#ue4-general

1 messages Β· Page 9 of 1

rough knoll
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hold on

ripe carbon
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I show you ways to save a variables information so that it stays between scenes. I did not go through the process of opening a whole bunch of scenes and showing that it works, as I this keeps the video time down.

This is a very watered down version of the Unreal tutorial series, and it is more of a way for myself how to do this, then for anyon...

β–Ά Play video
thin tendon
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So for example if your player got sent to a new map

ripe carbon
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It's all in one level out of five playable ones.

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I just wonder if I'll ever get this to work.

thin tendon
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Using that video it will work for you

snow rivet
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So uhh
I'm a begginer and I need free course recommendations since I'm having a lot of trouble finding them

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A lot of them on YouTube mostly covers the graphics part of unreal engine without diving too deep into gameplay creation

real heath
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Have an explore through there

spare trench
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When ever I buil the light my mesh turns into black please help

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Like this

topaz monolith
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I am using datamsith from 3ds max to UE4, i imported all my SM into UE but then I went back into 3ds max to sort some of the UV lightmaps out, I then want to update just a few SM within the data smith output and not everything in the scene. What is the best way to do this as I think I am update the whole file but only want to update just a few of the models. If I make changes to the model in UE for example with Lightmap channel it is on I dont want it reset when the new models come in

young blade
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how to export a map to unreal engine

oak patio
spare trench
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I didn't understand the term light maps. Can you explain?@oak patio

oak patio
harsh ginkgo
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Is there any equivalent to WasRecentlyRendered for SceneCapture2D? I have a SceneCapture and would like to check if an actor is rendered on it or not. Any way to do it?

drowsy snow
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UE5 docs but should be applicable to UE4

bleak zodiac
dusky gate
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can someone please help me when i open a blank unreal project its just a black screen why

spare trench
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@dusky gate this thing happening with only this project or every project you create?

dusky gate
topaz monolith
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After a light build 50% my SM's have gone bright white, they were fine before I reimported via data smith, strange as I didnt change anything in these meshes. Anyone else had this happen to them?

topaz monolith
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I have tried to import everything again but I have noticed now when In import from 3ds max via data smith, I have my lightmap channel as 2 in 3ds max, by default it is setting the channel to 0 in UE4, shouldn't this be set to 1 by default? If so does anyone know how I can fix this, im sure it was working before and coming in the corret channel but now its acting very odd

leaden moat
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Hey how do i make a 2d sprite in a 3d world work in unreal

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example:

leaden moat
rigid hearth
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is there a way to see which keys in a string table have been referenced elsewhere in the engine? (I know there's the reference viewer but it's a little broad and just tells me that something is being referenced but not what, exactly.) Is there a way to see the key usage more granularly?

dusky gate
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can someone please help me when i open a blank unreal project its just a black screen why

marble iris
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Why kirby

static viper
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this sprite wont rotate?

raw oak
dusky gate
raw oak
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Reinstall engine

dusky gate
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how do i do that i'm pretty new to this stuff

raw oak
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I'm not at my computer can't recall. Should have a delete option where you install the engine. Then reinstall it

opaque seal
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your viewport window has gone

dusky gate
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ok

opaque seal
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and sorry for bad english

warped hornet
opaque seal
sharp mantle
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i copied blueprints from old button to new button in new ui file
but when i click on the button nothing happens

sharp crest
sharp mantle
sharp crest
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I hate to tell you but this is not print log

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use the node print log

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and these errors dont even seem related

sharp mantle
sharp crest
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you replied to the message that tells you how to do it

sharp mantle
sharp crest
sharp mantle
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this button should lead to another ui widget to make player choose the map and gameplay mod etc..
this is fps multiplayer template 4.0 i use and the ui i try to migrate it is PRO MAIN MENU UI V2

void holly
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I made a blueprint using some different meshes, but I'd like to move em around in the viewport instead of the blueprint viewport. is that possible? Won't let me select the individual parts of the mesh blueprint in the world outliner, just goes back to the actual bp

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Tried googling, maybe I am using the wrong terms. Would be nice if someone could help πŸ˜„

sharp crest
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well

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It's possible but u have to press apply to bp after u make changes

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but us hould be able to just double click the mesh component u want to move it and move it individually

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or select it in the detail panel

void holly
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Well yeah, you can do it in the actual bp, but that let me wont see how high / down I need to go to adjust it according to the landscape

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y know?

sharp crest
void holly
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y but I cant select any of the sm actors ?just reverts back to house2

sharp crest
void holly
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its a gif

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or well shopuld be lol

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Maybe i need to change the parent class or something idk

sharp crest
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it's here

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Details window like I said, not World Outliner

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expand that

void holly
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yea what do i do in the details?

sharp crest
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expand it

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scroll through

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where my arrow is

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u will see the components

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select them

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move them

void holly
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Ah I see

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Thank you.

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I appreciate it.

sharp crest
timid notch
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I'm under the impression that my UE4.17 game might be crashing due to memory leak. Under which topic is it appropriate for me to ask about this?

sharp crest
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here I guess ?

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until u figure out why it's happening

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πŸ€·β€β™‚οΈ

timid notch
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That's the question I have. How do I go about investigating something like that?

sharp crest
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how long after u start the game does it crash

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what do u do in that time in the game

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just remove parts of the game until it works if u have no clue

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πŸ€·β€β™‚οΈ

timid notch
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The game crashes when OBS is recording/streaming. Can't replicate the crash it's completely random when it happens.

timid notch
sharp crest
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I guess not cuz obs but cuz obs recording is taking more ram from the pc

timid notch
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I've been watching people play my game on twitch and I've seen the game crash twice in a 3 hour session. 4 times in another 4+ hour session

sharp crest
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did it manage to happen to u ?

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maybe they just have shit ram ?

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but u might want to google how you can profile the ram in ue

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there's probably a way to see what's taking most of the ram etc

timid notch
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It happened to me once. But a youtuber emailed me that my game was creashing then emailed me again saying that when he stopped using OBS it didn't crash/

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I did some google search but could wrap my head around it. Is there something in UE where you can see what is using the memory in game in real time?

sharp crest
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skim through this video , maybe it shows here https://www.youtube.com/watch?v=EbXakIuZPFo

This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization strategies and pipelines early and as a team. Learn the tools and how to employ them to identify key performance problems as well as engine features that can help you improve performance in your...

β–Ά Play video
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or gooogle it

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pretty sure it's a thing

timid notch
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One more question

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Should I be doing something between levels while the next level is loading that will empty the memory of the previous level or something like that?

dire barn
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Hiya is anyone able to help me quickly with Github Source Control? New to it can some who can guide me through an issue for 5 minutes in #vc-feedback-support

pallid olive
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Hi, a character i use has a backpack on the mesh. But with one animation is looks weird, (swing of a sword) animayion. The montage default slot is set to .upperbody

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Is this fixable

sharp crest
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define 'weird'

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download gyazo and take a gif

sharp crest
gritty mauve
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is there a way to prevent gray scale images from becoming transparent?

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Someone please help 😭

sharp crest
drowsy snow
dim arch
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hi, I have some unexpected behaviour in UE4.27.2

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I cannot delete actors in the viewport, I need to select them in the outliner

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also, construction script defaults are not being set when I change ENUM in blueprint properties

austere swan
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Anyone here use Ue4 without it running the epic launcher?

bleak zodiac
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can open even without epic launcher

drowsy snow
austere swan
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I tbh never figured out how to for the source.

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Im using 4.27.2

eager kraken
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does text spacing not work?

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why does setting different value not changing anything inside textblock

leaden moat
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no like how to make the sprite asset not flip

drowsy snow
drowsy snow
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I personally use my own system for 2D sprite elements, so I don't know how that fare up against vanilla (and wonky) Paper2D

topaz monolith
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I am using 3ds max, making 2 uv channels, channel 1 is for textures, channel 2 is for light bake. I export and import via data smith into ue4.26 I turn off all the tick boxes apart from import geometry, so make UV lightmap channels is turn off as I already have them from 3ds max in channel2. I was expecting channel 2 from max to be set as channel 1 in UE, which it is, but UE seems to be setting the lightmap channel index to 0 on everything. Does anyone know how to fix this

tulip mortar
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how to automatically save a equipped specific weapon in current level and get spawned with the same weapon while entering new level ?

rough knoll
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are your weapons actors that are attached to your character?

