#ue4-general
1 messages Β· Page 9 of 1
Something like this? https://www.youtube.com/watch?v=Wyb-nBfYvUg
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...
Same basic concept. If it is one scene you don't need to do the stuff with game instance. But it will still work if you do it like this. This is more for info you need to keep between umap files
So for example if your player got sent to a new map
It's all in one level out of five playable ones.
I just wonder if I'll ever get this to work.
Using that video it will work for you
So uhh
I'm a begginer and I need free course recommendations since I'm having a lot of trouble finding them
A lot of them on YouTube mostly covers the graphics part of unreal engine without diving too deep into gameplay creation
Have an explore through there
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
how to export a map to unreal engine
Might be an issue with poor lightmaps. You also might want to consider taking actual screenshots as the not only give a clearer picture but I also think I can see the reflection of your room lol π
Lol
I didn't understand the term light maps. Can you explain?@oak patio
For static lighting, which you will have whenever lights need to be built, rely on essentially storing that light info onto another texture.
If your second UV channel has overlapping faces and just poor geometry in general, then your lighting will not work properly for that mesh
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?
What should I do now?
UE5 docs but should be applicable to UE4
can someone please help me when i open a blank unreal project its just a black screen why
Thnx for the info bro I fixed the problem by making my islands stationary as told in the forum.
@dusky gate this thing happening with only this project or every project you create?
I've tried opening like 10 blank projects and its still doing it
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?
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
Hey how do i make a 2d sprite in a 3d world work in unreal
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i really like this and i want to make a similar thing in unreal
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?
can someone please help me when i open a blank unreal project its just a black screen why
Why kirby
this sprite wont rotate?
No one can help with such little information. Are you creating your proj3ct with starter stuff? If so. Have you reinstalled the engine. Maybe you deleted something important.
yes there is starter stuff but it doesn't want to work
Reinstall engine
how do i do that i'm pretty new to this stuff
I'm not at my computer can't recall. Should have a delete option where you install the engine. Then reinstall it
ok thanks
bro just press window button on top of the engine and select the viewport
your viewport window has gone
ok
and sorry for bad english
i detected only perfect english
<3
i copied blueprints from old button to new button in new ui file
but when i click on the button nothing happens
try print log see if anything is executing
3 errors π¦
I hate to tell you but this is not print log
use the node print log
and these errors dont even seem related
can you tell me how to do it ?
you replied to the message that tells you how to do it
i know you will not believe I'm saying that but how to use node print log
what do you need get about that?
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
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
Tried googling, maybe I am using the wrong terms. Would be nice if someone could help π
well
It's possible but u have to press apply to bp after u make changes
but us hould be able to just double click the mesh component u want to move it and move it individually
or select it in the detail panel
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
y know?
all of what I said can be done in the level
y but I cant select any of the sm actors ?just reverts back to house2
it should work, maybe pic ur whole screen
its a gif
or well shopuld be lol
Maybe i need to change the parent class or something idk
yea what do i do in the details?
expand it
scroll through
where my arrow is
u will see the components
select them
move them
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?
That's the question I have. How do I go about investigating something like that?
how long after u start the game does it crash
what do u do in that time in the game
just remove parts of the game until it works if u have no clue
π€·ββοΈ
The game crashes when OBS is recording/streaming. Can't replicate the crash it's completely random when it happens.
Probably 1 to 2 hours
I guess not cuz obs but cuz obs recording is taking more ram from the pc
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
did it manage to happen to u ?
maybe they just have shit ram ?
but u might want to google how you can profile the ram in ue
there's probably a way to see what's taking most of the ram etc
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/
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?
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...
or gooogle it
pretty sure it's a thing
Going to watch it right away.
One more question
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?
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
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
Is this fixable
sounds like too much to ask, simplify ur issue to text
is there a way to prevent gray scale images from becoming transparent?
