#ue4-general
1 messages · Page 7 of 1
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
I request permissions on event init. It pops up in the headset when first launched
So then what's the log say?
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
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?
That mentions unity in the question description for some reason
First result on Google. Maybe find another reference then
I don't know what you are doing fully. But yeah there's all sorts of conditions where it might just silently not do what you want. Checkout the unreal network compendium. It should have a few of those in there
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
I know the client gets there because I traced with breakpoints and it calls the server rpc
But the host never triggers and breakpoint doesn’t hit server side
Only on the first time
it's not an official thing sadly and kinda outdated but i'm gonna take a look
It’s not that outdated, then networking subsystem hasn’t been dramatically updated.
Is it ok to package a game while shaders are compiling?
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.
Is it safe to build?
@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
@sage coral you can use photoshop or any paint app too, select everything outside the islands, and content aware fill (shift f5 in photoshop)
@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 😄
@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.
@grim flame cool thank you for the information it was very useful 😊
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.
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
Hey there. Is it possible to call an rpc from an AI controlled pawn?
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)
@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
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
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)
Why GetPawnOwner always returns none. the second img is how i initialize anims, am I correct?
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
I also reset my nvidia panel and updated my drivers but it didnt help at all
Should all my walls in my game be one mesh?
Is that the normal thing to do?
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.
ahh i see it only returns none in preview mode
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.
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?
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?
Hot reloading is bad right?
Yes, but live coding is better
Can I stop the editor from hot reloading when I add a class?
Or is that what live coding is
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
Ok, thank you!
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
Got it
You can stop compilation for newly added classes
It's a simple checkbox in editor preferences I think
Or project settings, one of the two
Just search for c++ compile or so
@hidden oxide @real heath
Ok, thanks!
Til
Hey! Is it possible to disable distance field shadows at runtime in settings? Or tweak its distance?
Light source only allows to get those values, but not set
Is there a way to quickly rebind actors in the variant manager?
Hello just a quick question, in unreal 4.27 did the physics tab from a skelletal mesh disable seeing capsules like solidish?
or did I accidently hit a hot key to make shapes appear like collisions (can see through them easily)
Here is what I mean by Opaque/solidish
vs what I see is it like this
better example of them scaled up...only when I select one can I even see it
is this some weird thing I enabled by accident or a setting im missing somewhere?
ue has a replay battle record where are the setting/cfg for it. want to improve the playback smoothness within the recoding.
sorry, i dont know the right place to make a question. this is the firts time i use Discord to make a discussion
thanks
Hey there so just a quick question
I wanna do a big video project for a game called DBZ kakarot
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
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 😅
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
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.
I see, this might be a solution but if I have a folder for all the gamemodes and 2 of them are in a plugin, it still feels better to have all of them in one folder if that's the way you want to organize them
You could remove the plugin from your game and then symlink to the folder in 😄
I use mklink far too much for my own good, I feel.
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?
And is it worth adding LODs in the first place?
Depends on the mesh, but generally, yes
I think you can probably set it up via bulk property editor. But previously I've scripted it via an editor utility widget too
The stack trace in isolation isn't enough. Please look at the log file and the 20-30 lines leading up to that crash
That log doesn't contain the crash
Ah, thank you, I'll look into that. :)
is that the error?
why do ue4 making my pc hot
You also want adequate cooling
will look into vsync
º <--- that is what comes up when I press that key in Spanish (spain) Keyboard.
:triangular_flag_on_post: Accurate3D#2868 received strike 1. As a result, they were muted for 10 minutes.
how can i make one way collisions?
i want my vehicle to knock out street cones but dont make the cones affect the vehicle
because when i drive on the cone it acts like a rock and send my car flying
Is there a place to discuss and ask questions about the wiki? The official Unreal wiki just links to this Discord.
@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
Not that it matters anymore anyways, as my question was deleted by someone.