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if so, due to the fact that you can't actually save an actor, you can save all the needed attributes of that actor in a savegame, load that up when your new level opens, spawn a new weapon actor, and apply all those attributes. i had to do something similar

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save things like actor class, ammo count, yada yada

tulip mortar
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I am having a problem carrying the progress made in one level into another level . Everything Starts from default.

rough knoll
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you use savegames

tulip mortar
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The attributes are loaded only when I save the game manually.

tulip mortar
rough knoll
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mhm

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when you use whatever trigger to enter your new level, save your game. load it up again in the beginplay of your other level blueprint

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apply the attributes in the savegame as needed

tulip mortar
vital hazel
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lol

rough knoll
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wait what exactly are you referring to here

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level streaming? that shouldn't be an issue lol

tulip mortar
rough knoll
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what i said would still work

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just whenever you're going on to open a new level, save your game and open it when the new one opens

sinful bridge
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Will 4.23.1 webgl builds work for long time? I plan to create my beautiful website on it.

rough knoll
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unless im absolutely misunderstanding your use case, and if that's so then just ignore me

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but i'm assuming you're opening up a new level and wanting to transfer player progress between them

tulip mortar
tulip mortar
pallid olive
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Hey i have a shooter game and the weapon master has child shotgun master. What is a good way to get a true boolean for using it later in shotgun animation

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Like in shotgun master set boolean (shotgun equipped) true in event begin play?

magic helm
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Can I edit the material of a particular instance of a blueprint mesh within a map?

orchid moon
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Hello. I am currently working on the Mechwarrior 5 editor, which is Unreal 4.26 with a bunch of content included for the MW5 game. It may not be quite the same as normal 4.26, I don't know enough to be sure.
What I am trying to do is to migrate a collection of assets from one plugin to another. Unfortunately all the migrate tool does is copy them, but what I need is for the reference pathnames to also be updated. So the donor plugin might have path \oldplug\content.... and I need it replaced with \newplug\content....

Is there a way to achieve this without going through each and every reference by hand and overtyping the path in each case? Obviously some assets such as animations will include a whole mess of references and I am looking at a model with some 2000 assets, so the total number of references to updated is massive.

mint nebula
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hello, i am having problem opening my friends' project apparently it turns out blank when i open it on my pc

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can someone help me T-T i'm very desperate, this is for my assignment

jade hemlock
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Hi every one...when i load my level with load stream level, lot of my input not Work...can someone help ?

rough knoll
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you should be able to open his levels and stuff, that's a very odd thing to occur

sinful bridge
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Would be ok to build my website using webgl in 4.27.1 or whatever the last version for webgl support is? Or I should use something else like Unity for my website (because latest version still suppoirts webgl)? I don't want to use traditional html or dreamweaver. I feel like a webgl website would be much cooler. No 3d models, just very cool images with animations, etc. It would be fast to load I guess?

dreamy grail
# mint nebula

Hey, check out all level that are in the file. You can also go to projects settings an 'maps and modes' to get the right level when you open up the file it should open it automatically

drowsy snow
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And I'm saying that as someone who had bad blood with webdev

drowsy snow
plush yew
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ayo anyone know where i can get ue for win 7 (x64)? new setup

drowsy snow
plush yew
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does the epic windows installer work for 7?

sinful bridge
plush yew
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but i cant tell if thats a me problem or an epic problem bc i get some odd error about kernel32

drowsy snow
plush yew
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do u think i could pull off a windows 10 vm on windows 7

drowsy snow
real heath
oak patio
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i loved windows 7 so damn much. but it is gone now. need to keep on latest updates if you want latest software. no way around that one

drowsy snow
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Though if your project is going to use DX11, you could use that machine for testing builds (but not developing UE4 games on)

oak patio
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ooh yeah good idea. shame all my old systems died. would be great for a lower spec testing rig :(

plush yew
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dell hasnt provided windows 10 drivers for my pc

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i have a Dell Latitude E6510

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i have an actual desktop i use ue on, but was trying to test if I could do work on this old laptop when im not near home

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figured by now thats prob not possible

drowsy snow
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Yeah, no, not possible for doing dev work on.

Still, you can use it for testing, or try doing remote desktop with it if you have internet running at home

oak patio
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honestly a bigger limiting factor is the older specs there. the 8gb RAM will hurt i imagine as well as integrated graphics on an older CPU.
and thats on the most fleshed out model too

plush yew
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yea but i saw some dude doing development remotely on his phone (easy swim component developer), so i figured maybe anythings possible

oak patio
drowsy snow
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Well, as I mentioned, you could remote desktop to your home computer, provided that there's constant internet connection in your home.

I used to do that in my previous editor day job before quitting from low wage lol

oak patio
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never considered remote connection

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i have a feeling lag would make that extremely frustrating, as would an outage at the dev machine

plush yew
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i dont have outages often, only when a hurricane rolls through

oak patio
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definitely a possibility then as long as you can rely on internet, as Makoto pointed out

plush yew
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time to go learn up on rdp

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unless you guys would recommend smth 3rd party

oak patio
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can't help there personally, don't know of any good solutions for remote desktop, just know it's an option πŸ˜…

sinful bridge
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@plush yew If money is the problem, you can install and use Windows 10 with some limitations like not being able to set a custom Desktop Wallpaper (which can be easily bypassed by the way xd).

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also maybe not legal enough for you guys, but you can get some windows 10 keys in some sites like cdkeys for like $5-$10 USD

plush yew
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yeah, problem is that the laptop is so old it doesnt support any form of win 10 upgrades/drivers

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or according to microsoft at least

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doesnt this mean i cant get win 10?

real heath
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generally speaking the drivers will be available directly in windows if it's that old. The manufacturer may not give you downloads for windows 10, but that doesn't mean it won't work

drowsy snow
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Though looking for the drivers yourself can also be very risky

plush yew
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wow i spent an hour trying to make it work with rdp, just for it to work instantly with teamviewer

versed frigate
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guys i want to start learning UE4 can anyone tell me about some videos on youtube that i can learn the basics from?

versed frigate
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Is there any other way?

thick herald
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youtube

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google

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pinned messages

real heath
oak patio
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Ye it does just double checked

real heath
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So it does

drowsy snow
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Surely all of the old courses made it through, right? Right?

I mean, some of the old courses covers up important essentials and whatnot, it's too valuable to be lost in transit to new site and gone to waste

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At least AnswerHub is fully merged to the forums intact, and people had the chance to backup the old wiki content and scatter them around the net.

Not so much with old courses tho

fallow elk
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anybody know how many km a 8k by 8k resolution landscape is? trying to get imports right for a world machine heightmap

drowsy snow
spare trench
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After building light my shadows gets too dark please help

narrow badger
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i got a problem with sequencer. I have a cutscene when level starts. when it ends it should start on player viewport, but instead it get stuck to the camera view. anyone could help?

past pilot
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This D3D RHI DX12 crash needs to get fixed. its showing as a problem all over the internet. It has been a problem for years. It glitches out the UI until it crashes or just out right crashes immediately when loaded.

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does it in ue5 for me as well

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I can load some projects but cant load others. Including brand new never opened projects

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UE5 crashes immediately where ue4 at least runs long enough to show it glitching out

mental crow
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I wanted to know if we can merge 2 templates in unreal engine

I wanna combine flexible combat system and also ALS

mental crow
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Like what will I have to do

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That's my question

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I can't just select 2 character pawns and combine them

past pilot
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You look at how they did both and create your own with a combination of them both manually.

versed frigate
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guys did UE4 significantly from 2014 to 2022?

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or are there differences that aren't too significant

fierce tulip
versed frigate
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my brother is watching some videos about UE4 he said the videos explain the topics pretty well but they are 2014 videos or sometimes 2016 i wanted to know if there would be a big difference between those old videos and todays UE4

fierce tulip
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if its just videos, should be fine.
if you are following along with tutorials, especially blueprint or code ones, its best to follow along with the same engine version to avoid potential problems.

versed frigate
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so it wouldnt make a crazy difference

fierce tulip
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generally no, but depends a bit on the topic at hand

versed frigate
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alright thank you

plush yew
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for niagara, 4.27 is quite different than the other 4's. I keep 4.26 around because its mostly the same as the other 4's, code wise, so any tutorial from 4 can basically be followed in 4.26

uncut fulcrum
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how can i fix this error ?

oak patio
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well i mean vaulting is movement, which is tick based behaviour.
as to methods of approach it's really up to you. you can use components to signify things that are vaultable, use tags, check dynamically, whatever works for your game

oak patio
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it honestly depends on the system. only want to vault when space is pressed? probably unnecessary. Want to auto vault when sprinting or whatnot? Might be your only option.
Two line traces is unlikely to affect performance that much if you don't do anything stupid, but depending on the case it may still be unnecessary

real heath
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If performance really is a concern you could walk the navmesh and generate vaulting hints at build time/editor time

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rather than runtime

plush yew
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Have a problem with controller. On my develop machine I've normally working controller with defined algorithm. But after packing and shipping other players got an incorrect working controller. What a problem can cause this?

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I've this logics on my develop machine. This method switches players between 3 lines (Endless Runner). But people which tested this game told that character rotates instead of switching.

lucid cedar
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how many actors is too many for a scene? and how many is too many objects for an enitre project ? Imho i have 32 gigs memory but seems to stop my workflow when the project gets over 30 gigs in size in the content folder

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I merge my objects like crazy but am not sure if thats really needed

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waht do you guys do?

bleak zodiac
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i have > 40Gbs in content folder, also from marketplace, still fine

teal egret
lucid cedar
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well i just merged all 12,000 actors from the free unity file and now i have two giant chunks of new york

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they work great

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i then made a BP that folds them slowly into eachother for a doctor strange battlefield

primal stratus
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anyone know how to export animation sequences as a .psa file?