Someone please help π
Not without adjusting the backpack mesh itself.
hi, I have some unexpected behaviour in UE4.27.2
I cannot delete actors in the viewport, I need to select them in the outliner
also, construction script defaults are not being set when I change ENUM in blueprint properties
Anyone here use Ue4 without it running the epic launcher?
can open even without epic launcher
Been doing that for years
Mainly necessary because I build the engine from source code
does text spacing not work?
why does setting different value not changing anything inside textblock
no like how to make the sprite asset not flip
If you don't need to modify the engine source code, you don't have to
I have to because my projects need to modify the engine
I personally use my own system for 2D sprite elements, so I don't know how that fare up against vanilla (and wonky) Paper2D
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
how to automatically save a equipped specific weapon in current level and get spawned with the same weapon while entering new level ?
it entirely depends on your weapon system
are your weapons actors that are attached to your character?
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
save things like actor class, ammo count, yada yada
I am having a problem carrying the progress made in one level into another level . Everything Starts from default.
you use savegames
The attributes are loaded only when I save the game manually.
yeah save game instance
mhm
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
apply the attributes in the savegame as needed
you mean level transition volume ?
lol
wait what exactly are you referring to here
level streaming? that shouldn't be an issue lol
its a volume (c++ actor class) when main character overlaps it opens new level
what i said would still work
just whenever you're going on to open a new level, save your game and open it when the new one opens
Will 4.23.1 webgl builds work for long time? I plan to create my beautiful website on it.
unless im absolutely misunderstanding your use case, and if that's so then just ignore me
but i'm assuming you're opening up a new level and wanting to transfer player progress between them
yup that's the only issue , not able to transfer progress
i will check this out π
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
Like in shotgun master set boolean (shotgun equipped) true in event begin play?
Can I edit the material of a particular instance of a blueprint mesh within a map?
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.
hello, i am having problem opening my friends' project apparently it turns out blank when i open it on my pc
can someone help me T-T i'm very desperate, this is for my assignment
Hi every one...when i load my level with load stream level, lot of my input not Work...can someone help ?
ok??
are the files still there?
you should be able to open his levels and stuff, that's a very odd thing to occur
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?
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
IMHO learning yourself true webdev can save your website.
Even Godot is somewhat slow to load, not to mention getting complication with putting into account display aspect ratio to accomodate for mobile displays.
And I'm saying that as someone who had bad blood with webdev
Also fancy frontend like Bootstrap and whatnot exist to unboring your website beyond HTML and Dw, not to mention some WYSIWYG editors that YouTubers sponsors to cover their bills ||cough Squarespace||
ayo anyone know where i can get ue for win 7 (x64)? new setup
The usual, Epic Games Launcher, but if you want to use newer versions of UE4, better upgrade that machine to Windows 10.
does the epic windows installer work for 7?
Yeah, I guesses that. Thank you for the tool recommendation.
spoiler: it does not
but i cant tell if thats a me problem or an epic problem bc i get some odd error about kernel32
It's Windows 7 problem being so old
Also newer UE4 versions require Windows 10 SDK to build games.
do u think i could pull off a windows 10 vm on windows 7
Yes, but don't even try. VM clients like VirtualBox or VMware will get you nowhere, especially with limited access to bare metal.
Dont get me wrong, I don't hate Windows 7, I loved it, but it's already left behind, especially for development
For a while MS offered free updates to windows 10. Try updating to win 10. Win 7 is EOL and not supported
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
Though if your project is going to use DX11, you could use that machine for testing builds (but not developing UE4 games on)
ooh yeah good idea. shame all my old systems died. would be great for a lower spec testing rig :(
dell hasnt provided windows 10 drivers for my pc
i have a Dell Latitude E6510
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
figured by now thats prob not possible
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
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
yea but i saw some dude doing development remotely on his phone (easy swim component developer), so i figured maybe anythings possible
hm i mean if its connecting back to the dev machine then that would probably be possible on your laptop, but you would be at the mercy of internet connection
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
never considered remote connection
i have a feeling lag would make that extremely frustrating, as would an outage at the dev machine
i dont have outages often, only when a hurricane rolls through
definitely a possibility then as long as you can rely on internet, as Makoto pointed out
can't help there personally, don't know of any good solutions for remote desktop, just know it's an option π
@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).
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
yeah, problem is that the laptop is so old it doesnt support any form of win 10 upgrades/drivers
or according to microsoft at least
doesnt this mean i cant get win 10?
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
Though looking for the drivers yourself can also be very risky
wow i spent an hour trying to make it work with rdp, just for it to work instantly with teamviewer
guys i want to start learning UE4 can anyone tell me about some videos on youtube that i can learn the basics from?
