#ue4-general

1 messages · Page 7 of 1

harsh tiger
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Hello, the intended behavior is to return true. Which it does on windows. But when I build for quest 2, I get false. Any ideas why? Thanks in advance

real heath
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My guess is app permissions. But the real answer is get the logs from the device to see what's actually happening. It probably is spitting out the error

harsh tiger
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I request permissions on event init. It pops up in the headset when first launched

real heath
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So then what's the log say?

harsh tiger
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I'm running the quest 2 in standalone so it isn't connected to my pc. Where would i find the log for this? I can see a log in sidequest, but it's a few days old

real heath
plush yew
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It’s really weird because it’s only not working on the initialization. So the lawn needs to be controlled by the client for it to work?

harsh tiger
real heath
real heath
plush yew
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Well I’m calling an rpc to update some lights on my character and it works perfectly when I call that from inputs but doesn’t work on the initialization for some reason

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I know the client gets there because I traced with breakpoints and it calls the server rpc

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But the host never triggers and breakpoint doesn’t hit server side

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Only on the first time

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it's not an official thing sadly and kinda outdated but i'm gonna take a look

real heath
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It’s not that outdated, then networking subsystem hasn’t been dramatically updated.

vocal flume
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Is it ok to package a game while shaders are compiling?

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I need to package my game so I can submit it to App Store. I opened the project and it started compiling shaders. I don’t have time to wait forever to build.

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Is it safe to build?

sage coral
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@grim flame I think ill need to change the margin size from 16 to 32 in blender to fix the seam issue after I upped the quality from 2K to 4K

grim flame
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@sage coral you can use photoshop or any paint app too, select everything outside the islands, and content aware fill (shift f5 in photoshop)

sage coral
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@grim flame found a semi fix for now I just turned off the mip map for the skin in ue4 and it fixed the issue. Im not 100% sure what mipmaps do just yet but I think they help with optimization by lowering the texture quality but I could be wrong but the good thing is no more weird seams 😄

grim flame
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@sage coral mipmaps levels have two funcions, reduce the memory footprint of the textures (in that regard is like an LOD system for textures) and the other advantage is that it reduces flicker and shimmering on textures with thin lines or detailed patterns. you can adjust the Bias so it starts sooner or later, sometimes that is all you need to fix the seam problem.

sage coral
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@grim flame cool thank you for the information it was very useful 😊

sage coral
# vocal flume Is it safe to build?

Game will not allow you to build until shaders compile otherwise you will get a bunch of missing textures, think of it like if a file only loaded partially cause its not done compiling.

Shaders will compile quicker depending on your pc build. Also careful messing with the editor settings cause some setting make you have to recompile all shaders again.

vocal flume
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It is letting me do both in parallel

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I’ll cancel the packaging now..

austere wren
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hi all is there anyway I can import maya curve geo into unreal and using hair shader to render it? I need to render some curve line and able to control thickness

plush yew
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Hey there. Is it possible to call an rpc from an AI controlled pawn?

fallow jackal
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How to teleport a character inside an object with collision and keep it inside? (I want to teleport character on a chair, but because of collision, the character pops above it)

sage coral
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@vocal flume

6k shaders shouldnt take to long maybe like 20 mins to fully compile, little trick I learned is it sometimes helps to have your preview camera pointed at the sky, makes the engine not have to render more while it complies it sometimes speeds up the complie

normal thistle
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hey i've got naked foliage in myp project, without shadows, with simple material and polys + dynamic lighting and its generate huge amount of drawcalls, anybody maybe know whats goin on ? amount of drawcalls is ridicolous

sick shell
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Was there a recent 4.27 point release, like within the past week? A buddy is trying to open my project and getting this (he just installed UE, and I started the project 1 week ago with 4.27.2)

reef jacinth
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Why GetPawnOwner always returns none. the second img is how i initialize anims, am I correct?

lean owl
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I really need some help I added a structure to another structure through a variable and then added an array to a function in an Interface but when I tried to press the safe all button the project crashed and i wasnt able to start it nor find a solution for it
thats the crash report

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I also reset my nvidia panel and updated my drivers but it didnt help at all

magic helm
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Should all my walls in my game be one mesh?

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Is that the normal thing to do?

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Not like every single wall be combined into one mesh, as I've heard that'd be bad for performance, right?
I mean like each wall shouldn't be made of separate pieces and should be merged together, if that makes sense.

reef jacinth
dawn flint
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guys i have a widget that shows the objective and the description. after the character die and respawn it loads the game and keep the objective number and the same description but it makes the description size smaller and idk why.

magic helm
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When a door opens, I can see the background, a brief flicker of light, from I guess the walls and floor behind it loading in. What can I do about this?

magic helm
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Also, is this indicative of it not loading in and, if so, is there any point doing LODs for my meshes considering my maps are pretty narrow?

hidden oxide
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Hot reloading is bad right?

real heath
hidden oxide
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Can I stop the editor from hot reloading when I add a class?

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Or is that what live coding is

real heath
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Hot reloading is the default. If you click the drop down next to compile there should be a live coding checkbox. A new live coding window should pop up, and then you can press the compile button in the editor as you wish. There's still cases where it won't work correctly, but it won't corrupt your work like hot reloading can

hidden oxide
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Ok, thank you!

real heath
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I don't think you can stop it compiling when you add a class, but realistically speaking you should close the editor after you've added a class anyway, so just close immediately after it's done, no biggie

hidden oxide
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Got it

regal mulch
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You can stop compilation for newly added classes

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It's a simple checkbox in editor preferences I think

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Or project settings, one of the two

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Just search for c++ compile or so

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@hidden oxide @real heath

hidden oxide
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Ok, thanks!

real heath
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Til

lucid grove
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Hey! Is it possible to disable distance field shadows at runtime in settings? Or tweak its distance?

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Light source only allows to get those values, but not set

fallow hornet
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Is there a way to quickly rebind actors in the variant manager?

crisp spoke
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Hello just a quick question, in unreal 4.27 did the physics tab from a skelletal mesh disable seeing capsules like solidish?

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or did I accidently hit a hot key to make shapes appear like collisions (can see through them easily)

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Here is what I mean by Opaque/solidish

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vs what I see is it like this

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better example of them scaled up...only when I select one can I even see it

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is this some weird thing I enabled by accident or a setting im missing somewhere?

vagrant pagoda
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ue has a replay battle record where are the setting/cfg for it. want to improve the playback smoothness within the recoding.

static viper
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stop crossposting @vocal viper

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you got an answer in blueprints.

vocal viper
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sorry, i dont know the right place to make a question. this is the firts time i use Discord to make a discussion

static viper
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read de rules

vocal viper
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thanks

vagrant willow
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Hey there so just a quick question

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I wanna do a big video project for a game called DBZ kakarot

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It runs on UE4 and I was wondering how I would be able to extract the audio to use in a video editor like say Premiere Pro or something

desert swan
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Quick question (not that important but it's something that I can't find anywhere online): I have a uplugin that I made some time ago that has a lot of the basic networking stuff for my future projects, and I do use it a lot in the project I'm currently working on; and I'm at a point where I would like to merge it into my content browser since having it separated in the Plugins folder makes things a bit slower for me. Is there a way to easily integrate the plugin into the project ? Or to maybe transform it to a uproject so I can merge the stuff from there without losing references to other assets 😅

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I KNOW the whole point of a plugin is to enable modularity but it turns out for this particular project I use it that much that having it in a separated place creates confusion

fierce tulip
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I tend to put those kind of folders under "favorites"
downside being that it also hides favorited folders if engine/plugin content is hidden in the content browser.

desert swan
spice ruin
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You could remove the plugin from your game and then symlink to the folder in 😄

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I use mklink far too much for my own good, I feel.

magic helm
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This is probably a stupid question but is there a way to just automatically generally LODs for all your meshes in pretty much one go or do I have to go through all of the manually, etc?

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And is it worth adding LODs in the first place?

real heath
lean owl
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I need some help my engine crashes when i start my project

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thats the error

real heath
real heath
# lean owl thats the error

The stack trace in isolation isn't enough. Please look at the log file and the 20-30 lines leading up to that crash

lean owl
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thats the log

real heath
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That log doesn't contain the crash

magic helm
lean owl
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thats the error message

lean owl
peak hare
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why do ue4 making my pc hot

lean owl
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the is a gpu and cpu recommendation on the internat

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just google ue4 gpu recommendation

thin python
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You also want adequate cooling

peak hare
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will look into vsync

grim flame
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º <--- that is what comes up when I press that key in Spanish (spain) Keyboard.

lean owl
buoyant graniteBOT
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:triangular_flag_on_post: Accurate3D#2868 received strike 1. As a result, they were muted for 10 minutes.

civic cobalt
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how can i make one way collisions?

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i want my vehicle to knock out street cones but dont make the cones affect the vehicle

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because when i drive on the cone it acts like a rock and send my car flying

limpid ermine
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Is there a place to discuss and ask questions about the wiki? The official Unreal wiki just links to this Discord.

cloud pagoda
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@fierce tulip I did not get an answer in UE5 and it got flooded out which is why I asked here, I didn't ask in both channels simultaneously

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Not that it matters anymore anyways, as my question was deleted by someone.

pallid olive
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this is not possible ?