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im trying to import into blender and attach to a imported character

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nvm got it

vocal viper
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does anyone know how to make this "create widget" have a parameter ?

static viper
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expose on spawn

coarse jetty
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is there any "reduced" version of the editor? I have to teach young students and i want to make it more accesible, with simple functionalitys.

stray kiln
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Hello everyone i am quite new to UE4 and would like to know how do u advise to some one new to improve his skill , I have learned c++ , python a little bit data science and programming by myself no pro by any mean ,I am not seeing my self making my own game as it seem too complicated right now,
i mostly watch tutorial on youtube and copy what they does, if there is any better approach, i would like to hear , THANK YOUπŸ™ .

drowsy snow
stray kiln
drowsy snow
drowsy snow
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GDC themselves publish slides and videos, along with some of the developers publishing the full .PPTX files

coarse jetty
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That was my idea, some mod editor or kind of. Thanks for the info will take a look.

drowsy snow
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Though if you really want to resort to dumbed down editors, you could also use Core, which is pretty much Roblox like but built with UE

coarse jetty
modest obsidian
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Need help with math. Trying to make a sports game, I need equation to get a ball to one point to another. I do know the start and end points. From looking up, I think it's supposed to be a parabola or I need to use projectile math. Any tips?

hidden dew
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Hi all. Bit of a mathsy question.
Here's a little character. Just to make it clear which way is forward, right, and up.

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He's on a surface, and that surface can change orientation in any way. The character needs to re-orient with it. Using MakeRotFromZX() typically does the job, using the new plane's normal for Z, and the character's old forward for X. That usually works, no big deal.

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But if the surface's normal has rotated by 90Β°, MakeRotFromZX() can't do the job because maths. It doesn't matter if the character's old forward (X) is or isn't aligned with the new Z, the function still can't work.
Ie, both these examples won't work with MakeRotFromZX().

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Q: What should I use instead of MakeRotFromZX / MakeRotFromZY?

(Or am I maybe making some assumption that makes it look intuitive, that might not always be true?)

hidden dew
# modest obsidian Need help with math. Trying to make a sports game, I need equation to get a bal...

Typically the parabolic curve you expect happens as a result of just ticking through the balls positions every frame.
That is, you don't have to have some kind of x = time * blah or y = x^2 + whatever equations floating around.

Usually you'll have one thing making a little change to the ball's position every tick.
And another, separate, thing making a little gravity-induced change to the ball's height every tick.

So you'll have something like

// Simple adjustment for the ball's velocity
newBallPosition = oldBallPosition + currentBallVelocity * timeSinceLastTick

// Then also add an adjustment for gravity (noting that gravity will be a negative value)
distanceFallenSinceLastTick = gravity * timeSinceLastTick * timeSinceLastTick
newBallPosition = newBallPosition + distanceFallenSinceLastTick
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Hmm I hadn't thought about quaternions.

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Ah yeah. The old plane's Z and the new plane's Z will be enough to define a vector axis. And rotate the actor's transform on that

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ty, I think that's what I needed

modest obsidian
hidden dew
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But Laura makes a good point. The choice to use or not-use UE's physics is a big choice... you might want to look into that.

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It's complex at first but will save a tonne of maths and give you very solid results in the long run. Especially when you need balls to hit and bounce off things... Uff.

modest obsidian
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Thankyou for suggestion, and the equations. I'll try both out.

spare trench
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My obstacle is set to be destroy when I overlap the trigger volume.
When I respawn (by falling or clicking respaen button) my obstacle doesn't comeback.
I want to respawn my obstacle as I
respawn

plush yew
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is there a horror ai built in horror engine?

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then just a ai like monster is there that?

drowsy snow
plush yew
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ah okay thanks

drowsy snow
spare trench
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So what should I do

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What are the alternative of destroy actor

drowsy snow
# spare trench So what should I do

I don't know, hide the actor visually?

Depends on the context of your code and game design, really, because you can have the game remember the class before destroying it completely, then use it to create new actor of that class.

modest obsidian
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You can teleport the actor off screen, so you can reference it later?

spare trench
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Ohk

plush yew
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anyone who know a free horror map?

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or just a house

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where you be inside

autumn flame
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The default map

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True horror when you see it in a game

raw oak
drowsy snow
# plush yew anyone who know a free horror map?

Not to hound you or anything, but if all you want to do is asset flipping, then what's the point?

At least to me, your requests comes off as someone trying to cbble together asset flips and not wanting to put creative effort.

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I appreciate people who used marketplace assets and put a creative effort to build new levels, expand upon, and/or create new stuff from scratch using them for reference.

topaz monolith
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I am trying to load in a custom collision for a floor modelled in 3ds max, I tried naming it ucx_ then the same name and exporting as fbx but it doesn't seem to work, is there another way of doing it?

oak patio
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If your mesh is called "MyFloor"
Then your convex collision should be "UCX_MyFloor_01"

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It also needs to be bundled with the original mesh

topaz monolith
oak patio
plush yew
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Is there a way to set variable by name

topaz monolith
raw oak
plush yew
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Hey guys, does anyone know what could be causing this crash?

LowLevelFatalError [File:Unknown] [Line: 161]

A FRenderResource was deleted without being released first!

plush yew
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It would be possible with c++, but I'm wondering if theres an another way

void holly
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Why cant I find the mesh painting / vertex painting mode? Its not in the modes list for me 😦 4.26

topaz monolith
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If I have a door blueprint in my interior scene, I guess it needs to be moveable, if I have spot lights lighting the scene do they also need to be set to movable near the door for them to light the moving door?

oak patio
topaz monolith
oak patio
topaz monolith
#

@oak patio OK cheers, I'll try it with a simple box and see if that works first πŸ™‚ thanks again

oak patio
#

No problem

raw oak
iron kelp
#

hi guys, sorry for my english. i have a question, i would be very happy if anyone knows. We made a game with unreal engine 4 and published it on steam. but i have icon and name problem. As it can be seen in the photo, when I put the game to steam, the icon is still the unreal engine icon and the name is my project name. Does anyone know how I can change this?

bold bay
#

Topdown crosshair rotation issue....
Surely many hacks to handle it, but whats the best way to tackle this?

The character rotates to where the crosshair hits (floor).
however its skewed to where the player should focus and aim.

It must be a math trick, but i have no clue how to pull it off.

fallow ferry
#

make sure you have no SPACES or SPECIAL CHARACTERS in the file path to the .ico file.

#
iron kelp
#

thanks bro I am grateful, i will get back to you when i try

fallow ferry
drowsy snow
#

You're not supposed to ship your game in Development build configuration, otherwise players can easily break and dismantle your game.

real heath
#

And multi-users will share saved games etc

heady ridge
#

is it possible to do the map of a game before working on any animations/movements/npcs etc?

#

is it ok to do that or it will be bad later on?

midnight cloak
#

Why i can't change my Default Pawn Class with my C++ game mode ?

heady dirge
fierce agate
#

What is this?
How do I fix this?

#

I keep building texture stream just to fix this

fierce agate
#

should I just ignore this error?

#

...

bleak zodiac
#

disable screen message or increase texture streaming size

edgy quest
#

hi

#

I have moved the assets from original directory, and now the engine cannot find them anymore

#

is there a way to make it search for them in new location?

#

*directory

#

because there is like 100 textures & materials in two folders

#

I cannot waste that much time by manually indicating a directory to each texture & material

real heath
#

You moved the uassets or the source files?

edgy quest
#

uassets

real heath
#

You did it through explorer? Not the editor?

edgy quest
#

yup

real heath
#

You HAVE to move through the editor

#

No way around it

edgy quest
#

okay

#

thanks

#

I've done it because sometimes editor created duplicates of assets if I moved it with editor

#

and I wanted to avoid that

real heath
#

The editor will leave behind uassets visible in explorer, but not actual assets

#

They are redirectors

#

So any old reference that wasn't updated has a way of finding the new location

#

You can get rid of those by right clicking the folder and going "fixup redirectors"

#

That will then make sure all references are updated, and then delete the redirectors

edgy quest
#

great!

#

thank you!

fierce agate
fierce agate
real heath
# fierce agate it is okay to ignore it?

