lightmaps ARE showing, then why no shadow maps? That's why I was asking about something that perhaps controls the "distance" between each layer of texturing on meshes

EDIT: What do you mean shadowmaps are dynamic shadows? Getting bit lost here, these ARE textures where you can even see some recognizable shapes of the objects casting shadows right? So where's the dynamic part here? very sorry for ultra noob questions, trying to understand...

real heath
#

Ultimately, yes, shadowmaps are textures. But it seemed you used the terms interchangeably in your first message. Light maps are baked. This is the light building process in the editor. If you move something at runtime, or change a light, these don't change. Shadowmaps are dynamic shadows. They are not baked. They are entirely calculated at runtime. If something changes, these update

#

My first thought would be it's a scalability nsetting issue if they are working in the editor but not in game. How are you running the game? Packaged? PIE?

trim pier
#

Im super noob so I may be messing up the terms, will try to explain different way. UDK -> I build my test level with a few basic meshes -> add 1 directional light -> bake. I get DirectionalMaxComponent (LightMapTexture2D) and NormalizedAverageColor (LightMapTexture2D) and also ShadowMapTexture2D (ShadowMapTexture2D), the black & white one with say, a shadow on floor from a column. The first two (Directional and Normalized) show up perfectly in-game. The meshes get lightened-up exactly the same way as was seen in Editor. But the ShadowMapTexture2D doesn't show, that's my issue and I'm trying desperately to figure out why.

pallid olive
#

hello, if you render 10 skeletal meshes into the hud, will this consume alot of proccesig or is it okay

real heath
#

Also, how are you running the game? You didn't answer

#

I suspect it's a scalability setting issue. In console type sg.shadowquality 4

#

See what happens

trim pier
# real heath Also, how are you running the game? You didn't answer

Ahh sorry. It's a Mass Effect mod so running the whole thing though that (modified UE3 engine). It's ass-backwards modding and all I know, however I reached the point where I can construct new levels in UDK (based on extracted meshes from the game's packages), bake Lightmaps and then transfer all that data (StaticMesh components and Lightmaps) from *.udk file made in Editor to the game's empty package. Everything works and the only thing missing now is getting that ShadowMapTexture2D to show up so kinda don't wanna give up now, I assumed the problem could be because I was using naked meshes in the Editor and that the ShadowMapTexture2D got "overlayed" (?) by Diffuse/Normals/Instances somwhow once in actual running in-game? But like I said I didn't even know how that works and if that's how it gets "applied" to meshes (or rather their UV channel)

real heath
#

Ahh, so this isn't even ue4? I haven't touched ue3 since 2015. I can't help ya, sorry. Maybe there's a mass effect modding community that could provide better help

trim pier
# real heath Ahh, so this isn't even ue4? I haven't touched ue3 since 2015. I can't help ya, ...

Heh I understand, prob not because I'm the one who actually found out how to even get UDK-built levels from *.udk packages to Mass Effect's *.pcc packages, get the LightMapTexture2D to work and the rest.

I mean, my more general question would probably be does the ShadowMap NEED fully-textured mesh and the top "layer" of that is what the light "hits" and later would be the surface level of the ShadowMapTeture2D itself getting applied onto?

real heath
#

Afaik, In general shadow maps aren't affected by z-fighting and clipping as they aren't projected as a mesh. The texture is used as a mask in the lighting pass to occlude lights or darken areas.

trim pier
#

That's what I was wondering in general, is there any Z-axis thingy/depth involved in how ShadowMapTexture2D would be stitched onto meshes. If not, I gotta dig into masking options, probably in the meshes or materials hmmm.

real heath
#

There's a shadow bias which affects edges and shallow angles to lights, but not straight up hiding shadows.

trim pier
#

Yeah I tried that with original dev-made meshes and maps and the bias did change some small artifacts/angles but never to the point of hiding/disablign the entire shadow

#

Thank u for all your answers and patience Boris, will just keep digging until I figure it out, too close now

long forum
#

Hey guys, can someone help me undesstand this phenomenon ?, I have 2 projects in one of them i have created an 3rd person character with blendspaces, values etc. and its really smooth, but when migrade the blendspaces animation and make it 1 to 1 like the other project. its jittery has someone an idea what could be the issue ?

clear gale
#

hi guys i am getting this error while trying to run ue 4 can you help me?

autumn flame
#

What GPU

clear gale
autumn flame
#

It doesn't support DX11

pallid olive
#

hello

#

has anyone an idea how to implement max ammo into an actor

#

like get character > current weapon > weapon info structur > max ammo > set member max ammo ?