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.
why is it impossible to create a widget inside a widget
It's not impossible
lol it worked
idk yesterday i tried 10 times to do that but did succes
but how can you set location
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
\
how can you set the location of this created widget
or i
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.
how come my pc crashes and filles getting destroyed
after spefic logic, the pc crashes and after rebooting the file i was working on have complely been destroyed
Well the crashing thing may be due to poor logic. The losing progress thing is to be expected when you crash
not that i didnt save, but really deleted from content folder
I really need help with this error
it happens every time i start my project
can someone help me pls
I'm in the LOD Colourisation Mesh view mode but everything is grey.
I just added LODs to one of my static meshes in the scene but it's still showing up as grey.
Any ideas why this might be?
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.
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
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
if u ever need help on anything specific, theres a huge community here to help
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
LBP?
oh, never played, but defining what objects are arent hard, theres rlly only a few ways to do it and its pretty easy
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
c++ will make a lot less sense than blueprints, blueprints, all the function you can easily see, and its right in front of you
something that would take 5 hrs to code from scratch in c++ is right at your fingertips in that right click menu
in c++, yes, in blueprints not so much
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
if I wanted to do that in c++, i could blow my brains out
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
those are engine and plugin content, not in ur content folder
most of which you will never look at
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
oh you mean a camera actor, that shouldnt move
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
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
is the camera shown bubberducky?
does it move back to the world origin when you open the editor?
?
do you save before closing?
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
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?
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
this meaning the issue
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
so ur going to completely give up on the engine? you cant continue if u cant save
you need to add something for it to overlap with
you can, just add a box collision like this
make sure the collision settings allow it to overlap
its literally 2 buttons, not rocket science
@lone ravinewhat ya trying to do
anyways u can check for collisions with these events here
wdym
@lone ravineyou want to detect collision ?
for actor or component
i mean collision component
thats very simple
i can help you
lets talk in dm
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lol what happen ?
Hello all. It seems my original message got buried under all the current chats. Any chance anyone knows why I may be running into this problem still?
Click on your texture samples and change the sampler to "shared:"
I'm trying to test my project on android but the thumb sticks doesn't work (they don't react at all).
I've created a new empty project to check which Axis Mappings it has, but still not working
I've found my problem... I had my UI widget consuming the input (I think). I will be trying to make both compatible now
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?
You will need to test it. Some VMs or just friends playing your game
Thanks, I'll try some VMs
Not sure using a particular version of UE restricts the machines it will run on but thanks for the suggestion
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?
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
use inplace animation
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
How would I be able to make an effect like the elements from avatar the last air bender ?
Specifically water and air
how do i use lightmass on gpu if my gpu isnt rtx on ue4
cuz it's building with my cpu and its hella slow
gpu lightmass requires me having raytracing activated
Yeah you are stuck with the standard cpu lightmass
damn
any way of caching the irridance photons?
so it would build faster for a uh, larger scene?
thanks for the answer!
Can Ue4 be used to control an arduino? Or use the parallel port to control a schematic?
bp or c++ links to proper literature
I highly doubt BP can do it.
Just integrate whatever arduino library you'd use in regular c++ into UE.
aaaaaaa, i spent all day merging my meshes, built lighting and it's completely screwed up the lighting. 😭
oooooh it looks so awful now....
is there a way to find a variable in the struct similar to how you can find indexes in arrays?
A USTRUCT?
not sure I was referring to BP's
You can do it in cpp with any struct that works in bp.
But you'd need to be in cpp-land.
ouuuggggh my cpp skills are lackluster
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?
Do you have a owner-only mesh for the players? And an owner-no-see mesh for everyone else?
Also can ue4 use the parallel port to control circuits instead of the arduino? Is one preferred using UE4 for controlling motors and such!
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
whats a good tutorial to start with if i wanna make a first person melee based pvp
one that teaches you how to break down your problems. If you can't break down your problem into the steps needed to complete it, then you won't be able to complete your project.
can i get an example
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
unless you meant an example of breakign down a problem
meant a course or something like taht
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
after that it's into your planning stage
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.