Is there any other way?
Isnβt that dead now?
Don't think so? Pretty sure it redirects to the reuploads on the dev community
Ye it does just double checked
So it does
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
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
anybody know how many km a 8k by 8k resolution landscape is? trying to get imports right for a world machine heightmap
By default 1 landscape quad is 1m x 1m in size
After building light my shadows gets too dark please help
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?
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.
does it in ue5 for me as well
I can load some projects but cant load others. Including brand new never opened projects
UE5 crashes immediately where ue4 at least runs long enough to show it glitching out
I wanted to know if we can merge 2 templates in unreal engine
I wanna combine flexible combat system and also ALS
Like what will I have to do
That's my question
I can't just select 2 character pawns and combine them
You look at how they did both and create your own with a combination of them both manually.
guys did UE4 significantly from 2014 to 2022?
or are there differences that aren't too significant
every version came with new features/optimizations/tools, some better, some not. but I'd say minus a few random caviats, 4.27 is on another level compared to 4.0
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
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.
so it wouldnt make a crazy difference
generally no, but depends a bit on the topic at hand
alright thank you
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
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
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
If performance really is a concern you could walk the navmesh and generate vaulting hints at build time/editor time
rather than runtime
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?
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.
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
I merge my objects like crazy but am not sure if thats really needed
waht do you guys do?
i have > 40Gbs in content folder, also from marketplace, still fine
Just don't try to have every single content asset loaded at once in the same level in close proximity, and you'll be fine. π
well i just merged all 12,000 actors from the free unity file and now i have two giant chunks of new york
they work great
i then made a BP that folds them slowly into eachother for a doctor strange battlefield
anyone know how to export animation sequences as a .psa file?
im trying to import into blender and attach to a imported character
nvm got it
does anyone know how to make this "create widget" have a parameter ?
expose on spawn
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.
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 YOUπ .
Don't afraid to stray from tutorials, experiment, break your own learning projects, research into developer resources like those from GDC.
And don't forget to appreciate every progress you've made, even if you're going to cringe on it few years down the line.
Also, have fun.
THANK YOU very much, GDC meaning ??
No
Besides if you want to teach them something, you should teach them the real deal, the practical stuff.
Game Developers Conference
GDC themselves publish slides and videos, along with some of the developers publishing the full .PPTX files
That was my idea, some mod editor or kind of. Thanks for the info will take a look.
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
OOh you are completly right, i erased that from my brain as i am a developer not a teacher xD but sometimes working in small companies is weird
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?
Hi all. Bit of a mathsy question.
Here's a little character. Just to make it clear which way is forward, right, and up.
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.
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().
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?)
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
Hmm I hadn't thought about quaternions.
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
ty, I think that's what I needed
Thankyou for the response. Do you know which equation I should be using?
I edited my comment above with some pseudocode, check that.
You just ninja'd me while I was writing it heh
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.
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.
Thankyou for suggestion, and the equations. I'll try both out.
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
is there a horror ai built in horror engine?
then just a ai like monster is there that?
Knowing how your AI should behave in your game is a prerequisite.
ah okay thanks
Anyone have idea
Destroying an actor means you're getting rid of it from existence, even to back-end. (In other word, the game will forget about it)
If you use reference to the actor to try respawning it, it won't work
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.
You can teleport the actor off screen, so you can reference it later?
Ohk
Is horror engine still free? Maybe that has something? I can't remember
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.
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.
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?
Think the UCX needs to be capitalized
If your mesh is called "MyFloor"
Then your convex collision should be "UCX_MyFloor_01"
It also needs to be bundled with the original mesh
Thanks ill give that a try is it possible to output this vi's datasmith or does it have to be fbx?
Never used datasmith so cannot comment
Is there a way to set variable by name
Really odd, just tried that and it doesnt seem work, no idea why, is there anything else I need to activate or save anything specially in fbx output?
May I aks why you can't just set the variable itself
Hey guys, does anyone know what could be causing this crash?
LowLevelFatalError [File:Unknown] [Line: 161]
A FRenderResource was deleted without being released first!
I'm working on a runtime scripting plugin and such a feature would speed up the process a lot
It would be possible with c++, but I'm wondering if theres an another way
Why cant I find the mesh painting / vertex painting mode? Its not in the modes list for me π¦ 4.26
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?