clear gale
fast apex
#

How do i fix that my plane with a transparent material (Attempt at making glass) makes everything behind it appear black and white?

dusky scarab
#

Remove cast shadows on the plane

dawn flint
sick shell
#

Anyone know good resources for PhysX Vehicle? What I'm finding is sparse

fast apex
night bane
#

hello, may I ask a question, me and my friend are on Unreal 4.27 and when we both hit play, it crashes for us. I have noticed this quite a big. My hardware is ryzen 3600, 32gb of ddr4 at 3200mhz, and a rtx 3060ti. are these normal issues>

#

?

oak patio
#

What message does it crash with

#

There is no information there to diagnose the issue really

night bane
#

its a long message

#

what does that mean

#

does it mean there's an issue with the project?

#

thank you so much

#

its still doing it

#

sorry the issue is still coming up

#

the same issue aswell

wary gyro
#

I'm importing a metahuman from quixel bridge onto a 4.23 project. Whenever I do it, it creates all the folders, but doesn't import any skeletal meshes, textures, etc. What could be the issue?

#

normal meshes work, but not metahumans

shrewd gust
#

I have a grapple hook functionality that uses add force to move the player to the hook point. I’d rather have a winch and rappel feature where the player could instead hang from a cable and adjust the length accordingly. Has anyone tinkered with such a mechanic? Not sure where to start actually.

pallid olive
#

hello anyone an idea how to remove current weapon from characters hands
if i use destroy actor, the whole variable will be eliminate

thin tendon
peak bloom
#

Can you export just a lightmap from Blender and import it for UE4?

plush yew
#

How can I autofocus on editable text boxes?

thin tendon
thin tendon
# peak bloom Can you export *just* a lightmap from Blender and import it for UE4?

This was the best link I could find to answer your question. https://www.youtube.com/watch?v=UnUn4nRoh-E&ab_channel=LittleRetroStudios

In this video we just go over how to set up a basic lightmap UV in Blender for Unreal Engine 4. Please note that this is more of an automated process in Unreal engine 4 so it is not really necessary and is more for interest.

Follow Cryonetic on Facebook:
https://www.facebook.com/Cryonetic

Support me on Patreon:
https://www.patreon.com/PaulSwar...

▶ Play video
#

If you were wanting to do just the lightmap. I would say re-import the model using the techniques in the video

vocal flume
#

Hi all! Is there a node for finding android version?

coarse jetty
#

i dont know in unreal vanilla, but maybe you want to look for "Android Goodies" and "iOs goodies" @vocal flume

vocal flume
#

Just stumbled on that plugin. Thanks!

valid perch
#

Although I set the default map, it starts with the currently open map. How can I change it?
How can I access the blueprint of a level that is not open?

dawn flint
#

guys i am followed many tutorials to do an outline for my items when i look at them but they all say to use render custom depth but every time i select my post process volume and try to look for it i cant find it. how do i get this option to show ?

hasty crescent
#

can anyone help me make it so my car continues forward momentum after being airborne? anytime my vehicle enters the air it stops abruptly upon landing.. video attached

thin cipher
#

I once saw a video where bluprints were like mechanics in the game (like visual programming in the game), no one will tell you how to do it or a link to the video for more info?

lime sorrel
#

how do i use custom stencils in opaque materials?

storm venture
#

How do you get the rotation of constraint?

granite galleon
#

I have packaged my project but I cannot open this project that packaged. How to solve this problem?

mortal frost
#

I require hoomans with me in voice chat because everybody is either dead or dead and afk

deft pumice
#

Assertion failed: TableIndex < ConstantTableCount [File:D:\Build++UE4\Sync\Engine\Source\Runtime\VectorVM\Public\VectorVM.h] [Line: 475]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_VectorVM!FConstantHandler<__m128>::FConstantHandler<__m128>() [D:\Build++UE4\Sync\Engine\Source\Runtime\VectorVM\Private\VectorVM.cpp:389]
UE4Editor_VectorVM!TBinaryKernelHandler<FVectorKernelMax,FRegisterHandler<__m128>,FConstantHandler<__m128>,FConstantHandler<__m128>,4>::Exec() [D:\Build++UE4\Sync\Engine\Source\Runtime\VectorVM\Private\VectorVM.cpp:638]
UE4Editor_VectorVM!<lambda_066d89be679256fc91d65acb4f3cb5d9>::operator()() [D:\Build++UE4\Sync\Engine\Source\Runtime\VectorVM\Private\VectorVM.cpp:2551]

anyone knows what this might be caused by (this is with symbols on) ?

small holly
#

Hey guys, I've been having some trouble with a feature I'm working on for UE4. I have a character who jumps from the wall and delivers an aerial punch. I got the only animation I could find from mixamo. However, the animation looks weird. I want to find a way to keep the player's position static or somehow move the camera to follow the player as the position changes up. Has anyone ever dealt with this situation before? How did you solve it?