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get sub widgt> get subwidget> get button

limpid ermine
# pallid olive

It would be so much better to bind that within your Hud Options Menu, so it is better encapsulated. Click the button in the Widget Tree, then scroll down to "On Clicked" and press the plus to set up your event.
With that logic, once you call "Return Home", then the button will be set up to do something when clicked. Then when you click the button, it will try to open the level. If the Return Home Event isn't called, the button won't do anything.

pallid olive
limpid ermine
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It's not impossible

pallid olive
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lol it worked

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idk yesterday i tried 10 times to do that but did succes

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but how can you set location

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like add to viewport the Anchor is by default centr i guss but what if you want the widgt to be like in the right buttum corner

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how can you set the location of this created widget

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or i

limpid ermine
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There are a couple ways. I recommend this:
Add a border in the bottom right corner. Position it how you want. Then change the fill color (not the content color) so that it is transparent.
Then, add your widget to the Border. It will go inside the Border, which is in the bottom right corner, exactly where you want it.

pallid olive
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how come my pc crashes and filles getting destroyed

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after spefic logic, the pc crashes and after rebooting the file i was working on have complely been destroyed

oak patio
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Well the crashing thing may be due to poor logic. The losing progress thing is to be expected when you crash

pallid olive
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not that i didnt save, but really deleted from content folder

lean owl
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I really need help with this error

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it happens every time i start my project
can someone help me pls

magic helm
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I'm in the LOD Colourisation Mesh view mode but everything is grey.

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I just added LODs to one of my static meshes in the scene but it's still showing up as grey.

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Any ideas why this might be?

rustic bramble
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Im not sure what I did wrong but i cannot open this project.without it crashing immediately. I literally just made this project. The only thing i have done at all is add

GetFollowCamera()->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepWorldTransform);

To my player script. I have tried to open other projects and it works fine. I havent touched anything else at all.

plush yew
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anyone know how I can clean this up a little? Its basically just a function that switches to a bunch of other functions on an enumerator, and feeds a variable into all of them, each having their own return

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nothing you try ever works? what have you tried? best thing to do (or maybe not, this is just what i did), is to not start with anything super complicated, stick with generic ideas at first, try to work toward building generic things, where there will be lots of tutorials to help you out if you get stuck, for example, a zombie shooter, which will give you a ton of knowledge and experience on how to apply that knowledge, after you have a good understanding of how everything works, you can go explore more complicated ideas that venture far from the norm, and create to your hearts content

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if u ever need help on anything specific, theres a huge community here to help

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doing things from scratch? like building your own player movement? for now, you should stick with what is stock and not build the systems that already exists from scratch, just make a goal to apply those systems to, that you can work towards, like again, a zombie shooter, or any other generic idea

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LBP?

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oh, never played, but defining what objects are arent hard, theres rlly only a few ways to do it and its pretty easy

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ive tried C++, would not recommend, blueprints are much easier, and the learning curve is super steep, once you get the name association down its like clockwork, besides, half the nodes in the right click menu u probably will never use, so like before, try to build smth generic, follow a tutorial series, just something to help you learn the important ones that you will need to use

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c++ will make a lot less sense than blueprints, blueprints, all the function you can easily see, and its right in front of you

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something that would take 5 hrs to code from scratch in c++ is right at your fingertips in that right click menu

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in c++, yes, in blueprints not so much

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like if I want to pass a reference from a trigger box (invisible volume that fires an event when the player steps in it) to a player, I can do it with the level blueprint, a BPI (not recommended), or simply casting to the character from the trigger box

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if I wanted to do that in c++, i could blow my brains out

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wdym by that? you mean like the tabs? these? think about it like google, you close google, your tabs close, thats not saved in ur personal layout

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those are engine and plugin content, not in ur content folder

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most of which you will never look at

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placed? you mean where you moved the preview camera too? using wasd in the window? thats a preview, there is no physical camera in the level

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oh you mean a camera actor, that shouldnt move

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but do you mean when you start the level, you dont snap to that camera? you have to possess the camera actor if you want that

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can you show me a screenshot of your level outliner? that thing that should be in the top right corner when looking at the level

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is the camera shown bubberducky?

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does it move back to the world origin when you open the editor?

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?

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do you save before closing?

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im very confused, this is not normal behavior for the engine, are you sure you are doing exactly this, adding your object to the level and saving, because everytime I do that and reopen its ok

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maybe its about how your opening your level, do you open it in the epic games launcher or in the engine > recent projects, or by the uproject file?

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can you maybe create a short video outlining this? im having a hard time figuring out why this happens (it should never happen), be sure to outline how you open your project, edit the level, save the level, close the project, and reopen

plush yew
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can you make a video outlining how you open your project, edit the level, save the level, close the project, and reopen? there is no reason the engine wouldnt save your level, so maybe there is an issue with your procedure

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so ur going to completely give up on the engine? you cant continue if u cant save

plush yew
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you need to add something for it to overlap with

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you can, just add a box collision like this

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make sure the collision settings allow it to overlap

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its literally 2 buttons, not rocket science

scenic dune
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@lone ravinewhat ya trying to do

plush yew
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anyways u can check for collisions with these events here

scenic dune
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wdym

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@lone ravineyou want to detect collision ?

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for actor or component

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i mean collision component

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thats very simple

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i can help you

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lets talk in dm

buoyant graniteBOT
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:warning: Failed to send a DM. User will not be notified.

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:no_entry_sign: right_in_the_tockles#7679 was banned.

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:clock2: MyAccountNow#5927 was muted for 5 minutes.

scenic dune
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lol what happen ?

crisp spoke
fierce agate
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What does this mean?

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Should I just ignore it?

real heath
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Click on your texture samples and change the sampler to "shared:"

idle garden
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I'm trying to test my project on android but the thumb sticks doesn't work (they don't react at all).

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I've created a new empty project to check which Axis Mappings it has, but still not working

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I've found my problem... I had my UI widget consuming the input (I think). I will be trying to make both compatible now

mossy ravine
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Hi everyone - how do I check which versions of Windows my game will run on and the minimum specs, like games show in the Store?

idle garden
mossy ravine
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Thanks, I'll try some VMs

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Not sure using a particular version of UE restricts the machines it will run on but thanks for the suggestion

magic helm
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For some reason my editor has suddenly decided that it's no longer going to let me zoom in with mouse scroll.
Any ideas why this might be?

sage coral
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Not sure if anyone else has this issue but Im using the send2unreal addon for blender injunction with a rigify rig and for some reason the auto scale bones setting completly breaks the mesh but if I dont have it turned on it exports fine but data for clothing normals are scaled up way to much

worn copper
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use inplace animation

mellow crystal
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does anyone know how to fix a problem cause when I enable starts and stops it plays the walking animation and doesn't move until after its finished

rain pebble
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How would I be able to make an effect like the elements from avatar the last air bender ?

Specifically water and air

crisp delta
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how do i use lightmass on gpu if my gpu isnt rtx on ue4

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cuz it's building with my cpu and its hella slow

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gpu lightmass requires me having raytracing activated

thick herald
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Yeah you are stuck with the standard cpu lightmass

crisp delta
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damn

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any way of caching the irridance photons?

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so it would build faster for a uh, larger scene?

crisp delta
open cipher
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Can Ue4 be used to control an arduino? Or use the parallel port to control a schematic?

open cipher
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bp or c++ links to proper literature

spice ruin
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I highly doubt BP can do it.

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Just integrate whatever arduino library you'd use in regular c++ into UE.

magic helm
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aaaaaaa, i spent all day merging my meshes, built lighting and it's completely screwed up the lighting. 😭

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oooooh it looks so awful now....

heady panther
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is there a way to find a variable in the struct similar to how you can find indexes in arrays?

spice ruin
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A USTRUCT?

heady panther
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not sure I was referring to BP's

spice ruin
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You can do it in cpp with any struct that works in bp.

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But you'd need to be in cpp-land.

heady panther
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ouuuggggh my cpp skills are lackluster

plush yew
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Hello I have a quick question, so on the server i start playing an animation on a player but everyone else can see that animation but the client the animation is playing on, what's the best way to fix this issue?

spice ruin
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Do you have a owner-only mesh for the players? And an owner-no-see mesh for everyone else?

open cipher
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Also can ue4 use the parallel port to control circuits instead of the arduino? Is one preferred using UE4 for controlling motors and such!

real heath
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There's really no preferred way as it's not a default thing to do, it's a very specific use case. Whatever works best for you and your project. Or whatever the Arduino community prefers for communication between PC and Arduino boards

cosmic carbon
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whats a good tutorial to start with if i wanna make a first person melee based pvp

oak patio
cosmic carbon
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can i get an example

oak patio
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I don't know of any great ones. But i do know Decomposition is a heavily covered topic, since its one of the programming fundamentals

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unless you meant an example of breakign down a problem

cosmic carbon
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meant a course or something like taht

oak patio
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yeah unfortunately i cannot name any specific ones myself, but there are plenty out there and you will find them easily.
As long as it teaches you how to approach a problem into manageable chunks that will be alright

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after that it's into your planning stage

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conceptualizing how you want things to feel, how things should play out, and also breaking down that problem. Take a 3d platformer as an example. We know we need 3D art for the environment, the player must also have responsive movement, potentially score systems, and progression between levels. We also know difficulty should increase over time, maybe adding environmental hazards. From there you can break each of those down into smaller chunks, like a spike pit would be an environmental hazard that can be achieved with a mesh and a "kill" bounds.