Nope nothing extra needs to be done. Ensure the mesh is actually convex, follows the naming convention and is in the same file as the other mesh
Thanks, what do you mean by thr mesh being convex?
Cannot be concave
@oak patio OK cheers, I'll try it with a simple box and see if that works first π thanks again
No problem
Only thing I can think of in BP is set by reference in functions.
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?
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.
Your english is great, don't worry. Here is what i found in the forums. Might be worth trying
make sure you have no SPACES or SPECIAL CHARACTERS in the file path to the .ico file.
Hey all. So as of UE4 version 4.13 the following works 100% for windows projects. I have not tested on other platforms, but Iβm confident it will work for those as well. The problem isnβt with Unreal, itβs the fact that icon files need to have multiple sizes for them to work properly in Windows. Step 1 - Create your icon file as a 256x256 PNG i...
thanks bro I am grateful, i will get back to you when i try
i have not done this myself, i might not be of much help. Np
Try packaging your game in Shipping, not Development.
You're not supposed to ship your game in Development build configuration, otherwise players can easily break and dismantle your game.
And multi-users will share saved games etc
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?
Why i can't change my Default Pawn Class with my C++ game mode ?
You can do them in any order you like but it's better to start with the character and build the map around players abilities and if you do the map before and you don't have a fixed sizing for everything that could lead to some problems like player being too big or maps not having a uniform size but it should be fine you can do grey boxing too for the levels
ah fair enough
thanks!
disable screen message or increase texture streaming size
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
You moved the uassets or the source files?
uassets
You did it through explorer? Not the editor?
yup
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
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
OMG I LOVE YOU
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
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?
Volumetric lightmap and/or stationary light sources, but the shadow won't be accurate to the baked one
It's just one of the inherent limitations with baked lighting and movable primitives.
Thanks, I have the volmetric lightmap the sphere seem very small in the scene but it still looks low quality and out of place
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.
Ideally want to have a VR version as well without changing the look of the file too much. Can you have raytracing just for the moving doors or does it have to be for the whole scene?
Raytracing is out of the question for VR.
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
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 ?
dont know if that improves something, but did you check the lightmap resolution?
I just increased it now but I thought moveable meshes didn't use the light bakes
it makes sense, but idk maybe it helps. I am not sure how dynamic light stores shadows.
Cheers it's doing another bake now so will see if it helps
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.
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?
It could just be the acting ignoring themself? Did you spawn them together or are they running into each other
I ran one into other
Its in place
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
Oh yeh, my Plane is Z fighting with itself and its completely invisible in game view. Can't find anything relevant
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 ?
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?
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?
Where in your code are you getting the next value from your data table?
Is there any way in the content browser to filoter out assets that are not used in your scene / project?
I have this option in 5, it might be in 4?
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
just make sure to keep a backup just in case because... software
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.
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?
where do i suggest otherwise
Hello guys , what am i doing wrong ? I want to damage the AI via colision , but only the first swing ( sword animation ) gets registered.
@plush yew you posted your problem in 3 channel now
that is against the rules
please read them.
I will now π
I'm honestly not too sure, I was part following youtube part doing my own thing part using lecture material.
I just want the data to read properly, with a delay between each piece of data.
Here
@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
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
Yeah it wasn't me but the user you were answering was making a rts. Makes sense
I see, what would you suggest I connect to that? Connect the last index to it?
Assuming i want to make a game like the old resident evils. Where there are locked doors where of course enemies cannot go through. Then you unlock them, and they can. What would you use in this case?dynamic navmesh or static with some tricks?
Yeah. Also silent hill
where you have a set camera
The same
Yeah it was just an example for the doors, camera would be third or First person
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
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
@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..
Prebaked means static i guess
this will then update the area
and make a way for navmesh
my way ofc could be better with navagents
I see, so the door itself is always set to not affect the navmesh, Only the volume does
the invisible block yes
With prebaked you mean it's not dynamic in the project settings?
Thx!