Edit: I'm not seeing my own vid play on discord. If you can't play it on discord, you may need to download it to see the clip played.

pallid olive
#

Hi is this even possible ?

oak patio
#

Yes. Why wouldn't it be

dawn flint
#

how can i make my custom stencil not show above character

trim pier
# real heath There's a shadow bias which affects edges and shallow angles to lights, but not ...

Just wanted to thank again and report that I managed to fix my issue after a painful research. The problem was in calling out the Light guid. looks like for Unreal 3 it doesn't matter that you're using static texture Shadowmaps, the Shadowmap still contains light guid data and the engine still wants the disabled & no-longer-even-active light you used before baking the maps to be in the package file and every mesh that gets affected by it (thus casting a shadow) to reference it. So yeah, inactive's light existance determines whether a texture will show up. Like I said I'm still noob, maybe it's totally normal across the entire board and experienced users are already used to this heh

silver cedar
#

i made a basic 3D button with a cube, it has a nice material i also made. Now i want to add a little arrow sign on the button. How do i go about that ? Decal ? New Material ? Isn't it a bit overkill to make a whole new material for that ?

formal pebble
silver cedar
#

ok

#

thanks !

formal pebble
silver cedar
#

thank you !

#

it glows in the dark and all, i love it ! thanks for the quick help, much appreciated

pallid olive
#

heyy something strange happening

#

it says acces none

#

i have been doing this for a long time why suddenlty changed ?

#

i never had this problem before

#

i never do bindings like this tbh, most of the time i do Properties from character reference

#

or is another solution to make the variables in gamemode and get gamemode properties inside the texts

#

lol

pallid olive
#

how can this be a fail

oak patio
#

That means you are accessing the binding before the character reference is set, or after the character reference no longer exists

pallid olive
#

but the reference is set as variable

#

and even if i set something simple like current health, it won't get the properties

oak patio
#

so you need to ensure it isnt

#

either by not running the code if it is empty, or by making sure whatever that bind does only exists within a correct reference

pallid olive
#

okee

#

soo the cast to is empty at some point

pallid olive
oak patio
#

hence why the value would be empty

#

well thats a nice simple solution at least

pallid olive
#

yea almost deleted the mainmenu and wanted to start over

#

thanks for letting know it was empty

oak patio
#

no problem

#

always make deleting a last resort 😅

#

you will lie awake one night and realise why it didnt work and then forever regret it

vocal viper
#

Hi. does anyone have a tutorial on editing string variable values ​​via blueprint? I want make a note system in game and i cant find tutorial about it

vocal viper
#

Yes, i can set it but i dont know how to give new value via typing in game

oak patio
#

take input into a text box. get the contents of that text box, set it to string variable for wherever.

#

or if you type directly innto the notes

#

then your notes are just a cleverly formatted text box, with it saving and loading the contents

valid perch
#

I want the defaul startup mapi(Login), the open map(thirpersonexamplemap), to start with when starting the map when logging in, but it starts with an open map

oak patio
#

Not exactly sure what you mean. Could you perhaps explain it a bit clearer

valid perch
#

I want the login to be opened with map, but it starts with the map that is open in the editor.

oak patio
#

Do you have your "Load level at startup" in editor preferences to be your last opened map?

valid perch
#

I tried all 3 options, the result did not change

thin tendon
#

This is by design. If you want to open the login umap file. Load it in the editor first

oak patio
#

im glad you understood that well. i assumed the startup map wasnt workign properly lol

valid perch
thin tendon
oak patio
#

^^
When you click the play button it plays the level you have there in the viewport. Those project settings only affect launching the editor and launching the game as standalone

thin tendon
#

If it doesn't work like that using play as standalone should fix it

oak patio
#

If you want to play your login level, then load the login level

valid perch
#

I opened the levels section and parented the map I wanted, then I was able to access the blueprint part of the map I wanted and select the opening map.

half shadow
#

is it normal for unreal engine to crash after adding a module in build.cs then pressing play? seems fine on engine restart though

real heath
#

Big changes like that shouldn't be done with live coding (and definitely not with hot reload)