Not really. It means you are using more texture memory than it's configured for. By default the engine is configured for 1gb. You can increase it, but if you target users or systems don't have enough, they'll run out of memory. To be clear, It's fine to increase it, as long as you are aware you are making decisions for your end users

#

The other thing to do is reduce how much texture memory you are using. Pack textures, reduce resolution, etc etc

#

Basically, it's warning for a reason. You need to be aware of what you are ignoring by turning off the message

#

It will be much harder to deal with the problem later if you ignore it now

topaz monolith
#

I have baked lighting and have some opening and closing doors, so dynamic moving objects as Blueprints. Do I need moveable spot lights near the doors to make them look good as they have terrible shadows at the moment

#

Is there a way to improve the shadows on the dynamic movable door BP?

drowsy snow
topaz monolith
drowsy snow
#

If you really want accurate shadows, you can rely (solely) on raytracing, but that'll eliminate huge chunk of player base if that's a concern

Otherwise, for something like archviz where you show it to clients and it's not VR, then go for it.

topaz monolith
drowsy snow
#

Raytracing is out of the question for VR.

topaz monolith
#

OK, its a shame I cant make it any better than how it looks, the moving door seems to look really bad compared to the rest of the scene. I made the volmetric cell size 1, the smallest i could make it but it still seams bad

bright brook
#

Hi, I have a question regarding hidden folders / actors and the play mode and recorder mode.
In editor I have a cinematic timeline switching from different cameras angles and few actors are visible or hidden via activation tracks.
However my issue is that when using the recorder mode all of the pre-hidden actors are automatically visible in the scene when it starts recording and won't even hide in the scene when manually cliquing the eye icon.
How can I properly manage that and keep hidden folders in the scene hidden when entering play mode / rendering mode ?

coarse jetty
topaz monolith
coarse jetty
#

it makes sense, but idk maybe it helps. I am not sure how dynamic light stores shadows.

topaz monolith
analog vessel
#

Sorry for not hitting print screen here, I was in uni and in a bit of a rush to get home.

I've made a blueprint to read CSV data for a sonification assignment. To add a delay effect to each string printed, I've made a custom macro called "For Loop with Delay". The blueprint is supposed to read from a CSV file, and input the next integer every 2 seconds. Time prints out fine, however temperature seems to print the first integer over and over. I would like for the temperature value to read properly. I hope these images are readable, when I get home I'll be making them again so I'll be able to send a better quality screenshot.

#

There's also some bits and pieces in the blueprint that aren't attached, which I've unplugged for the time being.

night birch
#

For some reason my characters began to be able to overlap with themselves, as well, as collision boxes doesn't work. I didn't change any collision settings, what can be cause of it?

orchid lodge
orchid lodge
#

Can you check your collission settings to see what it is against other pawns

night birch
#

idk what caused that, bcs. I didn't change any collision settings, so I made a reset in my version control system, and now it works correctly

#

I have no idea why

orchid lodge
void holly
#

So my map is mostly finsihed expect for lightning which I have started fiddling around with but I've ran into the issue of the foilage being lighented weirdly.

Anyone know what terms I could search for / what the potential issue could be ?

harsh tiger
#

I have a dynamic particle bug in VR. If I'm not looking towards 0, 0, 0 my particles don't render. I tried changing the bounds scale, but that still haven't fixed it. Any idea what this could be?

analog vessel
#

String is printing but is only repeating the default values given. I need it to read all the numbers from the csv file.

#

What have I done wrong or need to do?

grim ore
#

Where in your code are you getting the next value from your data table?

void holly
#

Is there any way in the content browser to filoter out assets that are not used in your scene / project?

grim ore
#

I have this option in 5, it might be in 4?

void holly
#

ah yep it exists

#

thank you

#

im in a games sdk on unreal engine 4 and apprenently its better if u copy their assets into your own content folder

#

so I thought I'd delete all the unused stuff I dont need to save space lol

grim ore
#

just make sure to keep a backup just in case because... software

rocky estuary
#

I need a relatively simple project idea for my school projekt (I am a begginer). It should have a 3rd person character as the player.

rotund sorrel
#

Sry for the old message lol. Why do you suggest not using dynamic mesh and yet you're using that in your game for locked doors?

static viper
#

where do i suggest otherwise

plush yew
#

Hello guys , what am i doing wrong ? I want to damage the AI via colision , but only the first swing ( sword animation ) gets registered.

static viper
#

@plush yew you posted your problem in 3 channel now

#

that is against the rules

#

please read them.

plush yew
#

I will now πŸ™‚

analog vessel
rotund sorrel
#

Here

grim ore
#

@analog vesselyour input in to your get data table row is always going to be 0 for the row, that is your issue that I can see

static viper
#

ah i think it was because you are making an open world game

#

i can use dynamic navmesh in my game because its very small level

#

less then a square km

#

but you want to make a 100kmΒ² game XD

#

ofc dont use dynamic navmesh

rotund sorrel
static viper
#

oh sure

#

i cant remember

analog vessel
rotund sorrel
static viper
#

old resident evil?

#

i never played that

#

but i assume its tiny levels

#

with doors

rotund sorrel
#

Yeah. Also silent hill

static viper
#

where you have a set camera

rotund sorrel
#

The same

static viper
#

that follows you around

#

those are prebaked scenarios with agents

rotund sorrel
#

Yeah it was just an example for the doors, camera would be third or First person

static viper
#

you would use a custom system here anyways

#

silent hill and resident evil games are...

#

well

#

linear corridor shooters

#

with cinematic narratives

#

its a whole different world

rotund sorrel
#

Point is i have locked doors in the beninning that should block the navmesh. Player could then unlock them and the navmesh should become walkable by enemies too

static viper
#

it depends on the game.

#

i use prebaked navmesh that can be updated with invokers

grim ore
#

@analog vesselyour "new param 7" on your loop gives you the current loop #, that is what you want to check. first one is 0, so your row 0. then your next time throught the loop is 1, so then you get 1 from your data table, etc..

static viper
#

so when a door is unlocked

#

an invisible block is set to have no collissions

rotund sorrel
static viper
#

this will then update the area

#

and make a way for navmesh

#

my way ofc could be better with navagents

rotund sorrel
static viper
#

the invisible block yes

rotund sorrel
static viper
#

i bake the navmesh first

#

and then ingame i let the invokers change it

rotund sorrel
#

Thx!

iron kelp
iron kelp
unreal crow
#

hello i have a error on a bypass i need to cancel a flip flop while climbing or i guess disable the key the trigger it when climb which can be best or how to solve this??? thx

dreamy forge
#

Is it possible to download UE4 source version below 100 GB?

#

maybe like excluding Linux

drowsy snow
dreamy forge
#

Can this PC run UE4 source code build well?

drowsy snow
#

If your PC can run vanilla UE4, yes

dreamy forge
#

people say with more powerful PC then mine waited 7-11 hours

#

So how many days will I wait?

drowsy snow
dreamy forge
drowsy snow
#

I can't exactly speak for your particular specs.

#

But consider that UE4 code base is huge, it has lots of code to compile.

#

Someone with threadripper can easily build it in 10 minutes, others with potato can took a whole day

west cedar
#

Is there a good way to adjust the scrollbar for listviews in UE4 (ideally without having to go into C++ for plugins)

ancient spade
#

Anyone having issues where UE4 drops performance and starts lagging after removing a variable from a BP?

#

I have to restart the Editor every time :\

timber coral
#

I have a question about best practices about organization. I noticed that a lot of stock actors, like the Camera for example, have a Camera Component inside of them as well. Additionally, the variables in these components seemingly sync up with the variables on the actor themselves (at least on the details panel). I'm wondering a couple things:

  1. Should I generally create a component for each individual actor as well? Or just use the Event Graph inside that actor to handle interactions between other components?
  2. In case I should be making a component for each actor, how would I go about exposing the component's variables in the actor's detail panel?
#

In this case, changing the Projection Mode variable, for example, in either the actor or the nested component seems to change the variable in the other.

oak patio
#

you dont need components for each actor. you want components for reusability for example.
many things might need a camera, it just so happens a camera actor only needs a camera. just like a static mesh only needs a static mesh component

#

if you have a game with a player and various enemies, you may want to use a component for health, as an example, as it saves you writing your health logic again for each new enemy type

#

just drag and drop and happy days

timber coral
#

Sounds good! Is the functionality for exposing component variables in the actor's detail pane available to users or is that just something stock Unreal actors do?

#

Just for future reference.

oak patio
#

im 99% sure all proper exposed vars in components show up in said actor's details but don't quote me on that

#

have a play around see if it works or if it doesnt

timber coral
#

I'll keep playing around with it, so far I haven't been able to get it to display in actor's detail panel. Thank you for your help!

neat wyvern
#

Hi friends! Question for yall. Working through a unreal course and having a issue where I have multiple actors based on a BP each with unique values for their uproperty thats set in the editor and everytime I restart the editor it's like none of my c++ classes are loaded till I recomplie and then it resets all the values back to the defaults. Not sure if this is intental or if I made a mistake.
Thanks in advance πŸ™‚

pine aspen
#

hello all! i've been having consistent issues with unreal engine 4 games in which models jitter and bounce. this is consistent across all unreal engine 4 games, which has been very frustrating. https://www.youtube.com/watch?v=Ekwe9J1KJMI https://www.youtube.com/watch?v=aNiwXaLfHyE here are two videos that show off what im talking about, im assuming people who know the engine better than i can help find a source for this issue? thanks much!

icy talon
#

hello, my apologies ive stumbled on something and i dont know where to ask for noob help. im working through a UE book (Unreal Engine C++ the Ultimate Developer's Handbook) and i just cant figure out what im doing wrong. i created the C++ character class first, then the blueprint based on it. my understanding is that blueprint class is a child class. i added UPROPERTY variables to the C++ header but they are not being displayed in the blueprint class. i would appreciate any grand master insight to help me get past this.