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once you break everything down into those smaller chunks, you have little pieces you can tackle one at a time, and break down further, figuring out how they interact with each other, and make them

cosmic carbon
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i just need somewhere to learn

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i have a p clear vision of what i want the final product to be but not a clue as to how to get there

oak patio
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Naming those specific areas is important though.

In the above example you can research how to implement a score system, as opposed to "how to make a 3d platformer" which if at all good, will still just result in a cookie cutter game

cosmic carbon
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i see

oak patio
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so it's worth defining what you want your game to be. what systems you need, etc. so you can make the thing you want

cosmic carbon
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so basically take it bit by bit instead of going for broad tutorials

oak patio
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indeed

topaz rose
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heyy could someone explain this to me please?

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should i remove that sdk from android studio then simple add it again?

topaz rose
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update, did not fix

topaz rose
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update update, it says this for every single sdk i try 👽

thin tendon
silver cedar
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i don't understand distances and units anymore. i tought one unreal unit was 1 cm. but when i test that with a 1m cube and a projectile speed, the projectile is way too slow for what im expecting. If i use addActorLocalPosition, it kinda fits the calculations assuming the 1m cube starter asset is indeed 1m

rain pebble
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How would I be able to make an effect like the elements from avatar the last air bender ?

Specifically water and air

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I was going for the more realistic effect, sorry, should've said

thin tendon
# rain pebble I was going for the more realistic effect, sorry, should've said

It is still very open ended. There are a bunch of ways to approach a problem like that depending on the needs of your project. For example you could just use animations with particle effects for "combat abilities" or you could take a more complicated approach in which you try to actually move water in the world around. How you do anything in game making depends on your individual needs and talents.

rain pebble
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I was thinking something like being able to move water around in the world, though, I didn't know how to approach it at all as I've never worked with fluid systems before. So, this is why I am here, for help with it

thin tendon
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You might get lucky though and there might be a system already in place you can manipulate

rain pebble
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Alright thank you!

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Just found a video of exactly what I want but no tutorial

wintry hawk
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hey i got 2 problems i tried to add the basic 3d movement to my game but i cant walk right or left and i cant look up and down

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ping me if you can help

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ok i fixed it

boreal crown
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Is anyone familiar with UGC?

spice ruin
boreal crown
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Fair. In UGC if I make a mod is it possible to use assets and blueprints from another mod? I'd like it so that steam workshop mods can reference each other, that way there aren't redundant assets.

spice ruin
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As long as you're not trying to "uncook" content, why not?

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These assets would need to be dynamically loaded at runtime, not edit time.

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Unless the uncooked versions are also distributed.

boreal crown
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Well dynamically loading at runtime is the question. If a user created map references a model from a different mod, im not sure how the game would know "hey this model is actually from joes asset pack on steam workshop"

spice ruin
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It won't.

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You can't create things with cooked content in the editor.

boreal crown
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Oh I meant with uncooked content

spice ruin
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You could release the uncooked content as a plugin or dlc.

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Probably better to go with a plugin.

boreal crown
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In that case modders wouldn't be able to access other modders content

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Unless all mods were actually plugins maybe

spice ruin
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You could have content mods which just give you content plugins

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And then code plugins which use that content.

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It'd be up to the modders if they wanted to release their content then.

boreal crown
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I guess I'm just confused. Modders could download the uncooked content and then upload their mod to steam workshop which uses other modders uncooked content. But I'm not sure how this would work with steam workshop or if it'd even be a problem.

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Like how would the game know that the content in "bobs map" uses assets from "joes content pack" when there's no link between the downloaded uncooked content used in the editor and the uploaded cooked content on steam workshop

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Unless the game manages assets and such automatically linking all the things via asset names(?)

spice ruin
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To be honest, I'm not sure how steam workshop even works with regards to games. I assume it just downloads extra files to your packaged/cooked game. The user would need to either copy, move or symlink these files into their plugin.

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Obviously then not package those assets (or delete them once packaged) when uploading their mod.

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The game will work it out. Probably. Maybe try it!

boreal crown
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Guess that's the only way, lol

spice ruin
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Make 2 plugins and see how references work between plugins.

boreal crown
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Luckily I've already got it on steam, so i could try steam workshop without issues

spice ruin
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I have no experience releasing mods for UE btw. This is all just conjecture.

worn owl
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hi guys, sry asking out of the blue, but does anyone has advice for export chara model from blender to ue4..
every time i export chara model then import it in ue4 the bone relation/inherent rotation are not the same as in blender

forest phoenix
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I have this issue where after a while, dropdown menus and start to flicker and become useless. The editor ends up working on my side monitor, but not my main monitor, which has a higher refresh rate and resolution.
This is unbelievably annoying. How do I fix this?

spice ruin
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That's been a ndivia/amd driver issue for ages. I was sure they fix it by now.

forest phoenix
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Might as well try to install the latest Nvidia driver, but this has off and on been a problem ever since I started working with UE4

remote furnace
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Hello, i have a question, Is it required to write this for add the class ?

[
#include "CoreMinimal.h"
#include "GameFramework/Character.h"

#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFrameworl/"

#include "BleuMan.generated.h" ]

spice ruin
#

You don't need [ or ]

#

#include "GameFrameworl/" won't compile

#

You should probably forward declare almost all of these things instead of including them in your header.

remote furnace
bronze saddle
#

I need help with meshes in play mode.
When I increase the float value of the morph target, I get this constant disappear-reappear vibration making skeletal meshes disappear if I move the camera close or at certain angles. What causes these, fast disappear-reappear vibrations?

summer plume
#

Hello, I have an empty actor in my level and another actorBP that needs the location from the first empty actor.

I implemented an interface on the empty actor where I output getActorLocation vector. On the receiving BP, I call that interface function, but it returns 0, 0, 0. Any idea what I'm doing wrong?

spice ruin
#

Using an interface for something that is intrinsic in the classes you're already using would be the first issue.

#

Why do you need an interface when all actors can do GetActorLocation() ?

#

Are you going to use it in components or UObjects or something?

summer plume
#

Basically I want the empty actor to be what I put down to spawn a specific amount of enemies at beginplay. Once an enemy dies, it handles respawning itself from within it's own BP, but I need the location of that initial actor that I placed. Does that make sense?

spice ruin
#

So an enemy spawn point, rather than a player spawn point?

spice ruin
#

I'd implement a generic spawner and just let it spawn your enemies, don't bother placing them as well!

summer plume
#

Well the thing is... I'm not spawning enemies directly, I'm spawning attackable spawners that spawn enemies lol

#

So I need a spawner for the spawner

plush yew
#

Who knows how to fix these errors? They appear when I build lighting

#

If I delete them, I'll lose them. I don't have copies.

#

ooooooooooooooooo arigato

storm venture
#

Rotators are an unreal concept, right? Typical applications only use Quaternions?

#

And a follow up question, is there a reason to use a Rotator over a Quaternion?

spice ruin
#

Rotators are easier to understand and "good enough" in most cases.

storm venture
spice ruin
#

Why not ask about that actual problem instead of an open ended question about quats vs rots.

storm venture
#

It's incredibly convoluted and would require a lengthy discord call to run someone through the system, lol

spice ruin
#

If you insist. (By which I mean, "okay, if you think so...")

storm venture
#

Yes yes, the tone is loud and clear, thanks!

storm venture
#

Ah I see, my only experience with 3d applications is in UDK/UE so I guess I pigeon-holed myself into thinking the Euler angles were the "main" way, thanks 🙂

real heath
storm venture
#

My use-case ends up requiring a final conversion to Rotators, since I'm relying on Unreal's SetAngularOrientationTarget, but the conversion nodes should handle that without problem, right? Although I assume if I went into the cpp I'd see them convert back from Rotator to FQuat in the SetAngularOrientationTarget so I'd just be wasting resources on a double conversion there

magic helm
#

Do LOD Groups affect lightmaps?

#

As in, if I built lighting when all my meshes have no LOD groups and then built lighting after all my meshes have LOD Groups, would it look different?

storm venture
#

I've seen a bunch of Quat nodes in UE5 though, do you happen to know if enough is exposed there to work mostly in BP with it?

modest obsidian
#

have anyone found posting in unreal forums to be helpful?

gloomy garden
#

Is anyone aware of a plugin or functionality within ue4 that allows you to edit skin weights dynamically? Ie. im working on a dismemberement system but I dont want to create a gib for every single uniqe skeletal mesh. I know in other games they can change the skin weights dynamically to simply "Split" the skeletal mesh along the joint. any ideas?

thin tendon
mild jasper
#

If anyone needs a character rigger send me a dm!

buoyant fossil
#

Does anyone have any experience or any ideas of making a sand body VFX like this?

thorny meteor
#

Anyone knows how to manage memory in unreal engine blueprints?

#

or any good techniques that can be used such as making an object library

sturdy basin
#

I have a question regarding publishing on steam as a solo dev.