#

changes to headers, and changes to build.cs should involve closing the editor, recompiling, and loading back up

#

yes, it's pretty normal for strange things to happen under those circumstances

coarse jetty
#

Hi i need help, i want to move a header and a cpp file to another project, but i want it to be compiled, as i can't add cpp to the new project (ios problems etc), how can achieve this?

real heath
#

That is just straight up not possible. You have conflicting requirements

#

either reimplement what you want in blueprints, or accept you will need to support c++

#

ios has no problem with c++ FYI

coarse jetty
#

thanks for the response, @real heath i was trying to create a plugin in another project, compile it and add the components from the plugin into the new project. If this does not work, i will add c++

real heath
#

Plugins that contain c++ still compile with the project. I don't see how that solves the "can't add cpp" constraint

coarse jetty
#

i dont have the .sln in the project and source files, don't know, my teammate told me that having the source files in the projects get him in trouble to compile for ios. And i have to implement a specific feature for mobile that doesnt exist in unreal. So i thought that

real heath
#

Well, you either need to compile it as an engine plugin, which again, will still link to the project during packaging, and won't solve any platform-specific issues you allude to. Or you need to have it as a project plugin, which requires a c++ project, so you still have to solve the platform issues you speak of.

arctic plover
#

I have a question about version control in UE4. How do you guys do it and what can I do? I have my own server I could probably use to upload stuff and have experience in SVN from work. However, I don't know how easy or difficult it will be to set this up and whether it's worth it for my project. As of now I regularly copy my whole project Folder to a backup drive. Which is time consuming and obviously not an ideal solution 😉 On the other hand, I recognised that I have not as much need for things like reverting stuff or going back to previous revision and I also work alone. Are there other, simpler backup strategies or ways to keep my data safe and stored? I'd really appreciate your input on this, people.

tropic plaza
#

Is there an EOS specific discord server/channel?

trim pier
#

General Unreal-logic question, noob so trying to understand how this engine "thinks" - I understand Shadowmaps take LightGuid into account but... why do lights (such as Directional) take LightmapGuid into account? I mean, Lightmaps get created AFTER the light is placed so...? 😅

low mica
#

Does anyone know how to upload more than 1 game in the oculus develper hub, when I upload another game or ue4 file it will remove the other file.

#

The file names are differend

fallow mortar
#

Hey ih,
I have a BP of an animated seat (on a wall on the left side), if I do -1 to put it on the right side it disappears when I am close but appears from afar ? 🤔

#

as if a extrem LOD while I don't use

dawn flint
#

I am using a cylinder to detect what my character is looking at, how can i make it so that it can only have collision with one object at a time?

grim ore
#

any reason to use a cylinder instead of a trace?

dawn flint
#

i followed some tutorials but they said it works in first person alone is it not ?

oak patio
#

And this is why a lot are bad. They're often made by inexperienced people. A line trace shooting forward is much more efficient and can only hit one thing

dawn flint
#

that is much better, is there any good tutorial you can recommend ?

oak patio
#

No. Look into how line traces work.

#

I don't know of any good tutorials, especially for that specific circumstance

dawn flint
#

just a question when i switch to third person will it shoot from the character vision or center of screen ?

#

like will it change ?

oak patio
dawn flint
oak patio
#

No problem

fast ginkgo
#

I'm encountering a weird behavior and I'm not sure if it's working as intended or not.

I have an actor that's doing some stuff in its construction script. Like setting a variable that's later used in the event graph. So far, it works great. But if that actor is in a sublevel, the variable will be reset to its default value in a packaged build. In any other case (PIE, standalone, actor in persistent level), I have the correct value for the variable. Only in "actor in sublevel" + "packaged" do I get the default variable value instead of the value output by the construction script.

So is this working as intended? Does anyone have more information on that?

void holly
#

Idk if this is the correct channel, but does anyone here have any experience in using the water simulation system in 4.26 and specifically the buoyouncy part of it ?

steady vale
#

So, i have prepared a level (with seperate objects on a room, say a light bulb) and export the whole as an fbx file, when i import it to unreal, the objects are imported, now i have to design the level once again in ue editor, is there a way to overcome this?

#

Because my level is much complex than just a room

plush yew
#

Hello, I have a old project in unreal engine but when I open I get a error, could not find definition for module DetectRayTracingSupport, how I can download this plugin?

storm venture
light thunder
#

If you wanted to remove a leg from a manniquin, like a traumatic amputation - what's a good method of doing so?