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
i just need somewhere to learn
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
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
i see
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
so basically take it bit by bit instead of going for broad tutorials
indeed
heyy could someone explain this to me please?
should i remove that sdk from android studio then simple add it again?
update, did not fix
update update, it says this for every single sdk i try 👽
try the guys in #cpp those guys are great at these types of questions
thanks
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
How would I be able to make an effect like the elements from avatar the last air bender ?
Specifically water and air
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.
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
Best advice I have is watch a bunch of ue4 water tutorials and stuff. Give yourself an idea of how it works first. Then start looking at how to move it. Like most things it will probably be a case of making it look like it works one way while it works completely differently.
You might get lucky though and there might be a system already in place you can manipulate
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
ping me if you can help
ok i fixed it
Is anyone familiar with UGC?
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.
As long as you're not trying to "uncook" content, why not?
These assets would need to be dynamically loaded at runtime, not edit time.
Unless the uncooked versions are also distributed.
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"
Oh I meant with uncooked content
You could release the uncooked content as a plugin or dlc.
Probably better to go with a plugin.
In that case modders wouldn't be able to access other modders content
Unless all mods were actually plugins maybe
You could have content mods which just give you content plugins
And then code plugins which use that content.
It'd be up to the modders if they wanted to release their content then.
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.
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
Unless the game manages assets and such automatically linking all the things via asset names(?)
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.
Obviously then not package those assets (or delete them once packaged) when uploading their mod.
The game will work it out. Probably. Maybe try it!
Guess that's the only way, lol
Make 2 plugins and see how references work between plugins.
Luckily I've already got it on steam, so i could try steam workshop without issues
I have no experience releasing mods for UE btw. This is all just conjecture.
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
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?
That's been a ndivia/amd driver issue for ages. I was sure they fix it by now.
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
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" ]
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.
Also #cpp
yeah i saw that thank you 😅
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?
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?
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?
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?
So an enemy spawn point, rather than a player spawn point?
yeah
I'd implement a generic spawner and just let it spawn your enemies, don't bother placing them as well!
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
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
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?
Rotators are easier to understand and "good enough" in most cases.
Hmmm, well I've been doing a deep dive into driving character movement using motors on the skeletal mesh's physics asset and I'm at a point where I'm unsure if my math is bad or Rotator limitations are blocking me
Why not ask about that actual problem instead of an open ended question about quats vs rots.
It's incredibly convoluted and would require a lengthy discord call to run someone through the system, lol
If you insist. (By which I mean, "okay, if you think so...")
Yes yes, the tone is loud and clear, thanks!
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 🙂
Generally eulers are still what are presented to users, but yes, internally quats are generally used. Quats are available in unreal too through FQuaternion I think it's called
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
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?
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?
have anyone found posting in unreal forums to be helpful?
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?
The way I would have thought it be done. Is you use modular enemies. Then when dismembering remove the limb you need. Adjust the animations. Spawn an emitter. And spawn a destructible mesh. That makes the most sense in my mind for what you want.
If anyone needs a character rigger send me a dm!
Does anyone have any experience or any ideas of making a sand body VFX like this?
Anyone knows how to manage memory in unreal engine blueprints?
or any good techniques that can be used such as making an object library
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
developer name per game i think
Hi, is there any way possible for packaging my game project for MAC/Ubuntu' from windows
When you get approved as a developer on Steam it will use the company name that you used when you publish games on that account. If you have a publisher you can change the publisher name or you can set it so that you are your own publisher.
Ah ok, thanks.
So there is no way to use custom name for developer?
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.
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.
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.
Thanks. I'll check it out.
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)
no, just change the values instead ofworking with the gizmo
is there a way to use another LOD as LOD0?
For example, that LOD1 is the main one (and LOD0 is never used)
Minimum LOD on static mesh settings
thanks!