  • Is there an option to choose the developer name per game?
  • if so, can you put any custom name or does it have to be another registered dev on steam

Thanks

peak vigil
covert gale
#

Hi, is there any way possible for packaging my game project for MAC/Ubuntu' from windows

thin tendon
sturdy basin
thin tendon
#

I certainly didn't see one. And it makes sense there wouldn't be. It makes it harder for people to abuse the system by releasing game after game each under a new name and not finishing them. And If you are releasing your own game you shouldn't need a different company name each time.

sturdy basin
#

Yeah , that's what I was thinking. Thanks for the help.
I was wondering how to upload community made game without making a single person as the developer.

tender pecan
#

You can register a legal entity in your country, with a bank account, and get that legal entity partnered with steam via their verification process, then you can transfer the games to that account, and add yourself as a dev to that account for example.

sturdy basin
#

Thanks. I'll check it out.

fervent bay
#

is there anyway to increase the accuracy while working with the gizmo? I mean, I want to for example adjust scale ever so slightly but gizmo changes scale at big intervals (scale snap is disabled)

coarse jetty
#

no, just change the values instead ofworking with the gizmo

shadow orchid
#

is there a way to use another LOD as LOD0?

For example, that LOD1 is the main one (and LOD0 is never used)

fervent bay
shadow orchid
#

thanks!

real vortex
#

hello, can anyone tell me what a bullet raycast is?

#

i have an assignment with a kinda ready project

#

one of the tasks is to increase the distance bullet raycast (travel distance to target)

light thunder
#

Is there a bug in Unreal 4 that makes editing animations MOVE bone locations? All I do is set a key (I don't even transform anything) and you can watch, when I hit apply it shifts the bone itself!

wild pasture
#

what do you guys think the minimun specs needed for a low poly game?

arctic carbon
#

does anyone know how the health system works since there's two health bar, i'm trying to recreate it

oak patio
oak patio
wild pasture
#

ue4 runs below decent on my laptop, so i wondered if it was the art style but guess not

oak patio
#

It could be anything. Lack of optimizations, bad code, generally subpar hardware for the engine

wild pasture
oak patio
#

That still means nothing

#

Just the default template? Custom assets everywhere? Low laptop specs?

wild pasture
oak patio
#

Still doesn't mean much.

#

I can't just keep posting more and more levels of detail. We need info.

wild pasture
#

so what should i look for?

oak patio
#

Give us some information perhaps?
Laptop specs.
How detailed your meshes are.
What those blueprint nodes are doing

#

If the laptop specs are good then you need to look into how to use the profiling tools in the engine

wild pasture
#

Intel(R) Core(TM) i5-4200U CPU @ 1.60GHz 8gb ram 2.30 GHz AMD Radeon R9 M200X GPU, models are not too detailed, i deleted the gun code, added an animation state machine for my lantern and added code to activate my lantern and start the lantern idle animation when i press f

arctic carbon
oak patio
#

That still doesn't mean much. I cannot know how a games health works if I don't know, and haven't played the game

oak patio
wild pasture
oak patio
wild pasture
oak patio
#

Yeah it will

wild pasture
#

okay ill check it tommorow when i come back from school

#

thanks again

arctic carbon
wild pasture
wild pasture
#

i have an idea on how that might work

#

but itll took a while for me to send it

arctic carbon
#

it's cool take your time @wild pasture

#

sorry if i bother you @oak patio

oak patio
#

Nah you don't. Just trying think of things I've played with health like that lol

#

Its a first for me 😅

arctic carbon
#

damn lol

#

my bad bro @oak patio

oak patio
#

Nah like I said. All good.

#

Just hard to visualise is all

arctic carbon
#

you want me to show you the fighting game i'm talking about @oak patio

wild pasture
# arctic carbon it's cool take your time <@530722196688207874>

So it might be like you have 2 different health bars on top of each other, and once you get hit the bar at the top goes down, if the top bar is lower than bottom bar, make it so that the difference between health would be inflicted onto the bottom health (basically make it so when you get hit, top and bottom health is the same), if you can hit the opponent before you get hit, you heal a certain amount in the top bar

#

Or smth like that

#

I'm not that good at English so it might be a bit confusing, sorry

oak patio
#

The name of it might be nice so I can look into it in a bit if you can

arctic carbon
arctic carbon
arctic carbon
wild pasture
#

You get hit, top bar goes down, the overlapping bar shows, if you get hit again, it will be equalized to your hp, if you hit while it stays you get some hp

#

I don't know if I can explain it well enough tho

arctic carbon
wild pasture
arctic carbon
neat ether
#

does anyone know how do I go about solving this problem?

wild pasture
#

Oh the dent

#

Nah i don't know about that sorry

arctic carbon
#

i wish i can help you

arctic carbon
# neat ether does anyone know how do I go about solving this problem?

https://www.youtube.com/watch?v=Yu8wR4df0IE see if this video would help

In this video we will be taking a look at how to use the ACES lut to get a better color match between Substance Painter and UE4. A lot of people have asked me why their textures don't look the same between programs, and this is why, along with how to fix it!

The default linear-space viewport in Substance Painter is very washed out, and has clip...

▶ Play video
neat ether
#

changing my viewport on substance painter won't fix the problem, at best it would allow me to see there's an issue sooner =/

#

I don't think it'd even do that though as this seems to be about colors

#

that does look pretty good, so thanks, I'll be using that
but unfortunately it does nothing for the problem I'm having 😞

oak patio
#

What's the geometry like on that?
I've had similar issues from ngons, poor light maps, normal generation etc.

steep steeple
#

I think my whole project has been corrupted. What can I do?

wary gyro
strong vortex
#

Also, that preview image reminds of Everything Everywhere All at Once...

wary gyro
strong vortex
#

Default Scene Root

wary gyro
#

ah

#

thank you

oak patio
# arctic carbon you're welcome

so with that i would basically have 2 bars. One represents Current health, and the other being potential health. When you take damage, current health lowers by the attack, and potential health lowers by attack + recovery amount. Current health starts regenerating up to potential health, and either stops when it gets there or when you take more damagr.

oak patio
#

No problem

oak patio
# neat ether any advice?

Only thing i could think is bad unwraps/lightmaps. Its the only other reason i have issues like that

lament ledge
#

does this menu have a feature where i could add my own catagory

#

that has all the actors i need saved in it for quick dragging and dropping

safe steeple
#

hey guys

#

is there a way to read custom attribute of a fbx exporting from houdini?

#

i want to make some material based on the custom attribute like multiple sets of vertes color or point weight

fervent vigil
#

how would one create a hole in a mesh?

granite spire
fervent vigil
#

i looked up vids on how to make its subtract or such and i could not find anything

granite spire
fervent vigil
#

its for a pavlov map

granite spire
fervent vigil
#

just gotta be something people can walk through

#

first day using unity unreal so yea

granite spire
granite spire
granite spire
fervent vigil
granite spire
granite spire
fervent vigil
#

i looked and couldnt find it

granite spire
#

It's in geometry, then on the properties of the brush you can swap it from additive to subtractive

fervent vigil
granite spire
# fervent vigil i looked and couldnt find it

https://www.youtube.com/watch?v=7yyrbswnuW0 Here you go, I recommend matthews tutorials, they are amazing.

This video shows you a few tips on using Geometry Brushes quickly and effectively when working in a Game Jam.

Video Index:
0:17 Using Geometry to lay out a level
1:35 Exporting Geometry Brushes to your 3D Software
4:06 Easily Manipulate Geometry Brush Pivot and Rotation

Further Reading and Watching:

The Content Examples used in the first part...

▶ Play video
fervent vigil
#

ah thx

granite spire
fervent vigil
granite spire
#

I also don't use geometry brushes, I just found out you can export it

granite spire
fervent vigil
#

welp im missing some stuff

granite spire
#

That's really weird

#

What version are you on?

fervent vigil
#

4.21.2

granite spire
#

why such an old build?

fervent vigil
#

pavlov uses it

granite spire
#

who's that?

fervent vigil
#

game

#

vr

granite spire
#

ahh, you making maps for it or something?

fervent vigil
#

yea

granite spire
#

wonder why they haven't updated to 4.26

#

wonder if that version has those assets disabled for some reason

fervent vigil
#

hmm reading more and it looks like they did update

granite spire
#

ah

fervent vigil
#

welp thanks for helping out

granite spire
coarse jetty
#

Hi, i'm facing this problem the last couple of days, does somebody know something about it?

granite spire
# coarse jetty Hi, i'm facing this problem the last couple of days, does somebody know somethin...

https://forums.unrealengine.com/t/pig-of-a-crash-pure-virtual-function-being-called-while-application-was-running/155116/2 Nope but, google might, I don't deal with C++, you would have to surf your crash logs to find out what the actual issue is.

real heath
coarse jetty
#

Thanks for the resposnses, gonna take it a look

steep steeple
half shadow
#

I'm confused about the Transition level setting. what do I do so that it appears when I'm going to load a new level? I've already set it but it's not appearing

granite spire
granite spire
opal slate
#

Hi all,

Quick question: does anyone happen to know why my built/packaged game (.exe) crashes after a long period of time (2 days run time)

Is there a memory leak with Unreal Engine and what can I do to resolve the issue?