If I do Shipping I can't connect Steam.. I'm investigating to what could be the reason. Since it is an online system, my codes are very complicated
update on naming problem; I just renamed Myproject.uproject and it was fixed? i feel like i did something wrong but it was ok :D
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
Is it possible to download UE4 source version below 100 GB?
maybe like excluding Linux
You can add -exclude argument for Setup.bat
So for example excluding Linux and Mac from your source build:
Setup.bat -exclude=Linux -exclude=Mac
Can this PC run UE4 source code build well?
If your PC can run vanilla UE4, yes
how much I have to wait approximately when compiling or building or running (not sure what procedure called) the engine for the first time?
people say with more powerful PC then mine waited 7-11 hours
So how many days will I wait?
Depends on your CPU's thread count, storage I/O speed, and RAM.
here it is
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
Is there a good way to adjust the scrollbar for listviews in UE4 (ideally without having to go into C++ for plugins)
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 :\
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:
- 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?
- 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.
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
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.
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
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!
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 π
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!
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;
@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.
many thx my friend
Hi my project crash ans now i can't open my prject anymore, help me plz
read your log file in <project directory>\saved\logs
[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
Ok @real heath , thanks you π
Very appreciatedπ
How can i compile if i can open the Editor ?
C++ class?
yes
Don't open the editor, compile it in your IDE.
O_O you are only using hot reload/live coding previously?
Compile through visual studio or rider
no
i can't attach my IDE to my project so i can't build
No working
omg why Unreal Engine is so complicated
Can I open A Backup or something like that ?
inb4 rage quitting to Unity
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?
how can i cancel a flip flop when climbing ?
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?
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
Cannot land?
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
programmed a workaround
anyone maybe know how come when i delete variable from game instance i keep getting 17k shaders compilation (4.27) this is crazy !!!
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)
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 ?
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
There are few of them, but I feel like none of them capture lofi quirks of VHS
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
Now THATS dedication
Bonus points if recorded with extended play or long play
That could be viable for making trailers or cinematics lol.
Make the trailer like it's the late 1990s with cheesy stock music
Bumping.
is there any way I can add 20 clients into the editor without frying my pc in the process?
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?
Thatβs great. Surprising that at the same time it hides lots of cg flaws to look real, yet some stuff still jumps out as cg
its also something Im noticing when watching old movies. how much easier it is to recognize CG
can someone quickly tell me what version of unreal i need for xcode 14 to work
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
pretty wild.
how much experience with unreal engine 4 do you need to make basic multiplayer ?
A good amount
A fair amount. There are also some things useful for multiplayer that you may want c++ knowledge for.
Multiplayer is much more complex and adds a lot of extra work
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
Yeah good idea. It's always best to know how things work before you make them even harder :P
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
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.
You either install VS2022 for the tools or
https://rider-support.jetbrains.com/hc/en-us/community/posts/5290088619026-Rider-for-Unreal-Engine-without-installing-Visual-Studio
Thanks
That not solve my probleme π
For the easy way just install VS2022 and change tooling path to it
Make sure to select C++, .NET and Game Development
Changing tooling path in Rider of VS ?
MSBuild to the VS one from Rider, yes
Can i have a step by step solution plz π π (i install VS2022 now)
Just install then click the dropdown of MSBuild from Rider
Here ?
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?
OMG @autumn flame , thanks you π
Finnaly , it fixed
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
This is not a modding support discord, please refer to the devs for this
please talk to the people who are actively working against you
welp guess multiversus isnt getting mods anymore
Can't help with modding, it sucks yeah, but really don't have the tools to help
That's on the modding community
If the game isn't officially supporting mods, then there's no help here.
yeah if the dev doesnt want it. the dev doesnt want it
you are on your own from there.
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
at some point they'll find a way again.
We as an unofficial --but by epic supported-- server we cant help.
part competition, but mainly because people imported copyrighted content, and some of those vids got so popular it got their attention.
any way yo optimize disk size of unreal github source? my .git folder is 20gb by itself
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?
say goodbye to your disk space chuklenuts
im gonna need to buy a dedicated ssd for unreal this is ridicilous
does anyone know why my mesh is all white before my animation plays? i have a delay for 5 seconds before the animation plays out but it is all white before it starts.
thanks
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?
never worked with nDisplay but you can search for "include prerequisites" in project packaging settings
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.