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)
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!
what do you guys think the minimun specs needed for a low poly game?
does anyone know how the health system works since there's two health bar, i'm trying to recreate it
Absolutely no way of knowing from the art style alone. You should test it yourself rather than guessing from nothing
How could we possibly know from just a screenshot of a random health bar
ue4 runs below decent on my laptop, so i wondered if it was the art style but guess not
It could be anything. Lack of optimizations, bad code, generally subpar hardware for the engine
i tested it on the first person template
That still means nothing
Just the default template? Custom assets everywhere? Low laptop specs?
3 custom assets, about 10-20 additional lines of code(or whatever you call it in blueprints) and probably my laptop is low spec
Still doesn't mean much.
I can't just keep posting more and more levels of detail. We need info.
so what should i look for?
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
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
@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
Yeah those specs are kinda low. Look into playing around with the engine scalability settings and see if it helps
okay thanks, and sorry for bothering yıu
Its no bother :)
This may help
this would work with 4.27 too right?
Yeah it will
so basically there's two health bars, one that regenerates, and the other when taking damage, it's really hard to explain
like the ones on fighting games? goes yellow when taking damage but you can regenerate it
something like that
Nah you don't. Just trying think of things I've played with health like that lol
Its a first for me 😅
you want me to show you the fighting game i'm talking about @oak patio
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
The name of it might be nice so I can look into it in a bit if you can
search up Def Jam Fight for Ny on YouTube
it's all good
tyty
you're welcome
to clarify what you said bro , the bottom meter is the momentum bar, it basically fills up when a fighter performs a strike or a wrestling move
That's not what I meant, like, two overlapping bars
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
ohhhhhhhh , my bad bro
So it might be some communication issues
oh no, it's all good
does anyone know how do I go about solving this problem?
Check the materials, it might be set to translucent
Oh the dent
Nah i don't know about that sorry
i wish i can help you
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...
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 😞
What's the geometry like on that?
I've had similar issues from ngons, poor light maps, normal generation etc.
I think my whole project has been corrupted. What can I do?
I found this image on this website: https://blog.slapdack.com/2021/06/21/physics-based-hands-in-unreal-engine/ but I can't tell what the Vector and Rotation nodes are? The image is very low quality. Is anybody able to decipher this?
GetActorLocation and GetActorRotation for Grab Component at Location with Rotation and GetWorldLocation and GetWorldRotation for Set Target Location and Rotation
Also, that preview image reminds of Everything Everywhere All at Once...
Are you able to tell what the target’s name is of the GetWorldLocation and Rotation?
Default Scene Root
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.
thank you
No problem
any advice?
Only thing i could think is bad unwraps/lightmaps. Its the only other reason i have issues like that
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
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
how would one create a hole in a mesh?
You could mask it through a texture, otherwise you have to edit it in a 3d program.
i looked up vids on how to make its subtract or such and i could not find anything
I don't know in houdini but I know you can in 3DS make use "colour ID's" with textures if that helps.
its for a pavlov map
You could open the texture in paint, paint it's alpha map black and then white where you want the seethrough thing, and save as 32-bit.
If you want to paint a hole in the terrain then you have to on your material have the visibility settings setup for it, then you can just paint holes freely.
just gotta be something people can walk through
first day using unity unreal so yea
I don't believe so, I think you may need the engine source to manipulate that, why not just open up a 2nd content browser?
It depends what your goal is, rather than how you get there type of deal, UE has loads of easy tools to use.
There is a save folder located and you have to manually copy past those .uasset files back over it depends what you mean by corrupt too, as if UE is crashing you have to scout your crash logs
kinda need something like this
It could be that you need to manually convert things to triangles, if you have N-gons or 4 sided UE4 tries to auto-tri polys which could mess up your smoothing groups too, if that helps.
UE4 has brushes for that
i looked and couldnt find it
It's in geometry, then on the properties of the brush you can swap it from additive to subtractive
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...
ah thx
Click window up the top then "place actors"
here?