Thanks

half shadow
# granite spire is this with the level breakup via level streaming?

no. essentially, I want to have a transition screen to show while the main level is loaded. from what I've read, I just set the transition level and whenever I load any level, the transition level should load first while it unloads the current level and loads the next one

#

the docs and the youtube video (https://youtu.be/ON1_dEHoNDg?t=1580) doesn't describe much

This engineer-oriented talk about assets loading management for good performance and smooth transitions by Epic Games' Support Engineer Axel Riffard goes over different methods to craft beautiful and highly optimized loading pipelines for your game, be it single or multi player.

Learn more about Unreal Engine at http://www.unrealengine.com

▶ Play video
granite spire
granite spire
opal slate
granite spire
granite spire
opal slate
opal slate
granite spire
#

I'm well versed in crashes I don't know how I manage to just make UE4 cry so much

#

this is just 1 project

opal slate
granite spire
#

It's all because I'm dealing with structs

hollow sequoia
#

can unreal engine make 2d games?

#

thanks.

#

How good of a computer do I need to not crash it?

#

I don't really understand what that stuff means, will a laptop be ok?

half shadow
#

a laptop is fine as long as it has decent hardware

hollow sequoia
#

ill probably be fine

half shadow
granite spire
dusk tartan
#

Hello. I have question.

VR template,
i have a barcode scanner "gun" which based on gun from template.
and i have "item" that will be randomly spawned ingame.

What i want is ability to pick up items and "scan" their particular part, barcode, and return data.
At the moment i have 2 problems - line trace goes THROUGH item(i can scan barcode though the item itself)
and i dont know how to get data from scanned item back to the player controller (i dont understand what i need to do. Cast to item? but what then goes to cast's object pin?)

i want to return few types of data , like price, name, maybe something else back to the player controller. these values on the items will be different(randomised by generating grocery store shelves)
PLease @ me if you answering so i can see replies, thank you for your time.

oblique tangle
#

Anyone know how to get rid of this? Screen looks super blurry when paused - I've tried overriding the post processing settings to set MotionBlur = 0, but doesn't seem to help

dusk tartan
#

and if you make static image - then override before doing it

oblique tangle
pallid olive
#

hey guys does someone knows how to make a image from a static mesh?

#

the items needs to be displayed, but i dont want to render 30 items

#

or actor to image

#

or is rendering the only option ?

real heath
#

Well it ultimately had to be rendered, yes. But you can render to a render target through a scene capture actor. You can do that at runtime or in the editor

#

Just you probably want to make sure "capture every frame" is off

neat ether
pallid olive
real heath
#

Well you can configure the resolution to improve that

pallid olive
#

and the rendered target must be in the world ?

granite spire
granite spire
# dusk tartan Hello. I have question. VR template, i have a barcode scanner "gun" which bas...

What you want to do is make an BP_Item_Base and then make child actors of this, so you only have to Get BP_Item_Base if the linetrace goes through the time you have to make sure your collisions are set up, there's also other collisions I forget the name of.

When it triggers something you might want to cast to BP_Player, a good way to do this is hold players on your player controller, then reference the player controller and get scanned items that way if it makes sense.

You would want to hold a data table for items with their base stats and randomize them upon loading, then store this information on the blueprint itself, you could even make a struct that stores the information, nested structs are a pain to use with a data table.

plush yew
#

imagine spending 8 hours rewriting your project in ue4 because for some reason u cant convert from 5 to 4 🙃 couldnt be me

scarlet dagger
#

Have anyone using jenkins with unreal CI/CD

oak patio
plush yew
#

ever heard of something called the UE marketplace?

thick herald
scarlet dagger
#

Anyone who can help with CI/CD

maiden zinc
#

Can anyone tell me why is this happening

#

Fristly my epic games launcher is not opening

2nd whenever I am going to make any new class blueprint my ue4 crashes

#

My system specific gtx 1650 4 gb

Intel i5 11gen

8 gb ram
512 sst

#

@wicked tiger

#

@frank kelp

oak patio
#

dont ping the epic staff bruh

cedar wave
#

Really dude? Don't ping them.

oak patio
#

your problem isnt that important

#

that log would also be a lot better with debug symbols installed

fervent bay
#

where to ask about static meshes?

oak patio
maiden zinc
#

Then how can i solve my problem

fervent bay
#

Thanks, Is there a doc on how to use these LOD groups? like what is considered a LargeProp or HighDetail or LevelArchitecture?

oak patio
maiden zinc
#

And where do I get this

fervent bay
#

do you get this error on fresh project?

#

or it only happens on your specific project? @maiden zinc

maiden zinc
#

Whenever I create any new class blueprint it sucks

fervent bay
fervent bay
oak patio
#

No problem

maiden zinc
#

I reinstalled it today it works properly for a hour

fervent bay
#

unfortunately, it doesn't tell about LOD groups.

maiden zinc
#

Is there any problem to my epic game launcher

#

Because I am not able to access it too

fervent bay
maiden zinc
#

Bro my laptop ia new

#

I have just purchased it at 15-9-22

#

My ssd health is good

fervent bay
#

there are a lot of forums, I think you will find your answer faster if you search in google.

fervent bay
oak patio
#

Ah good good

maiden zinc
#

Thanks

weak urchin
#

Do Niagara systems take forever to save for anyone else and slow down their system? My system isn’t fantastic but it is not trash either but for some reason Niagara systems are super demanding when I try to use them.

cedar shale
#

anyone online to help me with a few things?

#

im new and trying to learn

trim pier
#

Another ultra noob question, UDK:

"class CoverLink extends NavigationPoint
native
DependsOn(Pylon)
placeable
ClassGroup(Cover)
config(Game);

/**

  • Global flag: Whether coverlinks should create slot markers for navigation
  • Should be FALSE if using navigation mesh, where cover navigation info will be built into the mesh
    */
    var globalconfig bool GLOBAL_bUseSlotMarkers;"

so... like translating into noob, which BaseGame.ini, or DefaultGame.ini, or DefaultEngine.ini or UDKGame.ini am I suppoused to put this bool into? 🥹

weary basalt
hollow sequoia
#

How do i fix this?

trim belfry
#

get better internet?

plush yew
#

im having some issues with a project. this project is a mix of c++ and blueprints, and it was 4.26, until I tried changing versions to 5, then when I try to open the uproject it just says "Failed to Load Editor". After trying to compile the project in visual studio, it gives me this error "UnrealBuildTool : error : The Linux platform is not supported from this engine distribution." what does this mean? I use windows 10. anyone know whats going on?

hollow sequoia
# trim belfry get better internet?

It’s not an internet issue, I downloaded it, it got to 90 and said it was 7gb out of 7gb. I cancelled and restarted and it started at 45 and stayed there.

plush yew
viral gorge
#

sup guys,
When I'm exporting my animations from Blender to Unreal, the animations get completely diferent from what I did. Anyone have any tips on this?

#

these are the settings that I am using:

spice ruin
next mesa
#

hello @everyone i want to do character selection in multiplayer please help me

vocal viper
#

anyone know how to bring the categories/templates back?
And why did they disappear?

real heath
#

ensure templates is checked under there

#

and then verify

vocal viper
#

oh....
thanks

pastel lagoon
#

does anyone have an updated list of what versions of everything I need to run UE4 on Android?
The instructions are, as of right now, nonfunctional. Referring to eg,
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/GettingStarted/ and
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/AndroidSDKRequirements/
In particular the 2nd link is not updated to show required JDK or anything. I am trying to infer from the errors I am getting - for example the gradle version that UE4 requests is 6.1 which is JDK 13. But JDK 13 has its own errors, from being old. JDK 18 fails due to errors that online say the gradle version is mismatched. Changing gradle-wrapper.properties gets clobbered by the engine when you try to launch. There doesn't seem to be a setting under Platforms to change it

Setting up for development for the Android platform.

Product documentation including reference and guides for Unreal Engine 4

#

just a little lost here, there is some deep magic that is suppooooosed to happen that isn't happening to set this up correctly

#

i think if I can change the gradle version, thats the only thing I haven't gotten to "stick"

rugged fjord
#

Which channel should I use for help with splines?

oak patio
fierce tulip
#

good that you noticed.

buoyant graniteBOT
#

:triangular_flag_on_post: shivani#6763 received strike 1. As a result, they were muted for 10 minutes.

oak patio
#

😅

agile ledge
#

Hi guys, I "created" a soccer game in UE4, the problem is that in multiplayer the shooting doesnt work (server can shoot, it will print string and everything but client can't and won't print string if the custom event is set to "run on server"). There are not many tutorials on this so I thought if there are experienced guys here and multiplayer and replication.
All this blueprint described here like adding impulse and custom events are in my soccer ball blueprint
Since I can't put picture here : my custom event works -
Custom event (force ball) => other parts of code that's like add impulse print string and so on..
Input action => Call function (force ball)
So if anyone can help here or DM me I will be very thankfull

grave nexus
#

Hi! does anyone know if there's a way to do dynamic BitMask at runtime?

What i actually need:
I'm using wave function collapse to generate my maps, i'm trying to optimize it a little bit.

I have this Set of Ints that represent the possible state of one Tile, for example: {1,3,6,11,25}

This set is compared (millions of times on really big maps) and a lot of subtractions are done it, the length and numbers vary a lot between maps, so it needs to be dynamic.