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
weary basalt
#

@icy talon Make sure you close the Editor and compile from VS.

#

When making changes to Headers especially.

#

Also, with Components (like the code you have added) you need to create and attach them in the constructor.

#

Since the Component itself is another Object, it wont exist unless you create it.

#
UPROPERTY(EditAnywhere)
bool bMyBool;
#

This would appear straight away, because its just a data property for example.

unreal crow
#

you mean created a Boolean or ?

midnight cloak
#

Hi my project crash ans now i can't open my prject anymore, help me plz

real heath
#

read your log file in <project directory>\saved\logs

midnight cloak
real heath
#

[2022.10.12-03.33.09:349][ 0]LogClass: Warning: ObjectProperty FInventoryItem::Thumbnail is not initialized properly even though its struct probably has a custom default constructor. Module:WallJumpProject File:Character2DHero.h
[2022.10.12-03.33.09:349][ 0]LogClass: Warning: BoolProperty FInventoryItem::bCanBeUsed is not initialized properly even though its struct probably has a custom default constructor. Module:WallJumpProject File:Character2DHero.h

#

I suspect theres an issue in your FInventoryItem or Character2DHero classes

midnight cloak
#

Ok @real heath , thanks you πŸ‘
Very appreciatedπŸ™

#

How can i compile if i can open the Editor ?

drowsy snow
midnight cloak
#

yes

drowsy snow
#

Don't open the editor, compile it in your IDE.

real heath
#

O_O you are only using hot reload/live coding previously?

#

Compile through visual studio or rider

midnight cloak
#

i can't attach my IDE to my project so i can't build

real heath
#

right click uproject -> generate project files

#

double click new sln file

midnight cloak
#

No working

#

omg why Unreal Engine is so complicated

#

Can I open A Backup or something like that ?

real heath
#

If you have one

#

Or roll back with source control

drowsy snow
#

inb4 rage quitting to Unity

ripe carbon
#

How do I get a hovered image in a widget to stop playing a sound before it plays another? Like, if I move the mouse over one picture and a fairly long sound clip plays. Then, when I move the mouse over another picture, the two sounds overlap. So how do I stop the first audio clip so the second one plays without being overlapped?

unreal crow
#

how can i cancel a flip flop when climbing ?

silk flare
#

I'm not sure where to go with this

#

how can I set the substep time of the Cable Component to something lower than 0.005 sec?

#

rn no matter what I type in, it just clamps it to 0.005

#

could I edit the source code so that it allows me to go lower or is that a no-no?

frail plover
#

any idea how I can make an object that you cannot land into? Is there a way in engine, so I don't have to make any launch character code

#

"Can characher step up on" does not do the trick

peak hare
#

Cannot land?

frail plover
#

Ex. you have a box on ground, you try to jump on top of it but it wont let you, so you just bounce off

frail plover
#

programmed a workaround

normal thistle
#

anyone maybe know how come when i delete variable from game instance i keep getting 17k shaders compilation (4.27) this is crazy !!!

stoic eagle
#

https://github.com/AndreaCatania/RuntimeSkeletalMeshGenerator/blob/main/Source/RuntimeSkeletalMeshGenerator/RuntimeSkeletalMeshGenerator.h

using this plugin can i convert static mesh to skeletal mesh
i have predefined base skeleton
i guess all i need is to get Mesh surface data and update the value in the above plugin code
what doubt i have now is that
1.is it possible to get surface data from static mesh runtime
2. if yes (then i guess i could create skeletal mesh) , so which method is efficient - sockets or creating in runtime
( also i have to use physics constraints and have to play predefined animation)

GitHub

Helper to create a SkeletalMeshComponent in UE4 at runtime. - RuntimeSkeletalMeshGenerator/RuntimeSkeletalMeshGenerator.h at main Β· AndreaCatania/RuntimeSkeletalMeshGenerator

bright brook
#

I'm using volumetric clouds in 4.27 and couldn't find any properties to help me avoiding to get a really noisy / low samples clouds. Temporal AA helps a little but it's not enough.
Which way should I look to fix this and get clean clouds ?

still mirage
#

Hello im very new to UE4 and trying to make a horror game, does anyone have a premade vhs screen effect? i cant find any anywhere

drowsy snow
fierce tulip
#

best (and in this case useless) result ive seen, what someone who actually recorded their trailer onto vhs, then moved it back to pc XD

real heath
#

Bonus points if recorded with extended play or long play

drowsy snow
#

That could be viable for making trailers or cinematics lol.

Make the trailer like it's the late 1990s with cheesy stock music

jade surge
#

is there any way I can add 20 clients into the editor without frying my pc in the process?

spare trench
#

Can I ask a mobile related question here? Cause the mobile channel is very inactive I ask the question several time and wait for a long time but there is no reply

#

The problem is :
I am not able to use camera rotation and button at the same time in mobile how to fix it?

real heath
fierce tulip
#

its also something Im noticing when watching old movies. how much easier it is to recognize CG

zealous thorn
#

can someone quickly tell me what version of unreal i need for xcode 14 to work

dusk gull
#

any help on mixamo pinky fingers going ham? I am trying to retarget (get mannequin animations to mixamo character)

#

I fixed it! had a wrong bone marked

plush yew
#

how much experience with unreal engine 4 do you need to make basic multiplayer ?

zealous thorn
#

A good amount

oak patio
plush yew
#

I'm learning unreal using the docs so I guess I can't gauge how much work that is, I'll keep learning and try learning multiplayer later then

oak patio
#

Yeah good idea. It's always best to know how things work before you make them even harder :P

zealous thorn
#

hey i got the xcode figured out but my project wont package

#

UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: AutomationTool was unable to run successfully.
PackagingResults: Error: Unknown Error

#

plz someone help

midnight cloak
# real heath double click new sln file

Hi sorry to bother you again but when i do that and try to build i have this error WallJumpProject.vcxproj(131, 3): [MSB4019] the imported project "C:\Program Files\JetBrains\JetBrains Rider 2022.1.2\tools\MSBuild\Microsoft\VC\v170\Microsoft.Cpp.Default.props"is no found. Check declaration expression Import "C:\Program Files\JetBrains\JetBrains Rider 2022.1.2\tools\MSBuild\Microsoft\VC\v170\\Microsoft.Cpp.Default.props" is correct and exist on disk.

midnight cloak
#

That not solve my probleme πŸ˜‘

autumn flame
#

For the easy way just install VS2022 and change tooling path to it

#

Make sure to select C++, .NET and Game Development

midnight cloak
autumn flame
#

MSBuild to the VS one from Rider, yes

midnight cloak
#

Can i have a step by step solution plz πŸ™ πŸ™ (i install VS2022 now)

autumn flame
#

Just install then click the dropdown of MSBuild from Rider

midnight cloak
#

Here ?

steep steeple
#

I have an issue when loading my level, it always starts me at 0,0,0 instead of the place where I last saved. Is there a way to fix this?

midnight cloak
#

OMG @autumn flame , thanks you πŸ‘
Finnaly , it fixed

static mountain
#

Hello, does anybody have any experience in workarounds for modding when the devs cause the game to crash when you have a mods folder in the pak folder? MultiVersus is currently undergoing some tough times for the modding community, and we had a downgrading method that doesnt seem to work anymore because of this error

autumn flame
#

This is not a modding support discord, please refer to the devs for this

static mountain
#

welp guess multiversus isnt getting mods anymore

autumn flame
#

Can't help with modding, it sucks yeah, but really don't have the tools to help

#

That's on the modding community

drowsy snow
oak patio
#

yeah if the dev doesnt want it. the dev doesnt want it
you are on your own from there.

static mountain
#

really sucks because the community was thriving andd lots of creative people were learning and getting started with this game until WarnerDiscovery decided to shut down mods since they saw it as competition

fierce tulip
#

at some point they'll find a way again.
We as an unofficial --but by epic supported-- server we cant help.

fierce tulip
bold ember
#

any way yo optimize disk size of unreal github source? my .git folder is 20gb by itself

stark talon
#

I have a skeletal mesh that i need to export to blender. Im exporting it but the animations are not being exported with the model.