I need it to not break the skeleton, so I can't just edit the mesh in blender and bring it back, or I'll have to duplicate a billion animations for each amputation type - I could go about by using a transparent material on the limb area but I'm not sure about the best way to do so -

can anyone point me in the right direction?

light thunder
light thunder
#

and you are trying to migrate to 5?

plush yew
#

I have just this

#

But i need more for build

light thunder
#

did you try "regenerate project /visual studio files"?

plush yew
#

how?

#

my project folder

light thunder
#

right click on the susprio thing and see if there is a regenerate project/VS files option

plush yew
light thunder
#

you can try removing that plugin folder "DetectRayTracingSupport" and seeing if it will boot up - just don't lose the folder , you may have to put it back

plush yew
#

I recorder from slow motion, but this closed so fast

light thunder
#

I would check either #packaging - they might be able to help but you need to be patient because it is not super busy there - but they might be able to walk you through it, I'm not qualified

strange mulch
#

Hi anyone how know's that how to do the optimzation in best way in engine if someone's know then pls tell me I need help

rugged fjord
#

but I made it 50x worse

#

😂

#

if you wanna know about general optimization

#

go to window --> statistics

#

and see if there are objects taking up a lot of geometry that you don't really need

#

that usually helps a lot

steep steeple
#

Hello, does anyone know what this means? Is there something wrong with my line trace?

rugged fjord
strange mulch
strange mulch
rugged fjord
#

I can see collision, animations and line trace

steep steeple
rugged fjord
#

What action did you do to cause the crash?

steep steeple
#

Happens pretty randomly while walking, suddenly turning the camera, loading the scene

rugged fjord
#

hmmm

#

Ik this could be an annoying (yet effective) way to find out everything that is going wrong

#

try to package the project

#

and you should see all the things that are going wrong

#

so you can fix them one by one

steep steeple
#

Alright but how will packaging help me see whats going wrong?

rugged fjord
#

it'll throw in all the errors

#

from the entire project

steep steeple
#

Does it actually attribute the error to something or does it just spout nonsense like the crash reporter?

rugged fjord
#

Nah it gives more info 😅

#

Like something you can actually google up to fix

steep steeple
#

Alrighty well I'll give it a go, probs just leave it to it overnight

steep steeple
pallid olive
#

hi yall, for a progress bar, how can you put the image in Zorder so the bar is behind the image ?

rugged fjord
#

They should both work

weak urchin
#

Anyone know why Niagara systems seem so demanding compared to the cascade systems? I swear it takes a full minute just to save a Niagara system after a tiny change. It makes me not want to use them.

orchid gorge
#

Hey everyone! So I was working on my project and was testing some things with my cel shader. And quite frankly, everything just looked really... boring. I have seen so many games with this same style and it kinda is no longer unique. I was brainstorming ideas and one came to me...

I wanted to ask you all if a 3D game would look pretty cool in a handrawn/notebook looking style. Shading it in a way where the scene looks like its made of paper. There is only one problem with this though, the scene looks so... lifeless, no color = no fun, but I still kind of think the look is really unique. To give you all an idea of what I am talking about, I have attached a video (not of me) of the shader. I am using a completely different shader but it still achieves somewhat the same results:

https://m.youtube.com/watch?v=x9uJkP4kcWY

Do you all think a game in this style would look cool? Maybe with some color splashes hear and there for sword swings etc. I just want to make sure it won't look dull and boring. Should I go back to my cel shader? Or do you all have any other cool ideas?

Thanks everyone! Don't forget to ping me or I might not see your response!

This is a post process to try to emulate a hand draw style for unreal engine 5, it focus on representing bad drawing like twisted, hairy lines and some cross hatch to make it more believable

Available in the marketplace if you like:
https://www.unrealengine.com/marketplace/en-US/product/post-process-hand-draw-outline

▶ Play video
plush yew
#

my, textures and other items, its empty folders

thin tendon
#

I would probably use a shader like that for a side scroller

plush yew
#

my level files too

orchid gorge
orchid gorge
plush yew
orchid gorge
#

Lol hope it works

plush yew
#

why dont show?

thin tendon
plush yew
plush yew
#

why dont show my files on folders?

#

i restart unreal engine 2 sometimes

real heath
#

Especially on large projects it can take a while to register them all. Give it a few mins

plush yew
grim ore
#

where did the "content" come from? the files

plush yew
#

content folder

grim ore
#

where did you get the files from?