I was thinking on use BitMasks, but i can't find a way to do them dynamic at runtime, does anyone know how to do it or has a better idea then my current one?

real heath
#

What do you mean by dynamic? Are you doing this in c++? Bit manipulation for bitmasks is fairly easy, combining flags is a matter of using a bitwise OR, and comparing is a matter of a bitwise AND. You can use shift operator to move a bit to the desired value.

#

Or are you meaning something different?

grave nexus
#

As far as i know, you need to do the Byte based on an Enum first and the Length is fixed.
I may have to use a Bit of 12 Length some times and one of 135 length another time.

sly stone
#

Hey guys im trying to package an app for hololens which includes a media file which is being streamed onto a plane inside the app. This works when I sim it in ue4 but wont work in the packaged project on hololens. Anyone got any ideas how I could fix this?

sage dove
#

Screams in agony while working with splines

forest berry
#

Could pls anyone send me the ue4 default first person controller? i mean a new projedt with this template enabled? Thank you

silver compass
#

can someone please help

light thunder
#

I cannot find this context menu anywhere - the docs seem to be missing it

uneven elm
#

i have a problem packaging a project ive made in UE4
i have the output log to show whats happened but i cant pinpoint the issue to fix it
which channel should i post for help

weak urchin
#

Can someone help me out with this? Why are the trees and grass flickering like this? I have not done anyone environment building so sorry if this is a basic question.

open cipher
#

I want to make a simple array that holds “steps” for a step sequencer. I do not want a separate array per pattern. How do I determine where each pattern begins if they all share one array?

real heath
#

Record an array of starting indices?

lilac stirrup
small ridge
#

does anyone know where I can get the UE4 installer? or how to downgrade UE5 to UE4?

#

nvm found it..., there's a small + button next to engine versions

toxic birch
#

Hey guys, does anyone know of a plugin, guide, method or anything to connect a character to a real life camera? So basically camera tracking to a rig?

vocal viper
#

Does anyone here have a free unreal project download link? (other than marketplace)

scenic dune
#

how do use static mesh wheel for vehicle

plush yew
#

Does somebody know if I can change the Icon of a Folder in the Content Browser? Like the Developers folder has this Pawn next to it. I want to our own root folders also a different look.

vocal viper
tender mountain
#

Hey guys, how do you get widgets and UI / Game mode control over your server player in a listen server?

scenic dune
#

open level and change mode to listen

clever fable
#

hey guys,I wonder if player controller only exist on server

tender mountain
tender mountain
#

Man Multiplayer is a headache. No wonder it takes some single player games 5 years to impliment multiplayer

finite flume
#

hey im not sure if this is the ideal channel but ive poked around and havent found anything. I have a Vehicle class made in c++ and a blueprint derived from it

#

However, every time I boot up the editor again, the vehicle's parent class gets changed to one of the editor ones (I think it was PhysXWheeledVehicle or something)

#

I can reparent it back to my class at least, but I actually lose the data set on the BP as well as being really frustrating lol

#

I feel like the fact that the class which is overwriting it also has vehicle in the name is a hint, but, I havent been able to figure it out...

#

anyone familiar with this issue of BPs being reparented to completely separate classes?

clever fable
#

It drives me mad

cunning flint
#

I'm following an Unreal Engine Tutorial on creating an FPS shooter. https://www.youtube.com/playlist?list=PLAyDD6oDF-jGrleV31xNC22p8zLcqSxD7

I have run into a problem and the video doesn't have it, was wondering if anyone on here is able to help me understand the issue.

The video below is to help, essentially whenever I try to attach the 'weapon' to the character my movement goes crazy and decides to move in only one direction. In the video is show the nodes which I'm assuming cause the issue. If it's ineligible please let me know and I will try to upload a clearing image, I had to lower down the quality drastically to upload this video.

If someone knows how to solve, I would love an explanation so I can learn.

cosmic hinge
cunning flint
#

Thank you, it worked. One of them quick fixes which I never thought of.

light thunder
#

After hour of trying to determine why my animations were coming in with twisted arms (assuming it was a problem in blender, import/export) I realized that the mesh itself seems to have a rotation applied to the bone.

So when I change the preview mesh, the value of the arm twist changes? Do skeletal meshes have offsets like that? I thought everything was zero'ed out once it's made???

open cipher
#

I want to experiment with motion tracking, is a dedicated hardware peripheral desired or will a webcam suffice?

tiny valley
#

Is there anything similar to this but for a webcam?

#

PoseAI LiveLink

plush yew
#

hi, im making a third person game, in wich you can crouch with transition animations, all is ok but when you try to crouch while you are walking the transition animation execute and dont look good, someone could help me? to give more details

warped elbow
#

Hello, Im sure this is a basic question since Im quite new to unreal but Im having trouble importing my fbx animation into my level. the mesh does get imported however the animation doesnt play and only shows the first pose of the animation. Anyone know a fix to this?

tame patrol
#

Are instanced static meshes (spawned at runtime) capable of colliding with Landscapes?

dense shale
#

Hello! I'm trying to download the shooter game sample from the marketplace and it says "unavailable". Does anyone else have this issue? Any troubleshooting recommendations?

lavish shoal
#

nobody here is helping in the smaller channels, so can someone who knows about animations in ue5 help me?

#

please.

dense shale
#

Epic pls

lavish shoal
#

shit sorry

queen spade
#

Hello people I'm having an issue with Unreal Engine 4.26, my project won't load.
The error is "Engine modules cannot be compiled at runtime. Please build through your IDE"

I've tried many things like compiling everything, even the source code of Unreal Engine, deleting Intermediate, Saved and Build folders but nothing, it won't load.

I've read I can copy all the files and create a project from scratch but I'm trying to avoid that. Is there any fix for this?

sick vine
#

Here is what the asset looks like in Blender and its node set up, I used an add-on within Blender called Simple Bake to bake the textures.

The textures I used for the asset are from another add-on called kit-ops. Kit-ops comes with preset textures that you can just slap onto your mesh without having to play with the node set up.

Here is what the asset looks like after being baked and texture maps automatically assigned to their respective channels.

#

This is what the asset looks like when it is exported into UE4 with all of its texture maps assigned to the appropriate channels.

#

Why am I not getting the desired result, which is for the asset to look as it does in Blender?

sick vine
#

I figured out how to import the same HDRI that was being used in the Blender file and brought it into UE with slighly better results. However, there is still an effect of increased contrast of colors between the different panels.

#

This is how it looks in blender for comparison

#

its more of a monochromatic color scheme

winter marsh
dawn flint
#

how came my one version of unreal is 86 gb and i only chose the core component. what should i do to get that space back?

coarse jetty
#

Does somebody have knowledge about how to reduce aliasing in VR packaged games?

#

mostly in standalone devices (and android vulkan rendering)

severe ibex
#

@coarse jetty I do not but I'd love to know more about Vulkan, I'm not seeing any performance increase when enabling it on my project (for android phone) it's actually slower than ES3.1

coarse jetty
severe ibex
#

@coarse jetty I believe you can't use MSAA with Mobile HDR enabled

#

and dare I say I think you need HDR to use Vulkan?

coarse jetty
#

I actually contacted Pico developers and told me that was the best i can achieve with unreal

severe ibex
#

@coarse jetty okay that makes sense, would you know any way to confirm if an app is running on Vulkan? I'm sure my phone supports it but not sure if the app is falling back to ES3.1

#

ah you're using Pico?

coarse jetty
#

yes, Pico Neo 3 Pro

severe ibex
#

I used that in the past, I think we used FXAA, but I also think we weren't using Vulkan at the time

coarse jetty
#

@severe ibex can i send you a DM message¿?

severe ibex
#

@coarse jetty sure

clever fable
#

hello guys,I find that playername&ID are already existed in PlayerState.I wonder how I can set them?

pallid olive
#

any weapon expert? what is the name of this weapon

static viper
#

oh

#

that handle

#

thats a gun that commonly has a belt

#

and that handle at the end, is actually retractable

real heath
static viper
#

its a combi

#

odd grip tho

#

very cool small arms :3

#

here it is

#

thats how it usually looks.

pallid olive
#

that is the g36

static viper
pallid olive
#

okee cool that looks nice

static viper
#

you can buy it from amazon

pallid olive
#

no thanks im good haha

static viper
#

😄

plush yew
#

is UE running fine on windows 11?

real heath
#

I work with 4.25 and 5.0

plush yew
#

cool thanks. guess it should be about time to update to win11 then

echo gyro
#

Hi everyone! Does anyone know how to fix this?

pallid olive
#

anyone know this weapon ?

fierce tulip
#

not really the channel for a "guess the gun" kinda thing. sounds more for lounge.

pallid olive
#

im working on a project but not familiar with this weapon, what is your problem

real heath
#

He's a moderator and he's redirecting chat to the correct channels.

fierce tulip
#

yes

autumn flame
pallid olive
broken vigil
#

yo

#

So I've made a main menu and I've added buttons, however I want to make them animated with different images like a flip book animation. But I can't figure out to make the button into an animation using the flip book or is there a different method. Any help would be appreciated.

austere tapir
#

So, im manually editing the DefaultDeviceProfiles.ini, and for some reason those settings arent updating in the Device Profiles window in editor, ive tried relaunching the editor, but it still doesnt save the changes i make, any ideas?