I also don't use geometry brushes, I just found out you can export it
welp im missing some stuff
4.21.2
why such an old build?
pavlov uses it
who's that?
ahh, you making maps for it or something?
yea
wonder why they haven't updated to 4.26
wonder if that version has those assets disabled for some reason
hmm reading more and it looks like they did update
ah
welp thanks for helping out
No worries.
Hi, i'm facing this problem the last couple of days, does somebody know something about it?
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.
Do you have any custom c++ code in the project? If so, run the debugger and see what's happening. IF not, read the log file
Thanks for the resposnses, gonna take it a look
So, my corruption is because of an asset reference issue. As the crash occured while I was moving a folder, I seem to have an invisible on disk and in editor refence to a bunch of assets and I don't know how to get rid of these assets. Trying to fix redirectors only crashes it again...
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
Ahh, I tend to make "fake assets" that are blank to clear that off, then delete them, but you gotta manually do it
is this with the level breakup via level streaming?
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
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
You have to view crashlogs, that is pretty weird though.
Ahh yeah, I never had to have loading in my projects, only a few times, I just displayed a widget that showed a picture with loading, showing a full level I'm not too sure about.
Will check them now, it's strange because I ran this test if having UE4 running over a period of two days with some elements removed and it didn't seem to crash but then as I add more elements, it crashed over the weekend 😢
Have you tested it on another device? if not, you might want to consider checking your HDD and RAM for errors, windows has an inbuilt RAM tester, for HDD you can download HDD tune to test them, it sounds like you're running a project that triggers a RAM error.
I would also check through your build logs for any warnings and fix them.
Also paste bin your crash log I wouldn't mind having a peek at it
Checked it on 3 different high spec pcs and all 3 pcs have crashed. I'm in an office environment and it almost seems to happen over night when nobody is in the office..
Will check the logs and get back to you
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
God damn!
It's all because I'm dealing with structs
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?
i suggest intel i7+, 16GB RAM, and a decent graphics card. imo, go for GeForce 960M+
a laptop is fine as long as it has decent hardware
ill probably be fine
but yeah. if anyone can help me with transition level, do ping me
Try it and see how it goes.
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.
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
when you override it?
and if you make static image - then override before doing it
Like the actual player model, pausing seems to make it look blurry
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 ?
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
this was the solution
like you said, UE4 auto-triangulates the mesh, but the REAL problem was that UE4 and Substance Painter both auto-triangulate the mesh in different ways, so the normals generated by SP end up not working for the UE4 mesh
by supplying both with the same, pre-triangulated mesh, the problem disappears altogether
thanks a ton!!
oke, every rendered target is like 8mb in size
Well you can configure the resolution to improve that
and the rendered target must be in the world ?
No worries, I thought it might be how they calculate the tri's I didn't think about other programs doing different calculations that also makes sense.
That's UE4's AA method.
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.
imagine spending 8 hours rewriting your project in ue4 because for some reason u cant convert from 5 to 4 🙃 couldnt be me
Have anyone using jenkins with unreal CI/CD
why would you be able to go back engine versions?
There is so much new stuff, and rewrites of systems between even sub versions let alone whole ass engines
ever heard of something called the UE marketplace?
Anyone who can help with CI/CD
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
dont ping the epic staff bruh
Really dude? Don't ping them.
your problem isnt that important
that log would also be a lot better with debug symbols installed
where to ask about static meshes?
Then how can i solve my problem
Thanks, Is there a doc on how to use these LOD groups? like what is considered a LargeProp or HighDetail or LevelArchitecture?
By waiting for an answer. Ya don't just ping every staff member online, that's not cool.
And where do I get this
do you get this error on fresh project?
or it only happens on your specific project? @maiden zinc
https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Types/StaticMeshes/HowTo/LODs/
If it's gonna be anywhere it will be in there
It happens to every project
Whenever I create any new class blueprint it sucks
not good, try updating your gpu driver, re-install UE4.