That feels more like bilinear interp to me, rather than anti aliasing. You want to change the sampling type to nearest rather than linear or bilinear
make sure the resolution of the widget are the correct
thank you i think you're right, however i dont see any option to change the sampling type or filter since its not a texture but a font
@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
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.
Wouldn't that make them concave?
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
It works now. Thanks for putting me on the right track. Just one of the hundreds of collisions was inside out. That caused the rest to not import.
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?
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 ?
anyone know how to pull up "Filter By Class" in editor utility widget UE4.27? or does it not exist?
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 shouldnβt be a huge impact. Thank you everyone for the advice!
Have you started from checking stat unit? (or stat unitgraph)
Note that Unreal Insights mainly concern about the CPU/Game thread
@drowsy snow Here is the unit graph and stat unit
i added a weapon to my hand and then i lost all my locomotion movements, running jumping on a custom character?
does the weapon have collisions disabled
under phsyics assets just turned it off and still same
in your anim bp's event graph, try casting to BP_scaledskele instead of character
nothing just tried that thanks
it was working before i tried adding socket to hand
use a print string to see if the speed variable is being updated
it seems like try get pawn owner may be returning invalid
@plush yew damn sry i dont know how to do that one
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
is not valid is red whats this mean?
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?
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
Try having two separate material slots with different UVs in a checkboard pattern
*slots excuse me
One of epics sample projects includes this:
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
Alternatively you can assemble texcoord math, but it might be overkill
thanks
Found it you were right the skeletons were all screwed up in both bps! Awesome thanks for your help
got it working thanks
um how do i make the checker board much bigger
each sqare is pretty small
@real heath
Change the value that you multiply the texcoord with
so keep changing it?
i guess
making it greater than 1 will make things smaller, going less than 1 but more than 0 will make things bigger
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
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?
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
oooh
that's a "buy" more ram?
Download more RAM, to be precise
Yes buy, phone autocorrect sorry
How can I scale my models properly before placing them in UE4?
You could always whack them back into blender. Use a character model as a size reference. And re-scale them. Then put them back into unreal
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. 
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
Depends on which version of unreal you are on. It moved around a bit. It's like StartPIE or startPlayInEditor or PlayInViewport or something like thst
Definitely exists
In atleast 5.0, possibly earlier it had to be called on the EditorSubSytem
Itβs night time here, ping me tomorrow a few hours earlier and Iβll dig into my project
guys, quick question, is there a way to inherit from a Blueprint Actor class?
in c++
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
Not afaik
got it, thank you boss!
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
gonna go far with that fuzzy search that discards characters and disregards case
Where did it find "orc" in "Actor Class"
Orc is the class that is in the get all actors of class
First time for me building static lighting, there are no reflections after building. Even with reflection capture box. what is the problem?
Have you built the reflection captures? Under the build menu
yes
all surfaces are matte even tho they were reflective before. I read it might be because all lights are static not stationary?
upper ball shoud be chrome (reflective)
It IS reflecting. It's just dark. But it also looks like a dark room
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?
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
i made the box reflection as large as the lightmass importance volume
what does the transition distance variable do?
I think that changes how quickly it changes from that reflection capture to another reflection captuee
So it blends rather than hard snaps
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
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
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
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++?
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?
Save your money and go for official Epic courses
What's a good way to solve this?
Not have places in your map that can easily softlock your players
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
Well, I mean that could be anywhere with a rock or some other obstacle.
Which is why you roll out a way to test bad spots in your map.
Mechanically though, would there be a good solution aside from carefully adding invisible walls around all set dressings?
not typically. and in the cases where the environment makes it a necessity you add invisible collisions over it.
no this is where good design come into play.
You could install a fallback where player get teleported to accessible spot in the map if player can't move for a long period of time (L4D2 did this)
But if your map had so many of them, it's best to patch them out
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
Also, you will learn that players are absolute bastards and will surely find more of these spots than you can possibly imagine
L4D2 even with that failsafe only had handful of bad spots, and speedrunners are the one to found them
exactly why i say it is nice to have those fallbacks, but it shouldnt excuse poor design
Also I hope no one here had genuine grudge against speedrunners π
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
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. π£
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.
if you know about areas that could softlock you and don't do anything to prevent the annoyance happening that aint great design. even with the fallback mechanic it would be extremely annoying to have to wait every time, when the problem could simply not occur most times
I presume you go ahead with the environment art without blockout first
I block out, but when I add rocks and other stuff to make everything look nice I find there are little pits all over for the player to fall into.