Fixed it, had to remove the corresponding config file in the Intermediate folder

silent prairie
#

Hello i would like if it's possible to get the unreal projet from a package game (exe) and how

thick herald
#

Why?

silent prairie
silent prairie
marble iris
drowsy violet
#

I miss mannequin

#

what happend to bots

#

😦

marble iris
drowsy violet
#

bot

#

mannequin

marble iris
#

@buoyant granite

drowsy violet
#

dc bot

buoyant graniteBOT
sonic spindleBOT
marble iris
#

@drowsy violet

steep steeple
#

Is it possible to keep the viewport fps counter on by default? So I don't have to turn it on every time i start the editor

spring vigil
#

hello guys,help me please to create main material with landscape layer blend,displacement,and macro variation)thanks

drowsy violet
#

That was joke

#

😦

spice ruin
thick herald
spring vigil
#

Thank you

tough falcon
#

I messed up my settings and I cannot open my project anymore. Is there a way to redefault them?

fierce tulip
cloud oyster
#

is 4.24 the last version of unreal you can build from source with the HTML5 add on thingie?

#

as far as I can find it is, and on the git it sure says 4.24 alot, figure id just scream into the void for a hail mary change at a light

somber crown
cloud oyster
#

oh hell yeah, thank you so much!

cloud oyster
#

... am I just a scrub or is all the branches broken on there? I am not very good at github yet. : \

wild shard
#

Hello! Wondering is there any camera rendering callbacks in UE4?

#

Like Unity's OnPreRender

cloud oyster
#

🤣 😭 im even more confused. like every link i click on the readme is 404 and there is only one branch with 3 documents, i dont know how to find

#

ima go over my git guide a bit and see if directions make more sense to me

#

thank you for response and appreciate any more help @shy nacelle

grim ore
#

if you click on the branch, do you get a 404?

#

if so, are you logged in and allowed access to the epic games github? those are all based on the UnrealEngine branch so you need permission.

smoky timber
#

Hey guys! I've been googling this issue, but can't seem to find any idea what's going on:
I noticed that some streamers have jittery streams while playing my UE4 game. I asked them and they say it runs perfectly fine on their machine, it's only the stream that is jittery. Anyone knows what could be causing this issue? All of them used OBS.

chrome summit
#

How do i fix this lighting problem?

cloud oyster
#

@grim ore i am so dumb, thank you very much, i did just need to click that 4.24 branch and then switch to the right one, thank you lmao

#

i couldve swore i was doing that and it was 404 but that 4.24 link did infact work haha

#

github and AWS interfaces always seem to trip me up and be full of trap doors haha

thorn river
#

how do I remove gameplay tags from a gameplay tag container in 4.15? would anyone know? in blueprints*

errant coyote
#

Does anyone know how to tweak how "curved" a spline is between spline points, ive been trying to do it by tweaking the tangents on my blueprint, but because I don't really know what math unreal engine does to calculate what curvature to do, I don't know what to tweak. Ideally I'd like to have no curvature, so sharp bends in my spline. Here is my blueprint:

surreal cloak
#

do you guys think I should use UE4 or UE5 to make a game

oak patio
#

That completely depends on what you want to do

#

It's not just a coin flip

surreal cloak
#

horror game using horror engine

spice ruin
#

Starting with UE4 now isn't ideal. UE5 may have its issues, but by the time you finish your game, those issues will be resolved.

#

Probably.

oak patio
#

Maybe.

surreal cloak
oak patio
#

Adding on from what Daekesh said

echo gyro
plush yew
#

Hello! Is there a support channel/category? Im having issues with all me EU4 games, where they crash on launch. I found this post https://forums.unrealengine.com/t/can-use-every-unreal-engine-4-version-but-cant-play-any-packaged-games-from-other-devs/145682 however I no longer have EU4 installed so Im not sure what to do?

pallid olive
#

what is the name of a node to set float numbers integer

#

like if number is 1,666 to set it as 2

real heath
#

Depending on what you want

pallid olive
#

idk the difference but will take a look

real heath
#

Round follows normal rounding rules (< .5 round down, >= .5 round up)

#

Floor rounds down always

#

Ceil rounds up always

pallid olive
#

round is perfect tbh, thanks boris

loud birch
#

Does anyone know a solution to this error? UE4 used to work fine until I installed Xcode on mac for shaders

light thunder
#

If you wanted to make a mini model of an entire world level, like a complete landscape frozen in a moment of time, what would be the most performant way to do that? I know you could stream in the level and just make it smaller, but then you are still loading all the actors and everything in it -

You could try to merge the entirety of the level into one Merged Actor static mesh - but I'm not sure if foliage and BP actors - I could see a workaround for just respawning the few items that didn't merge nicely and transforming them down to the right locations, but again, I'm looking for ideas on this process - imagine you took a world and wanted to make a tabletop model of it

#

Btw it's nice of you to try to help a dyslexic gamer

thick herald
spice ruin
#

If you don't care about perspective shift, you could use a scene capture (or even just a screenshot) taken from a high altitude.

#

The scene capture has the advantage of being able to take higher res images.

pallid olive
#

anyone who can provide how to savegame during runtime, like not need to press button to save but saves after update

zenith axle
#

i am literally trying to find a procedural terrain tutorial but i cant find a good one and i seriously dont wanna switch to unity anyone can suggest any videos to help me out

pallid olive
#

how can you save automatic during runtime

vast ermine
#

Idk this is maybe unrelated but anyone knows how will ue4 work on i7 6700 and integrated gpu?(its desktop)

#

I have slow internet and dowloading 20gb for A LOT OF LAG is a bit odd...oppinions?

grim ore
#

30fps on lowest settings in the template scene with scaling low

#

its usable to learn the editor/engine, but defintely not usable for anything but the basics

craggy perch
#

hi, is there any good resources available on movement component optimization / skeletal mesh related optimizations and good practices for having many [goal is perhaps about 100] non player characters in gameplay area at same time?

Have checked few things like this:

https://www.youtube.com/watch?v=Rz2cNWVLncI

But would something like this implementation be a viable way to implement through Unreal Engine component based system?

I've read through the documentation of what I could find but really looking for some more advanced insight with people who dealt with this in a production environment.

https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/Optimization/

Specifically it seems not extremely viable to have many modular characters on screen at same time, start seeing pretty heavy performance degradation around 30-40 or lower if hardware expectations are kept lower.

Is there any more advanced information readily available (can be paid) somewhere that can shine more light on best practices for higher amount of 'characters' on screen where they are not generally just a simple crowd but have to maintain some logic / "life" schedule - while optimizing performance / visuals to the maximum when they're not super relevant or distant - mainly architecturally some good approaches towards it?

I know it's very broad but vast majority of resources on about optimizations / best practices related to characters in unreal are very scarce or are mostly dealing with very basic things which don't scale up very well as soon as the amounts go beyond a few characters.

Any help with general direction or experiences on this topic(s) would be appreciated.

spice ruin
#

Don't use the CMC.

rare elk
#

im looking for help with a sprint and stamina system, can someone wth a good knowledge dm me so I can explain the bug?

oak patio
rare elk
#

so

#

my english kinda sucks, but basically I made a running system with stamina, but if i press A or D (left and right) and then shift (run), I just dont start running. I only start running if im moving forward or backward (W and S). If I start running with the W or S, then I can go and run left and right, but I just cant start running with the A or D pressed.

#

some guy in reddit asked for a specific print and I sended this

#

but then he didnt answered anymore

light thunder
#

if I want to slice a certain section of the world and keep it - what's the trick to doing that - this is a HUGE level and I only need one part - I tried resizing the landscape but the editor just hung up for an hour

#

I get that's I'll have to probably redo the foliage, that's fine, really just want the landscape object and it's splines

thick herald
#

Use the Landscape gizmo, you can copy n paste whole sections of landscapes with it.

light thunder
thick herald
#

That I'm not sure of - the keeping the splines bit, probably not. I'll admit it's been an age since I last used it.

light thunder
thick herald
#

It should keep the already deformed stuff I should think, I was thinking you meant the actual spline..
I know you can resize what you have copied with it.. and that's all I have 😄

light thunder
thick herald
#

😄

ripe carbon
#

Is there any way I can put a border around images to separate them from the in-game screen? That is, an image within a widget?

spice ruin
#

With UMG?

ripe carbon
#

Yes.

#

I'm trying to make dialogue cutscenes with images and text boxes, with occasional images that I want to border.

spice ruin
#

Use a border? Does UMG have the border widget?

oak patio
#

it does

autumn flame
#

Yes

spice ruin
#

Use that then.

ripe carbon
#

It does. But, it doesn't appear.

oak patio
#

aha a fellow lurker!

ripe carbon
#

No matter what color I give it.

spice ruin
#

Maybe the border is too thing or the image is literally just overlaying on top of it.

#

Your UMG designer should show you what's going on.

ripe carbon
#

How do I adjust the border's thickness, then?

spice ruin
#

I have no idea.

autumn flame
#

Switch Draw As to Border and give it 1.0 as Margin

ripe carbon
#

It still doesn't appear.

autumn flame
#

It should, most likely it's too thin

ripe carbon
#

Ah, there we go. I forgot I had it set to Collapsed.