#

did you create all of the files in this project, did you copy them from the internet, did you copy them from another project, etc?

plush yew
grim ore
#

so the project used to open and show the fles, and now it does not?

plush yew
#

idk, i opened the project year paste

#

and working

#

but now dont open the assets file

grim ore
#

are you opening it in the same version of the engine?

plush yew
#

yes

grim ore
#

might wnt to check your logs then, the output log in the saved folder or in the editor

plush yew
#

where the logs:

grim ore
#

but normally a file that is missing is due to a version issue, opening it in an older version for example

plush yew
#

9 mb of logs

grim ore
#

logs are in the editor under output log. or in the saved folder

plush yew
#

ok, i open

grim ore
#

if you look at it in the editor you can filter by errors and search for file names

plush yew
grim ore
#

that is saying the file was created in an older version than you are opening it in

plush yew
#

hmm, how i can see version of the project unreal engine?

grim ore
#

it would have been in the .uproject before you opened it, it would have complained

plush yew
#

i open in 4.27

#

but i dont remember what the version i create this project

grim ore
#

check the .uproject file, open it in a text editor

#

if you already changed it, you need to guess. maybe find the date for some of the older files

#

but if you opened it in a new version and saved anything, your now going to have mixed file versions

#

if you have the original files before you started in the new version go back to that and start over, otherwise you might be in trouble

plush yew
#

i have original files, but i dont remember what version i create the project

#

i get the project from my onedrive

grim ore
#

open the .uproject in that older version then

plush yew
#

ok, thanks

plush yew
grim ore
#

you need to open it in the version it was created in, if you have the original files open the .uproject and see what it says

plush yew
#

my release game

#

its 4.27

grim ore
#

it might be a redirector issue apparently

plush yew
#

how i can solved this?

grim ore
#

open the project, right click on the main folder, and choose fix up redirectors. then try and exit and open it back up

plush yew
#

why so much ../../ ?

grim ore
#

yes, on the content folder

#

so the top most folder on the left

plush yew
#

i click, but nothing happens

#

[2022.09.14-02.04.09:406][ 0]LogAssetRegistry: Error: Package ../../../../../../Users/xande/OneDrive/Área de Trabalho/novoTeste/Fobia/Content/apagarTeste.uasset is too old
[2022.09.14-02.04.09:406][ 0]LogLinker: Warning: Failed to read package file summary, the file "../../../../../../Users/xande/OneDrive/Área de Trabalho/novoTeste/Fobia/Content/BP_Coelho_Item.uasset" is unversioned and we cannot safely load unversioned

Why its ../../../../

grim ore
#

because the entire path is long and there is no reason to show it

plush yew
#

undertand

#

i restart now?

grim ore
#

yes, but if it didnt do anything I doubt it would help

plush yew
#

nothing

#

my content files nothing show

grim ore
#

yep the logs tell you it cant open it

#

until you get that fixed, they wont show

#

you can try making a new project and moving a few files over, theres a few things mentioned in the links that could cause it.

plush yew
#

ok

#

i create a new project

#

i import the assets?

grim ore
#

you can try copying a few of the ones that dont work into the new project in the same location as the old project and see if they can load

plush yew
#
[2022.09.14-02.14.01:414][678]LogAssetRegistry: Error: Package C:/Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/THIAGO_TESTE_APAGAR/Stephanie/TX_Personagem_Stephanie_Rosto_Roug.uasset is too old
[2022.09.14-02.14.01:414][678]LogLinker: Warning: Failed to read package file summary, the file "C:/Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/THIAGO_TESTE_APAGAR/Stephanie/TX_Personagem_Stephanie_Rosto_SPEC.uasset" is unversioned and we cannot safely load unversioned files in the editor.
[2022.09.14-02.14.01:414][678]LogAssetRegistry: Error: Package C:/Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/THIAGO_TESTE_APAGAR/Stephanie/TX_Personagem_Stephanie_Rosto_SPEC.uasset is too old
grim ore
#

I am out of any ideas at this point, its a weird error. hopefully someone else has some more help

plush yew
#
[2022.09.14-02.15.35:991][438]LogAssetRegistry: Error: Package C:/Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/Intro/Param_CelularBrilho.uasset is too old
[2022.09.14-02.15.36:324][440]LogLinker: Warning: Failed to read package file summary, the file "C:/Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/Intro/Param_CelularBrilho.uasset" is unversioned and we cannot safely load unversioned files in the editor.
[2022.09.14-02.15.36:324][440]LogLinker: Warning: Failed to read package file summary, the file "../../../../../../Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/Intro/Param_CelularBrilho.uasset" is unversioned and we cannot safely load unversioned files in the editor.
[2022.09.14-02.15.36:324][440]LogAssetRegistry: Error: Package C:/Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/Intro/Param_CelularBrilho.uasset is too old
[2022.09.14-02.15.36:324][440]LogAssetRegistry: Error: Package ../../../../../../Users/xande/OneDrive/Documentos/Unreal Projects/FobiaNewGame/Content/Intro/Param_CelularBrilho.uasset is too old
plush yew
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with unrealpak.exe