Thank you, I will check it out
No problem
I reinstalled it today it works properly for a hour
unfortunately, it doesn't tell about LOD groups.
Is there any problem to my epic game launcher
Because I am not able to access it too
Try this one then
check health of your SSD.
there are a lot of forums, I think you will find your answer faster if you search in google.
thank you, It was explained in the link you provided
Ah good good
Thanks
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.
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? 🥹
This isnt a UDK Discord, while I understand UDK is still technically Unreal, we do not support UDK in this Server in the same regard. You are more likely able to find better help on the UDK Forums instead.
How do i fix this?
get better internet?
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?
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.
restart ur pc, and if that doesnt work your router, this happened to me once, and i dont remember exactly what fixed it, but i think it was one of those 2
Thanks I’ll try that
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:
hello @everyone i want to do character selection in multiplayer please help me
anyone know how to bring the categories/templates back?
And why did they disappear?
ensure templates is checked under there
and then verify
oh....
thanks
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
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"
Which channel should I use for help with splines?
Did... You just try to @ everyone in an 82k member server...
good that you noticed.
:triangular_flag_on_post: shivani#6763 received strike 1. As a result, they were muted for 10 minutes.
😅
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
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?
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?
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.
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?
Screams in agony while working with splines
Could pls anyone send me the ue4 default first person controller? i mean a new projedt with this template enabled? Thank you
can someone please help
I cannot find this context menu anywhere - the docs seem to be missing it
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
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.
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?
Record an array of starting indices?
On the skeleton editor -> skeleton tree -> options dropdown, enable 'Show Retargeting Options', there will be a 'Translation Retarget appearing next to the bone names -> right click inside the skeleton tree tab
THANNK you
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
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?
Does anyone here have a free unreal project download link? (other than marketplace)
how do use static mesh wheel for vehicle
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.
What project do you want?
a project that has features such as meeting rooms/war room
Data presentation from link url
Hey guys, how do you get widgets and UI / Game mode control over your server player in a listen server?
open level and change mode to listen
hey guys,I wonder if player controller only exist on server
Nah it exists on the client and the server. Check this out: http://www.nafonso.com/home/unreal-framework-network
thanks for sharing=)
Man Multiplayer is a headache. No wonder it takes some single player games 5 years to impliment multiplayer
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?
yep I'm deeply confused about it now
It drives me mad
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.
the weapon is colliding with ur player, turn the weapons collisions off
Thank you, it worked. One of them quick fixes which I never thought of.
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???
I want to experiment with motion tracking, is a dedicated hardware peripheral desired or will a webcam suffice?
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
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?
Are instanced static meshes (spawned at runtime) capable of colliding with Landscapes?
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?
nobody here is helping in the smaller channels, so can someone who knows about animations in ue5 help me?
please.
Epic pls
shit sorry
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?
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?
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
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?
Does somebody have knowledge about how to reduce aliasing in VR packaged games?
mostly in standalone devices (and android vulkan rendering)
@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
I'm searching photorealism (or at least the best graphics i can), and cant get rid of big aliasing when deploying on device. Not in near objects, but the "near far" are terrible aliased
@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?
It's not mandatory, but for the materials and reflections it is
I actually contacted Pico developers and told me that was the best i can achieve with unreal
@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?
yes, Pico Neo 3 Pro
I used that in the past, I think we used FXAA, but I also think we weren't using Vulkan at the time
@severe ibex can i send you a DM message¿?
@coarse jetty sure
hello guys,I find that playername&ID are already existed in PlayerState.I wonder how I can set them?
oh
that handle
thats a gun that commonly has a belt
and that handle at the end, is actually retractable
G36 of some kind
its a combi
odd grip tho
very cool small arms :3
here it is
thats how it usually looks.
that is the g36
Not only is this a real eyecatcher under the airsoft rifles, is also a Airsoft Weapons, the Due to the multiple Weaver Rails Easy and quick to assemble the look and of a wide range of accessories. So this is compact and lightweight model perfect for use in the open space. Details: Calibre: 6 mm B...
okee cool that looks nice
you can buy it from amazon
no thanks im good haha
😄
is UE running fine on windows 11?