#

How do i do this?

bold ember
#

say goodbye to your disk space chuklenuts

#

im gonna need to buy a dedicated ssd for unreal this is ridicilous

uncut vortex
bold ember
#

thanks

hallow dove
#

hi everyone, i have a packaged project that works with ndisplay, i am currently using 4.27. everything works fine on my end and im looking to send it over to someone but they do not have unreal installed in their system so they cannot use switchboard. is there a way can send the project and they can use it without having to install unreal themselves?

coarse jetty
surreal vector
#

hello everyone, i have a big problem rn, i need to make a pixel art font on a text render but theres a weird autoaliasing applied to it (on the first image its what the police should looks like) i unchecked "antialiasing" in the font editor but it still doesnt work.

eager kraken
#

Why does the combobox not showing the option?

real heath
coarse jetty
surreal vector
#

@real heath nvm i found where it was, you need to click on the font then theres a filter option, thank you a lot i wouldnt have find out if u were not there

thin tendon
#

I have an issue on one particular model I can't seem to solve. Blender import to Ue4. My box collisions are importing fine. My convex collisions won't import. The collision count shows them there. But they are not visible as you can see in the picture. There should be cylinder shaped collisions on each railing segment.

real heath
#

Wouldn't that make them concave?

thin tendon
#

No I have had it work on other models. But suddenly this one model bugs out hard and won't import convex of any kind properly

#

Just wondering if there is a setting or something I have missed or if someone has had the issue before

#

UXC imports but doesn't show. USP doesn't Import at all. It appears only boxes UBX are importing correctly

thin tendon
topaz monolith
#

Anyone know why GetActor transform wouldnt pick up rotation in the Pitch or rotation but it does in the YAW?

#

when I getactor transform from the pawn is this just the capsule of theplayer or is it the camera?

buoyant isle
#

Hey guys, I'm looking for a way to have a background app still displaying sound, usually as soon as you back windows, the sound cuts, how to avoid this please ?

burnt heath
#

anyone know how to pull up "Filter By Class" in editor utility widget UE4.27? or does it not exist?

turbid osprey
#

Hey all, I am having more issues with performance that I cannot figure out what the issue is.I get 50fps in editor working on it but 20fps in standalone/launcher. I have done LOD ,Virtual Textures, Lightmap resolution but still no dice. So is there anything else I could. I run a 2080S and R9 5950X.
One thing I noticed is in Unreal Insights my CPU sleeps for 1ms due to being to fast but that shouldn’t be a huge impact. Thank you everyone for the advice!

drowsy snow
#

Note that Unreal Insights mainly concern about the CPU/Game thread

turbid osprey
#

@drowsy snow Here is the unit graph and stat unit

zealous ginkgo
#

i added a weapon to my hand and then i lost all my locomotion movements, running jumping on a custom character?

plush yew
zealous ginkgo
#

under phsyics assets just turned it off and still same

zealous ginkgo
#

check it out lemme know what i did wrong plz ty

plush yew
zealous ginkgo
#

it was working before i tried adding socket to hand

plush yew
#

use a print string to see if the speed variable is being updated

#

it seems like try get pawn owner may be returning invalid

zealous ginkgo
#

@plush yew damn sry i dont know how to do that one

plush yew
#

there is a node called print string

#

add it out of the is not valid of the is valid check

#

then run, if something is printed its because the try get pawn owner is failing

zealous ginkgo
#

is not valid is red whats this mean?

plush yew
#

red?

#

you mean the exec line? that means that the not valid is executing rather than the valid

#

meaning try get pawn owner is not valid

#

do you have the right anim class selected in the skeleton mesh?

zealous thorn
#

how do i make a checker board material 2 sperate colors cuz i can only seem to choose one color and the other is white

#

i want green and brown

modest trench
#

Try having two separate material slots with different UVs in a checkboard pattern

#

*slots excuse me

real heath
#

Basically the white and black texture is the mask, and the lerp node allows you to choose both colors

#

it would equally work with other properties too, such as roughness and metallic

#

and that's the grid texture, included in the engine

drowsy snow
zealous thorn
#

thanks

zealous ginkgo
zealous thorn
#

um how do i make the checker board much bigger

#

each sqare is pretty small

#

@real heath

real heath
#

That multiply of the TexCoord

#

TextureTiling scalar parameter node

#

change it

drowsy snow
zealous thorn
#

i tried that

#

but it is still samller checker boards

real heath
#

so keep changing it?

zealous thorn
#

i guess

real heath
#

making it greater than 1 will make things smaller, going less than 1 but more than 0 will make things bigger

zealous thorn
#

kk

#

i made the number 5.0 and it made it big enough to what i wanted

#

one more question how do i get the details of a landscape on the side of my screen

#

sorry i upgraded my unreal version and a lot of things are diffrent

worthy plaza
#

UE crash when i try to build lighthing and this error appear Fatal error: "[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197] Ran out of memory allocating 3221225472 bytes with alignment 0", how can i allocate more memory?

real heath
#

No, IT was allocating memory

#

It's saying you don't have enough

#

You need an additional ~4gigs by that message

#

Reboot, close absolutely everything

#

Try again

#

If it still fails, but more ram

worthy plaza
#

oooh

worthy plaza
drowsy snow
worthy plaza
real heath
fast lion
#

How can I scale my models properly before placing them in UE4?

thin tendon
magic helm
#

Why does changing the gamma in-game also affect the editor of UE4? lol. Was a surpise to me.

#

And it stays that way even if I close and reopen UE4. skylibAwooga

somber crown
#

Is there a way to call whatever the Play In Editor button does in the toolbar in our own editor utility widget? I see an EditorEndPlay node but cannot find an equivalent EditorStartNode? or any node with StartXXX that matches that description

real heath
#

Definitely exists

#

In atleast 5.0, possibly earlier it had to be called on the EditorSubSytem

somber crown
#

unfortunately nothing shows up with those names

#

in 4.27

real heath
queen spade
#

guys, quick question, is there a way to inherit from a Blueprint Actor class?

#

in c++

crystal verge
#

Anyone know why my landscape material foliage isn't casting shadows in ue4. 27

#

Procedural foliage and foliage tool cast shadows but the landscape material is not

queen spade
#

got it, thank you boss!

fallow hornet
#

Anyone know of a way to batch re-bind a bunch of objects in the variant manager.

#

I have a huge list of objects in few different variant sets that need to be rebound

minor pine
#

gonna go far with that fuzzy search that discards characters and disregards case

#

Where did it find "orc" in "Actor Class"

plush yew
#

Orc is the class that is in the get all actors of class

fallow ferry
#

First time for me building static lighting, there are no reflections after building. Even with reflection capture box. what is the problem?

real heath
#

Have you built the reflection captures? Under the build menu

fallow ferry
#

yes

#

all surfaces are matte even tho they were reflective before. I read it might be because all lights are static not stationary?

fallow ferry
#

upper ball shoud be chrome (reflective)

real heath
fallow ferry
#

no it's not dark. i will show you

#

this is how it looks like with dynamic lighting

#

floor is also different

#

maybe lightmap resolution?

real heath
#

Doubt that. There is reflection capture resolution, but again, it doesn't appear to be a resolution issue. Check your reflection capture position and influence radius, and make sure you built the reflection capture after lighting

#

Otherwise, no idea

fallow ferry
#

i made the box reflection as large as the lightmass importance volume

#

what does the transition distance variable do?

real heath
#

So it blends rather than hard snaps

fallow ferry
#

i made one capture for the whole scene, is that a problem?

#

i'm out of ideas

#

im gonna try higher light bake quality

#

im on preview atm

real heath
#

Depends on your scene. More uses more memory, but reflections that are more correct for the space

#

Eg, a reflection from one room will look wrong in another

fallow ferry
#

it's a large open interior

#

with pillars etc

#

i'm so confused. there is reflection in one spot and not in the other facing the lights (same material)

#

also can i hide the rect light somehow from the reflection?

#

nvm i solved it.