#

Thanks for the help!

spice ruin
#

Lol

#

That'll definitely do it.

ripe gull
#

can anyone help me with ai stuff?

#

the ai chat is unresponsive

#

I just need to know what to put for the key value in blackboard references

sick crane
#

What does this mean?

#

The asset '/Game/Runner_Files/Props/MAT_PolygonSciFiSpace_Space_Planets' (MAT_PolygonSciFiSpace_Space_Planets.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

#

what should I do to fix it???

real heath
#

Do you have the editor open twice?

spice ruin
#

Is the file marked read only because of some source control?

sick crane
#

Fixed it ty

#

No clue how I forgot it lol

hidden dew
#

Hi all.
I've imported a static mesh from Blender (the basic cube) and opened it in UE4's static mesh viewer.
I'd expect there to be 1 UV channel, but it has 2; one slightly different to the other (stretched).

Is this normal? How/why does that 2nd channel exist?

#

In Blender, as far as I'm aware there's only the one UV map (I'm not super informed about Blender though)

fierce tulip
static viper
#

yee unreal auto generates the second layer

hidden dew
#

That was it (the 2nd option). ty.

#

It's enabled by default.

static viper
#

there is a good reason for that.

rare elk
#

anyone know how whats this and how to fix it?

outer vigil
#

Can anyone help me? I am setting the Map value to my Map but I get this

sharp crest
ripe gull
pallid olive
#

how heavy performance is a cast to gameinstance node or gamemod

#

on beginplay once

static viper
#

you can do that on tick for 1000000 times

#

and it wouldnt affect anything.

#

because game state, instance and mode are know by every class in the entire engine

#

casting there is more like a comfy thing XD

#

and doing it on begin play with a reference variable

#

would be absolutly perfect

#

then you will never need to cast again in that session

pallid olive
oak patio
#

casting to the game instance is not expensive

#

it is always going to be in memory

#

casting alone is not expensive, it is essentially a type check

pallid olive
#

oke, check. thanks

latent sonnet
#

hey guys, i have a blueprint that i spawn and when i spawn it i also give it a bunch of variables. i use the expose on spwan feature for that but it ends up looking like this. now i need all of these variables to be exposed on spawn since i am spawning this blueprint in a lot of different scenarios i want it to behav edifferently every time, but its a bit messy for my liking, and really uncomfortable to work with. is ther a way i could condence this while keeping the functionality just for convenience sake?

#

i am just learning about structs and enums and i see how they can help but im not sure how to add them without breaking the code that the spawned actor will run, and im scared it will add to my confusion if anything

static viper
#

you are already doing it right

latent sonnet
#

this cant be true lol

static viper
#

it is tho.

latent sonnet
#

i do see how an enum here and there could help though but i mean, does it have to be this long every time i spawn it?

static viper
#

you can probably collapse a few things sure but... it ends up with just relocating the spagethi.

latent sonnet
#

also i cant seem to control the order of the variables, like the one where i input the self reference i want it to be on top since i use it every time

#

doubt thats a thing either?

static viper
#

no

latent sonnet
#

well shit. thanks though

light thunder
#

If I have an asset pack (City Sample Vehicles) for UE5, I'm able to migrate it to 4, especially if I don't need any of the functionality, just basically the vehicle meshes

sharp crest
#

you can check if the asset pack has a ue4 version

#

if it doesn't then your only option is to export the models and textures and remake everything

light thunder
#

it just says 5 on the marketplace - but a static mesh is a static mesh

sharp crest
#

once a file saved in x version

#

it won't load in a previous version

latent sonnet
static viper
#

looks better yes

latent sonnet
#

i had repetitions in that blueprint so i got that condensed. just learned about structs and enums today

static viper
#

be careful with structs

#

best advice i can give regarding structs and struct arrays is:

#

plan them out first

#

so that you minimize changes

latent sonnet
#

yeah i will look carefully at what i set as default

static viper
#

changing structs which are in use is like putting nails in your private parts...

#

sometimes you will hit a nerve.

latent sonnet
#

i dont deal with any struct arrays for now but ill pay attention thanks

static viper
#

and dont be sad when you project explodes

#

struct can do that

#

they are very volatile

latent sonnet
#

my struct is just like 5 booleans

plush yew
#

Hello I am trying to get into game development, I would like to learn unreal engine 4 but I tried going to the docs and every page there keeps branching out to another page and I barely understand where I am supposed to start when it comes to learning blueprints and making gameplay. I have no problem navigating the editor but other than that I am stuck, is there any official learning resource that teaches the fundamentals by any chance ?

static viper
#

and i use alot structs too

#

i wouldnt worry

latent sonnet
#

what is slot struct?

#

alot sorry

thick herald
latent sonnet
#

anyways thanks

plush yew
#

pinned messages seem to be quite random pinned messages and for advanced users

static viper
light thunder
dawn flint
#

how can i do a branch or a condition for when the player rotate the picture frame enough to see the key behind it so i can give him then an option to pick it up?

opaque seal
dawn flint
#

how can i do that ?

oak patio
light thunder
#

Trying to duplicate a map and I'm getting these landscape material errors

#

how can I resolve this?

fallow hornet
#

Okay, I am trying to match my camera from maya in unreal. I actually imported it as an fbx. I also have a custom resolution setup, non typical format in maya but the device aspect ratio is not matching my camera's

#

I'm having trouble now completely matching my render's from Maya in Unreal

#

Is there a way with movie render queue to setup a device aspect ratio?

sharp crest
#

(cries inside)

#

I think what I ended up doing was just duplicating the level file itself

#

like, from the windows explorer

limber mesa
#

Anyone know a great way to learn about ai for a horror game

surreal tendon
#

Are files supposed to look this this?

#

Cus the uasset seems so small

thin tendon
# limber mesa Anyone know a great way to learn about ai for a horror game

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

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

▶ Play video
#

This guy does great tutorials. I don't think they are horror AI. But the concepts are the same

sinful cape
#

yo is there a lerp node in the shader graph that outputs the alpha channel (rgba) instead of rgb?

limber mesa
thin tendon
dawn flint
#

Thank you for your reply, I am a bit new to unreal and it is hard to understand it, i did some research on the dot thing you talked about but still don't know how to make what you said, can you show me an example if its okay ?

#

i know i found and watched them i just didnt understand how multiplying a number can make a branch about comparing rotation

#

im so confused haha, i ll try to figure it out thank you

#

thank you

woven panther
#

who knows how to get this node?

#

what's it even called?

real heath
#

Equals (enum)

woven panther
#

ayy thank you so much

real heath
#

You drag off from a variable and type = and you will have byte and enum versions of equals

woven panther
#

aaah gotcha, thanks man!

real heath
#

Np

nova tide
#

can i help someone with their game i am bored

#

like i mean work for their game

#

"free"

pallid olive
#

i have 4 buttons with image and text named 'equip' idea was to change image to different collour and changed text to equipped

#

in click event

#

its doomed to fail so not worth even testing xd

coarse jetty
#

hi i need quick help, i hava a reflection capture in the same instanced level as the mesh

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and it isn affecting

wet bear
fierce tulip
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nah, its well used among devs

real heath
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Yeah it’s common to deviate for various reasons but it’s an excellent basis to work from.

nova tide
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i am sry for late reply

queen wasp
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Anyone had any luck having pre-calculated (but still dynamic) navmesh loading and not rebuilding every time? It started again to rebuild, no matter if I change in project settings it pops back in, and it seems to rebuild when I run the game, it is an RTS so it is a bigger map takes ages and colonists walk through buildings because the navmesh isn't built..

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Optimally it would load the pre-built navmesh for each map when I stream/load in the map.. (I load all of it before game starts), and then pathfinding would just work instantly, but the navmesh is busy building the whole map with mountains and everything, instead of caring about the buildings which I need it to work with in the colonies..

static viper
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i think there was a command

queen wasp
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I've had this problem for like 3+ years.. Never found a tutorial or forum post with anything that worked..

static viper
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that can shut it of

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that means you can use dynamic navmesh with invokers

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but when you move anything it wont rebuild in editor

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but in game it will work as usual

queen wasp
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Yah, I've been thinking about doing navmesh objects instead of regular navmesh.. invokers..

static viper
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for an rts

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no.

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all rts use prebaked nvameshes.

queen wasp
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Well I can't afford navmesh on characters, too slow in UE.. I've got 1000s of colonists..

static viper
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you prebake the navmesh

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and then ingame you use nav agents

queen wasp
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yeah, thats sort of what I was aiming at, but dynamic in the sense that you add new buildings and it will add to the prebaked navmesh

static viper
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to open new paths

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you can use obstacle bounds volumes

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they will dynamicly block out areas from the navmesh

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give your buildings that

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it doesnt need to be rebuilt

queen wasp
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Yeah, that was what I was thinking.. Avoid the navmesh calculating the mountains, it isn't any case where they have to move around it as it is now.. Or f.ex. simple nav mesh volume to make the mountain instead of detailed meshes..

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Right now it builds because of the landscape..

static viper
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thats why i said

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shut it of in the editor

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via a command

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it wont ship to the game

queen wasp
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I did shut it off in the project settings, saved, then out of project, in again and woop it is back..

static viper
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i mean generally

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dont use dynamic navmesh in your game...