No problems for me
I work with 4.25 and 5.0
cool thanks. guess it should be about time to update to win11 then
Hi everyone! Does anyone know how to fix this?
not really the channel for a "guess the gun" kinda thing. sounds more for lounge.
im working on a project but not familiar with this weapon, what is your problem
He's a moderator and he's redirecting chat to the correct channels.
yes
MP5 with rail
No need to be mean to others tho
Thanks pal
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.
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
Hello i would like if it's possible to get the unreal projet from a package game (exe) and how
Why?
Not possible
for get a the projet of a old game that i made
no way ?
If it was possible people wouldn't use unreal engine
Wdym
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@drowsy violet
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
hello guys,help me please to create main material with landscape layer blend,displacement,and macro variation)thanks
There's a way to run commands on startup. You add stuff to an ini. Try searching for that maybe
search in Editor Prefs for show memory - there is a checkbox that once ticked will show you fps,ms, and memory usage in the top right of the editor.
Thank you
I messed up my settings and I cannot open my project anymore. Is there a way to redefault them?
remove saved/intermediate folders.
Cheers 👍
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
@cloud oyster yes, see https://github.com/ufna/UE-HTML5
oh hell yeah, thank you so much!
... am I just a scrub or is all the branches broken on there? I am not very good at github yet. : \
Hello! Wondering is there any camera rendering callbacks in UE4?
Like Unity's OnPreRender
🤣 😭 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
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.
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.
How do i fix this lighting problem?
@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
how do I remove gameplay tags from a gameplay tag container in 4.15? would anyone know? in blueprints*
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:
do you guys think I should use UE4 or UE5 to make a game
horror game using horror engine
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.
Maybe.
what do you mean.
Adding on from what Daekesh said
its an smg
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?
Hello guys, I have a strange bug. I work with UE 4.22.3 - 4.25 with no problems but everytime i want to play games from other devs that also use Unreal Engine, I get this Error Dialog Message: The UE4-GameTitle Game has crashed and will close LowLevelFatalError [File:Unknown] [Line: 3819] Missing global shader FRecomputeTangentsPerVertexPass...
what is the name of a node to set float numbers integer
like if number is 1,666 to set it as 2
Round, floor and ceil
Depending on what you want
idk the difference but will take a look
Round follows normal rounding rules (< .5 round down, >= .5 round up)
Floor rounds down always
Ceil rounds up always
round is perfect tbh, thanks boris
Does anyone know a solution to this error? UE4 used to work fine until I installed Xcode on mac for shaders
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
Like the map in Skyrim, sort of?
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.
anyone who can provide how to savegame during runtime, like not need to press button to save but saves after update
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
how can you save automatic during runtime
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?
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
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.
Don't use the CMC.
im looking for help with a sprint and stamina system, can someone wth a good knowledge dm me so I can explain the bug?
just post it here. you arent likely to get good* 1 to 1 support, unless you want to hire someone.
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
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
Use the Landscape gizmo, you can copy n paste whole sections of landscapes with it.
Would would I carve out one little section of the map and keep landscape splines?
Resize Component size?
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.
me too - maybe I can get lucky and it will keep the landscape deformation of the spline and basically give me a template to put them down
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 😄
lol I appreciate - thanks for coming into the office on the weekend
😄
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?
With UMG?
Yes.
I'm trying to make dialogue cutscenes with images and text boxes, with occasional images that I want to border.
Use a border? Does UMG have the border widget?
it does
Yes
Use that then.
It does. But, it doesn't appear.
aha a fellow lurker!
No matter what color I give it.
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.
How do I adjust the border's thickness, then?
Switch Draw As to Border and give it 1.0 as Margin
It still doesn't appear.
It should, most likely it's too thin
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
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???
Do you have the editor open twice?