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for the source code to my project

plush yew
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it’s “…\Engine\Binaries\Win64\UnrealPak.exe” “C:\Temp\MyGamePaked.pak” -extract “C:\Temp\Extract\Here”. I use this command

grim ore
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so you dont have the original code? that could be the problem

plush yew
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Yes

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I unpack my release game

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It’s possible?

real heath
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It's not just a matter of unpacking. Those are cooked files, not editor files

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They don't load like that

plush yew
real heath
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You can't exactly. It's the same sort of hacks and apps and trickery you need if you were doing it on other games. Look into ue4 game modding tools

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Cooking is mostly a one way process. Theres no supported way of going back to editor files

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And it's generally not needed anyway, since, if it's your game, you already have the source files

plush yew
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But I lost the source code, I have just the release project.

real heath
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Then you have a very unfun time ahead of your unfortunately

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It's almost a full rebuild

grim ore
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yep, starting with this information would have came to this issue sooner

plush yew
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I understand

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Epic games have cloud storage?

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My account in unreal engine don’t save my projects

real heath
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Epic don't offer any project storage. Most people use perforce, git+lfs or subversion for project storage & syncing

plush yew
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I can’t recover my project?

real heath
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If you don't have backups, then probably not. You'd need to extract all the models and textures from your released game and rebuild your blueprints and source from scratch

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It's basically a full rebuild unfortunately

plush yew
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It’s project i have for 3 years

plush yew
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I don’t know about hack

real heath
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well as i said, there's no supported way. You'll need to look into ue4 game modding tools and see what you can recover. It'll be janky, some stuff won't come out right, some stuff will. It's just the way it is

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I'm sorry, thats not the news you want to hear, but thats the reality

plush yew
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Ok, Thanks for your attention

oak patio
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Yeah if you lost your source you also have learned the source control lesson the hard way unfortunately. For future projects ensure you have backups. Cloud and local ideally, with source control being the best option

plush yew
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Thanks for helpful

oak patio
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Good good. Azure devops may be a better host btw, with unreal, githubs LFS space runs out rather quick

vocal viper
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hi, want to ask
I have Building Lightning but the room is still dark
any suggestions or solutions?
Modular sci fi office template
all I do is change the position of the object and after I build it becomes dark

merry valley
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Hlo all i wanted to ask how can I cut a mesh, i m making a surgery simulator and neet to cut skin

fierce tulip
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you'll probably need to look into skeletal meshes and morph/blends for that

tired ruin
half shadow
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is there a way to prevent clipping from a widget? the white on the lower left of this image is supposedly a diamond shape but because the widget is limited into a square shape, the diamond gets clipped by its corners

static viper
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how is the widget limited into a square

pearl abyss
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Has anyone here successfully used the Vehicle Movement Component in UE4.27? I'm kind of stumped on its behavior right now. When I accelerate my vehicle, the rear suspensions extend and the front suspensions compress. It's like physics is inverted along my vehicles length axis. WTF?

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(this is with a near-vanilla physicsasset, just a vehicle body and 4 wheels. super primitive.)

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oh, similarly, when turning, the inner suspensions also compress and the outer suspensions extend. in reality, it would be the other way 'round. driving a curve puts more of the weight on the outer suspensions, so they squeeze tighter.

opal slate
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Hi everyone,

is it possible to change the directory of the crash logs/reports from the default location that the logs/reports get sent to?