#

it was a problem with the box reflection

#

i guess it was too large

#

i made 3 smaller ones instead of 1 big one

indigo steeple
#

So I have been trying to learn UE4/5 and when watching different creators, I of course come across the situation where they all say to process things completely different. I know this comes down to me and how I want to do my own project but I am trying to find more of a lessons kind of break down and have more of a fixed way to learn UE. Is Udemy a good/okay/decent way to go for learning UE and working with BP/C++?

void palm
#

when clicking on button,

Should I code to change the information in current widget?

or create another widget?

widget have consistent layout

which one is the most effective?

drowsy snow
true ridge
#

What's a good way to solve this?

oak patio
#

if you know there is a place on your map where players can easily get trapped with no way out, it might be a good idea to not have them

true ridge
#

Well, I mean that could be anywhere with a rock or some other obstacle.

drowsy snow
true ridge
#

Mechanically though, would there be a good solution aside from carefully adding invisible walls around all set dressings?

oak patio
oak patio
drowsy snow
oak patio
#

possible scenarios

#

if its a common occuronce, as you seem to have identified a specific problem area, then you can just make it so that it doesnt happen

#

otherwise you can have systems like other games such as dev console for noclip, out of bounds teleport, etc.
but that shouldnt be your failsafe for lazy design and testing

#

realistically you should have as few of these as possible

#

and if you can find one you should prevent it rather than gameplay mechanicing over it

#

sometimes it is nice to have those in case someone finds something you dont, and a save reload or whatever isnt viable, but it shouldnt be your first solution

real heath
#

Also, you will learn that players are absolute bastards and will surely find more of these spots than you can possibly imagine

drowsy snow
#

L4D2 even with that failsafe only had handful of bad spots, and speedrunners are the one to found them

oak patio
#

exactly why i say it is nice to have those fallbacks, but it shouldnt excuse poor design

drowsy snow
#

Also I hope no one here had genuine grudge against speedrunners πŸ™‚

oak patio
#

nah i love em

#

it always fascinates me how they so precisely break games

real heath
#

yeah, it's a amazing to watch how they find, and then perfectly execute manoeuvres, and the whole time you are thinking "I wrote that and didn't even know that was possible!" same thing with cheaters. Ofcourse, they ruin the game for others, but it's a special kind of creativity to find some of that stuff

true ridge
#

Hmm, I already have a sort of "last valid location" mechanic for drowning. I suppose I could check to see if the player is falling for too long or falling/landing very rapidly and teleport them as a failsafe. I was hoping I wouldn't have to alter the level design to remove such spots though. 😣

oak patio
#

i play a lot of fallout 3 and new vegas. most of those possible problem areas have invisible colliders over them., which i appreciate, also every so often i find one that is missed or whatever, in which case it is nice to be able to noclip out of.

oak patio
drowsy snow
true ridge
real heath
oak patio
#

you will nearly 100% of the time have to alter your original designs. Nothings perfect first try. sometimes your initial designs dont feel great and need tweaking, or can softlock you, etc.
it is a bit annoying to tweak but tweaking and testing is one of the most important steps of polishing a game

drowsy snow
real heath
#

movement against simple, bullets against complex

oak patio
#

Also what Boris said above is 1,000,000% true. fixing these things can make your game feel a lot smoother. Sure it may run into cases of a bit of immersion being lost because "ooh im floating between these rocks" but that is much preferable to the alternative of losing more immersion to "Great, im stuck again, time to reload my last 10 minutes of progress"

#

i suggest you look at how a lot of other games handle collision for movement and stuff so this doesnt happen.
I quite like CSGO as an example since it's free and you can go into a match and toggle the debug collision views

real heath
drowsy snow
#

Also as I already point out above, cosmetic feature like foot IK adjustment can help elevate the immersion without sacrificing gameplay that much (within reasonable limit)

true ridge
#

Alright, good advice. Thanks guys. It's extra work, but adding in a bunch of invisible wall blocking volumes does actually make everything feel a bit "smoother" while also solving my problem.

somber crown
#

Using an editorutilitywidget if i start a Play-In-Editor session and stop it, it recreates my utility widget so it loses whatever text values I had in an input. Is there a way to work around this?

real heath
#

Only thought would be is your pie doing a level load, stream or travel?

somber crown
#

@real heath yes when i hit play it will load from a specific splash scene and then change to another level during runtime

#

thats the point of the utilitywidget i made, but after exiting the play session it loses the saved scene name (previously open level) that was stored before the PIE session began

real heath
#

Well then I think that's triggering it. I don't know of a solution

trail crater
#

Hi I recently switched computers from a mac to windows. When I download my project on windows and open the uproject file, after building it, it says to build it from source? Can anyone help me out with this

ancient spade
#

What's up with Unreal Engine starting to lag like hell after you remove a variable? Need to restart the editor every single time

somber crown
#

Try generating the project solution file by right-clicking the uproject file and open the .sln file in Visual studio and re-build the solution (Build Menu-> Rebuild) so that it cleans the binaries/intermediate and tries making a fresh build

thin tendon
ancient spade
thin tendon
ancient spade
#

I've noticed it's doing it with UE4 and UE5 as well

#

maybe it's my Graphics drivers

thin tendon
#

Is your ram use high in your editor when it happens?

ancient spade
#

I had issues with trhem befoer

#

30% of 32GB

#

not that much

somber crown
#

I would check taskmanager and see if your anti-virus / windows defender is kicking in

thin tendon
#

Nah in editor it will give you an actual amount its using

ancient spade
#

Also the CPU usage is low when it starts lagging stuttering

thin tendon
#

In that case I would do like batman says and check things like antivirus and installation

ancient spade
#

oh, lemme see

#

As you guys said this, I've realized MalwareBytes was acting weird since last update. Like many system services were viruses lol

#

thanks for the tips btw πŸ™‚

trail crater
somber crown
trail crater
#

How do I fix them?

somber crown
#

@trail crater In Visual Studio you want to look at the Output panel not the Errors panel, can you share a screenshot of the error? I'm guessing it could be a Linker issue because some module is missing but cant tell much without more info

slender egret
#

Hi there, wondering how to implement a physics force. In this instance, strong winds along a mountain path that pushes the player. Would I have to add a thruster to my character and only enable it in that area? Or is there a way to have the thruster static and it affects my character as I enter the area?

#

Thanks

thin tendon
slender egret
#

okay, i guess i could switch my character movement to physics in that area then switch back outside of it?

#

and thank you for the reply

thin tendon
slender egret
#

Okay maybe Ill do that, just like a box collision area with add force within it. It's a very contained effect that Im looking for and only will occur maybe once in the game

thin tendon
slender egret
#

yeah exactly, thanks again!

obtuse stump
#

Hello, is there someone who's able to remove the cape and some legs from my model in blender? Nothing absurd but I have 0 knowledge with the program. Please? πŸ™‚ DM Me and thank you a lot!

rotund sorrel
#

I have an actor which uses a timeline for its behaviour. I want to ask: is it possible to make different instances of that actor use slightly different timelines maybe with an editable variable?(just the timeline all the rest the same) or am i forced to extend the actor and make a child to change the timeline ?

abstract sundial
#

Hello all does anyone understands what's the Red channel texture is for.Texture parameter name is "(S/R/M/E)"

#

I belive Green is Rougness and Blue channel is Metalness but i cant figure out whats the Red channel

summer adder
#

help am a begginner to unreal engines just startedd few days ago and i was trying to use this hdr but like it says this thing

#

says this texture streaming pool

opaque oriole
#

I'm getting this visual bug/noise when doing a really simple math in material editor (unpacking textures from single channel), has anyone ever seen this?

abstract sundial
#

I mean i there is such rendering method

oak patio
#

Not entirely sure tbh.

abstract sundial
summer adder
pallid olive
#

There is a unreal tutorial video from official that describes this perfectly

summer adder
#

thanks

thin tendon
#

Alternatively if you click on your textures you can balance the performance a little and lower the streaming cost. By adjusting the maximum desired size under the compression settings. Just make sure you use a value that is a factor of 2. For example 250, 512 or 1080.

bold ember
#

Hey im having issues packaging my project, doing this for the first time not sure what is causing the error

#

its getting to
UATHelper: Packaging (Windows (64-bit)): Dependencies are out of date. Compiling scripts....
and then spits out a ton of syntax errors ie:

UATHelper: Packaging (Windows (64-bit)):   BuildCMakeLib.Automation.cs(45,54): error CS1002: ; expected [D:\repos\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]
UATHelper: Packaging (Windows (64-bit)):   BuildCMakeLib.Automation.cs(45,87): error CS1519: Invalid token '(' in class, struct, or interface member declaration [D:\repos\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj]

and fails to build. Any idea what this could be?

#

ive built the engine source from vs and everything was fine up until now

#

ive looked around and mayb erebuilding automationtool would help but thatll take a while so im hesitant to just do it right away

somber crown
# trail crater Here are the errors

I dont think you're allowed to have files that start with . (eg ._MyWheeledVehicle) and as for the circular dependency you will have to fix the #include statements in AIVehicle.h. It means that one of those includes present in AIVehicle.h is also trying to include AIVehicle.h (in some other file)

trail crater
somber crown
plush yew
#

Hello!

rough tusk
#

Hi everyone. I recently tried to compile an android package with the Fantastic Village Pack but it throws an error about Physx. Can anyone help?

topaz monolith
#

on my first person character, when I look down when playing the game, if I am stood close enough to a wall, it allows me to put my head thorugh the wall, there are collision objects which stops the capsule, but do you know how i would figure this apart form making teh capsule bigge

#

its like my camera isnt rotating from the centre, I have tried to match the first person game templete which doesnt seem to have this problem but cant find out what it is

spice ruin
#

Is it actually going through the wall? Or is the wall just too close to the camera so it stops being rendered?

topaz monolith
spice ruin
#

Screenshots?

topaz monolith
#

then this is when i rotate

spice ruin
#

Not of your BP, of what happens when you look down.

topaz monolith
#

so i'm stood right up against the wall on the first one, cant get any closer because of collision which is fine

#

put when i look down, it is like my character is bowing down rather than jsut moving their head

spice ruin
#

That might be the draw distance issue.