Is the file marked read only because of some source control?
Ty didnt realise I did
Fixed it ty
No clue how I forgot it lol
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)
you imported it with either:
- a lightmap UV (but doubt that, looking at your post)
- imported with "generate lightmap uv" which takes the first UV of a mesh, and resizes it to work as a lightmap UV.
yee unreal auto generates the second layer
there is a good reason for that.
Can anyone help me? I am setting the Map value to my Map but I get this
any ideas?
picture your code 
sounds like you should google blackboard tutorial ue4
Yeah I solved it lol
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
yea readsomewher that casting to gameinstance is expensive, sodoing once, in like 10 object is not an issue
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
oke, check. thanks
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
you are already doing it right
this cant be true lol
it is tho.
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?
you can probably collapse a few things sure but... it ends up with just relocating the spagethi.
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?
no
well shit. thanks though
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
no
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
it just says 5 on the marketplace - but a static mesh is a static mesh
managed to shrink it quite a bit
looks better yes
i had repetitions in that blueprint so i got that condensed. just learned about structs and enums today
be careful with structs
best advice i can give regarding structs and struct arrays is:
plan them out first
so that you minimize changes
yeah i will look carefully at what i set as default
changing structs which are in use is like putting nails in your private parts...
sometimes you will hit a nerve.
i dont deal with any struct arrays for now but ill pay attention thanks
and dont be sad when you project explodes
struct can do that
they are very volatile
my struct is just like 5 booleans
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 ?
check out pinned messages in this channel 🙂
anyways thanks
pinned messages seem to be quite random pinned messages and for advanced users
Yeah it copied just a bunch of empty folders over
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?
i think you can use line trace 🤔
line trace will have to change based on what angle the character rotated and which angle he saw the key
how can i do that ?
I mean it's mostly beginner guides, info for source control, and useful documentation
Trying to duplicate a map and I'm getting these landscape material errors
how can I resolve this?
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?
that's unsolveable

(cries inside)
I think what I ended up doing was just duplicating the level file itself
like, from the windows explorer
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...
This guy does great tutorials. I don't think they are horror AI. But the concepts are the same
yo is there a lerp node in the shader graph that outputs the alpha channel (rgba) instead of rgb?
I heard of him before, ill take a look.I’m just wondering if anyone had experience with programming ai in for a horror game
Its pretty much the same stuff. Except you might want it to do something different when you are looking at your enemy. Or you might want it to move to a hiding spot near you. But its all kind of the same.
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
Equals (enum)
ayy thank you so much
You drag off from a variable and type = and you will have byte and enum versions of equals
aaah gotcha, thanks man!
Np
can i help someone with their game i am bored
like i mean work for their game
"free"
hey tony could u perhaps help me
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
hi i need quick help, i hava a reflection capture in the same instanced level as the mesh
and it isn affecting
Is there any sense of what kind of naming conventions are most common among Unreal devs? I found this one: https://github.com/Allar/ue5-style-guide#1.1-examples Is something like this used a lot, or is this actually quite obscure?
nah, its well used among devs
Yeah it’s common to deviate for various reasons but it’s an excellent basis to work from.
i dont actually get u can we go on dm
i am sry for late reply
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..
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..
i think there was a command
I've had this problem for like 3+ years.. Never found a tutorial or forum post with anything that worked..
that can shut it of
that means you can use dynamic navmesh with invokers
but when you move anything it wont rebuild in editor
but in game it will work as usual
Yah, I've been thinking about doing navmesh objects instead of regular navmesh.. invokers..
Well I can't afford navmesh on characters, too slow in UE.. I've got 1000s of colonists..
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
to open new paths
you can use obstacle bounds volumes
they will dynamicly block out areas from the navmesh
give your buildings that
it doesnt need to be rebuilt
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..
Right now it builds because of the landscape..
thats why i said
shut it of in the editor
via a command
it wont ship to the game
I did shut it off in the project settings, saved, then out of project, in again and woop it is back..