Thanks

viscid kiln
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Hi guys,
Is there a way to import a LevelA to LevelB with all Sublevels from LevelA?
I want to add a Sublevel with Automated tests to Persistent but the issue is that i cannot add Sublevel with tests to Production ones
Soo I need to have my own Persistent/Level for testing everything.
Which means taht every change in the persistent i would need to copy and set it up again
Soo for minimizing maintenance costs for this test i wanted to automatically have their level to be loaded with sublevels

coarse jetty
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how can i convert mesh actors in scene to actor with this meshes in componenets

wintry hawk
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hey so i was following a tutorial for a first person camera and i need to change this but it doesnt let me

rugged fjord
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Apparently running stuff async makes my editor die

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😅

strange mulch
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Hi anyone how know's that how to do the optimzation in best way in engine if someone's know then pls tell me I need help

strange mulch
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Ok

strange mulch
golden anchor
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anyone know a fix for UE4 were the programme starts to bug up with menu UI. The menu glitches, and even aren't accessible only really fixes after restarts

real heath
golden anchor
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arh okay I'll have a look cheers 👌

wintry hawk
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hey so i got the camera done but theres an issue when i turn and press for example W it doesnt take me forward

copper siren
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i got a question can i use assets form quixel bridge and sell the game?

pallid olive
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i have a flipflop linked to a widget visibilty/hidden, i have a exit button which hiddens the widget, the flipflop is still is visiblty modes, i have to press twice to make it visible again

real heath
pallid olive
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any one an idea how to make the fliplop resets if the exit button is press

copper siren
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but its epic

half shadow
fossil nexus
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I made this sphere in Blender and imported it to unreal. Each triangle surface (ex:red triangle) is made of 16 triangles of the sphere.
I selected the 16 of them one by one, and applied a material, so it becomes red.
When i import it to unreal, i need to apply a material to all the red triangle.

https://cdn.discordapp.com/attachments/869803909953245246/1019672509056028703/unknown.png

so when i apply a material, this one:

https://cdn.discordapp.com/attachments/869803909953245246/1019672561946214561/unknown.png

i need it to be in the full red triangle
but instead it goes like this:

https://cdn.discordapp.com/attachments/869803909953245246/1019672711385071657/unknown.png

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I need the neon apple to be centered in the triangle and the neon borders to be in the borders

weak urchin
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Anyone have any idea how to find components or nodes that are demanding? My character blueprint takes a very long time to save and i would like to find out what is bogging it down so much.

indigo cape
chilly glade
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hi all, how do you do "F to focus" while in the blueprint viewport editor

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or something equivalent, when you're editing small staticmeshes and the camera is far off

shadow mural
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Hi all, can anyone tell me how to create a fisheye eye effect with adjustable focal length

cedar shale
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looking for someone to guide me though making the game I want I've never done it before and tutorials always missing something, I'm willing to pay. The person must have experience making RPGS,MOBAS, or FPS games.

clever fable
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hello guys,how does the positions of weapons look like?Any advice?

pallid olive
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Is it possible to create a widget inside a widget?

half shadow
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but you have to create it separately

pallid olive
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Like on Clicked event > create widget > add to vieuwport

pallid olive
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If button is clicked

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I have now some sub widget inside the main canvaspanal that is set to hidden and when butten is pressed it sets to visible with a flipflop

clever fable
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like this

whole glacier
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Hi , can anyone say where if i want to save variables from when quitting the session in editor and restarting again , where that is saved ? Like game mode? gamestate? etc..... Right now the variables save during the play on a level , but once i quit and restart they are no longer saved. thanks for any help

pallid olive
sage coral
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Anyone know what this issue could be? when I get to far away from my mesh you can see the lines where I unwrapped my mesh, Not sure why this is happening

(Sorry if photo is hard to see)

coarse jetty
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look for precise uvs in mesh settings

sage coral
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@coarse jetty Issues still there for some reason unless I need to restart

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do I need to change the threshold amount?

coarse jetty
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sorry i had a meeting, i was talking about this setting for each lod @sage coral

grim flame
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if the skin stops at the edge of the UV island on your texture, expand that color further out of the UV island so when the mipmaps kick in at a distance you won't see any seams.

static viper
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in all my time in this server

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i never

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seen a picture smaller

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then this.

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i will need a space teleskop to see

scenic dune
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can i do vehicle without VehicleMovement component

raven tendon
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why does live coding stop working after I do quick restart. have to close VS each time to get it to work

raven tendon
sweet thicket
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Not quite sure what channel this falls under but for a group project we're trying to set it so that when the background is clicked, it changes to another image. the problem is that each time the image is clicked, the image gets stretched further and further with each click

peak hare
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is there a way to generate a navmesh at runtime? via a simple procedural mesh built up over time

real heath
plush yew
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Is there any possible situation where a server rpc doesn’t run on the server?

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If if yes (I know that’s the answer because it’s happening to me 😂) why does that happen?

sage coral
real heath
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An enemy pawn for instance can't make an rpc call from your client, but that pawn can make an rpc from the owning client

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So, yeah, there's a number of situations they won't work in