#

Might be...

#

It seems the camera is very close to the wall.

#

To be honest, I can't even see which part of it is the wall, if any.

topaz monolith
#

when i used the first person template (the one with the gun and balls) i walked right up to a wall and it didnt bow fowards, this seems to

topaz monolith
#

Got it, it was rotating from the capsule lol

grim raft
grim raft
thick rover
#

How to prevent fog from appearing in the house? I use to create fog ExponentialHeightFog

whole abyss
#

told friend i wanted to spend more time learning and getting into unreal. Both to hopefully flesh out this idea for a game i've had, but also to get more familiar with c++ and get more prospects for jobs

#

tho he's pretty addiment i should reconsider, and try something simpler liker godot or others out instead, which has 3d capabilities now

#

what's your thoughts

slate gull
# thick rover How to prevent fog from appearing in the house? I use to create fog ExponentialH...

he uses the same type of fog here https://www.youtube.com/watch?v=NVwoMC2gyvA

Hey guys, in today's video, I'm going to be showing you how to create an area where the fog will either appear or disappear. This means that you can have it so when you enter a building, or go inside, there will be no fog and it will disappear. This will also smoothly transition between the two.

#Ue4 #UnrealEngine4 #Ue4Tutorial
________________...

β–Ά Play video
spice ruin
#

Does that disable all fog the second you have a roof? Or does it only disable inside fog when you have a roof?

spice ruin
#

Well, you can't use it with 4.26, that's the issue.

#

If you want to work around that, install 4.27 or 5, install the plugin and then copy it to your 4.26 engine and edit the uplugin?

#

Probably won't work, though.

#

Is your source build registered as an install?

#

If you right click on a uproject, does it give you your source build as an option?

#

(to change engine version)

#

Shrug

#

I guess the launcher isn't picking it up for whatever reason

oak patio
fast cradle
#

Does anyone here know anything about GPU lightmass? Im running into several issues trying to get GPU baked lighting for my Android Oculus Quest build. I would love to know if this is even possible and maybe troubleshoot what Im getting wrong....

ripe carbon
#

Is there some way to keep heavy moveable objects from becoming stuck when they are touching each other? That is, either they are stuck or are harder to move and would take moving up and down or left and right just to make a heavy object budge. So how do I fix this so that heavy objects always move with ease, even when touching each other?

faint prawn
#

Hey Guys, how can you Mirror Textures`?

#

cause now its mirrored wrong

cold pier
ripe carbon
#

Like, on one material an object moves a little; and on another material, that same object slides along.

finite inlet
#

It seems like UE4.27's documentation is pretty up-to-date and applicable to UE5 right? I am a beginner

#

asking because there are several tutorials on UE 4.27 that aren't in UE 5's documentation

real heath
#

Yep. Lots of ue4 tuts applied to ue5

#

Just some buttons moved here and there

ripe carbon
# real heath yes. physmats

That's helpful to know. Most of the floors in this program I've been making doesn't have much of a friction, but one level has a floor with less friction.

spring delta
#

Hello! 😁 where does one learn blueprinting? I like to make my own animal survival game soon but I would like to know where to learn or find someone that teaches it

versed lion
#

Man I am so trash at UI animations I copied a triangle character from google β–³ pasted it and made it sort of like lock on animation inspired by like predator kind of stylish i guess... Any feedback?

drowsy snow
rain badger
#

I'm working in 4.27 and have recently started having some issues with my windows. For some reason when I am working with a blueprint, everything is fine but after I press play to test some stuff, when I go back to keep working on it my event graph is just gone. Like somehow the layout changes and it just doesn't include the event graph. The 'my blueprint' tab and 'details' tab are still there and take up the whole screen. If I reset the layout it works fine for a little bit but happens again. (Reopening the event graph by double clicking it in the 'my blueprint' tab works too)
Also, sometimes if I am bouncing back and forth between two blueprints (example: A and B) and doing the odd testing here and there, when I return to one of the blueprints (A), everything in the event graph shows what is in the other graph (B) and any changes in there (A) effect the other blueprint (B). ???🀨???

icy scarab
#

Hi guys we are implementing facebook oauth for mobile in UE 4.26 using embedded web browse (custom oauth flow)
but we are getting error as we try to login because the Facebook has deprecated login support on android webview

Can anyone please suggest work around for this in UE 4.26 it would be really helpful, thanks!

drowsy snow
drowsy snow
# icy scarab

Either find a way to open Chrome, or just don't use Facebook.

The latter is more preferred.

icy scarab
spare trench
#

There is a lot of static meshes of clouds in my scence and it runs red in shader complexibility perspective.
How can I reduce complexity of those meshed?

whole barn
#

heya i just need a rubber duck to talk to, i have my players aling through my scene, (and no it isnt spawn location, i have them spawn on a cube first)

#

and the scene def got collision, anything obvius iam missing?

versed lion
#

Does the mesh it self has collisions?

whole barn
#

you can see it in the picture..

versed lion
#

I mean

#

this collision

whole barn
#

jupp

#

looks fine to me

versed lion
#

@whole barn Can you show the simple collision and like zoom backwards?

whole barn
#

it doesnt have any simple collisions, if it had it would just be a big box ontop the whole map

versed lion
#

I created a similar landscape model

#

A simple plane with bumps

#

There is an outer collision which the player is overlapping so it causes to just fall through the entire mesh, I think that's what happening with your as well

whole barn
#

yeah this is what it looks like with 26dof simple collision

#

(ignore the holes in the map, its going to be filled with props)

versed lion
#

That green collision is what causing it

#

because

#

if you will drag the floor downwards a bit and make the player spawn above the green collision it will stand above it

whole barn
#

i just added it like right now :b

versed lion
#

you don't add it

#

it shows you the collision of the model

whole barn
#

right i cant have simple collision, if i had, players would spawn ontop of the green box

versed lion
#

Nvm I confused with something else sry...

whole barn
#

no worries ^^

#

lett me know if you think of something

#

i also have this one true so

fast apex
#

Why doesnt my line trace hit the static mesh?

#

Collision is set to block all dynamic

autumn quail
#

If a player wanted to enable/disable mouse smoothing in a packaged game, which of the ini files would need to be edited and what would they need to add? Google is giving me a few contradicting results xD

sharp crest
#

just enable / disable it and see what line changes

misty wharf
#

I've noticed that the constructor of a component of mine is called every time I edit actor it is attached to in the editor. So if I move the actor in the editor, the component constructor is called. Has anyone seen this before? I'm not sure why this is happening.

spice ruin
#

It's a blueprint thing.

#

Every time you do anything to anything, it recreates all the components.

misty wharf
#

Is that not the case if I add a component to an instance of the blueprint? Because I'm not having this issue if I create a blueprint without the component and then add one.

spice ruin
#

Shrug

fast apex
blazing gale
#

@grave aspen can you come with me in voice chat for 5 min

uneven bear
#

anyone know good amd radeon drivers for unreal? Im trying to live without constant crashes. I heard 22.5.1 is good.

tight crest
#

Anyone have good ideas for handling transition between multiple camera positions in a third person shooter? Been using a timeline to lerp between a default position and an "over shoulder" position when aiming, but now we want to introduce a third position (farther behind the character, when sprinting)

#

I tried using the same timeline, with code that "stops" the timeline when it reaches the correct position, but this is proving to be unreliable

surreal prism
#

How do I delete all this garbage that comes with a blank project? Edit / Delete is greyed out.

fast apex
slender egret
#

if i want some of these textures to have displacement (like snow, mud, etc.) and others to not, how can I do it through one material blueprint?

#

any help is appreciated thank you

real heath
#

I don't think you can control that per layer

slender egret
#

Yes it is a landscape material, okay thank you, it doesn't seem to be possible

#

a large portion of a landscape I want to keep as snow but I've decided much of the rest to change to grass, so I guess Ill have to duplicate the landscape and then remove the part of the landscape I dont want to change and set a new material for the remainder

#

thanks for your reply

pallid olive
#

What is the main obstacle for mmo rpg in full blueprint

#

Like tick events?

drowsy snow
pallid olive
# drowsy snow Everything.

Ui, ai wont be affected item/world design can be managed but like combat, health should be all ticked i assume

#

Well first project is a offline game almost ready for 2nd project which will be a multiplayer eventuelly mmorpg is end goal

#

But what back end does a mmorpg use

drowsy snow
#

MMO would require these things:

  • Dedicated servers
  • Network replication
  • Anti-cheat and tampering
  • Server security
  • Server bandwidth
  • Server maintenance
  • Player account
  • Player account security
  • Post release content and long term planning
  • Community management
  • Sizeable player base all the time
  • Monetization plans

Those things costs a lot of time, money, and manpower, and if you can't handle those, you're not ready to make one.