It's always better to add a collider or a more coarse collision mesh that doesn't exhibit these things to catch on. For one, it's incredibly annoying to have a game ruined by getting stuck, but also, by solving that problem, you often find you make the game feel more polished and smooth as you can't constantly "catching" on the environment as you move around and hit corners etc
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
In that case, you would have to have coarse invisible collision for gameplay, but your cosmetic features like IK can still trace to visible collision
yep simple vs complex collision
movement against simple, bullets against complex
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
it's not just that, it's even just navigating a hallway and not catching on every chair and bin. Having simpler shapes mean you often just slide off things
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)
that is also quite nice
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.
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?
Doesn't happen for me on 4.25 or 5.0. only happens when a level is loaded
Only thought would be is your pie doing a level load, stream or travel?
@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
Well then I think that's triggering it. I don't know of a solution
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
What's up with Unreal Engine starting to lag like hell after you remove a variable? Need to restart the editor every single time
Check what configuration you are building Development Editor is the one that needs to be built for you to just directly open the uproject file
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
Usually stuff like this happens when the thing you are changing is referenced by a lot of things. So for example if you change a variable on a house blueprint and you have a umap open with 30 + copies of that house. A trick you can use. Is load an empty umap when working on stuff that is in your scene a bunch of times. Then when you are done making changes save your work. Then load your map.
It is happening with everything, even new blueprints that have no references at all
Then it could be an issue with your installation or your pc.
I've noticed it's doing it with UE4 and UE5 as well
maybe it's my Graphics drivers
Is your ram use high in your editor when it happens?
I would check taskmanager and see if your anti-virus / windows defender is kicking in
Nah in editor it will give you an actual amount its using
Also the CPU usage is low when it starts lagging stuttering
In that case I would do like batman says and check things like antivirus and installation
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 π
Thanks for the reply, I did that I got some errors from visual studio, and I still canβt open the uproject file
You will have to fix them and recompile to be able to open the uproject file
The errors are
unknown character β0x5β et cetera
Circular dependency
Both the errors are not on the files accessible in the project
How do I fix them?
@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
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
If your character uses physics movement you should be able to use a directional wind source and just adjust the settings as needed
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
Another option would be to use add force to actor in the desired area. And you are welcome.
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
In that case that sounds like your best option. You wouldn't want to adjust your entire movement system unless needed in a bunch of places
yeah exactly, thanks again!
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? π DM Me and thank you a lot!
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 ?
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
Here are the errors
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
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?
Specular?
Or perhaps subsurface
Is there is any way Metallic,Roughnes and Specular work together ?
I mean i there is such rendering method
Not entirely sure tbh.
Texture in Red channel seems like it also
can someone pls help me with this
You can lower your texture or increase your poolsize
There is a unreal tutorial video from official that describes this perfectly
thanks
r.Streaming.Poolsize= In your config files. Search for this line. There will be a value after the =. Change that value to a higher number that will work for your project.
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.
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
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)
Thanks for ur help I fixed them all and it works!
You're welcome
Hello!
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?
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
Is it actually going through the wall? Or is the wall just too close to the camera so it stops being rendered?
its seems to be going through the wall, so when I looking down, its like the camera is rotating from the centre of the capsule and not the centre of itself
Screenshots?
Not of your BP, of what happens when you look down.
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
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.
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
Got it, it was rotating from the capsule lol
Hi, I`m struggling with learning UE4 C++ with official documentation (https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/). I find so many typos and mistakes in code presented in this documentation.
I know C++ and some OOP itself, but not in UE4 yet. Are there any good alternative sources to learn?
Stephen Ulibarri
and Marco
Appreciate
How to prevent fog from appearing in the house? I use to create fog ExponentialHeightFog
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
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
________________...
Does that disable all fog the second you have a roof? Or does it only disable inside fog when you have a roof?
thank
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
Unreal
I'd stick with unreal if you want to learn it. It will certainly help you more for jobs than godot
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....
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?
As much as I love godot, unfortunately its 3D capabilities are lacking compared to unreal and unity from what I heard. I also agree with everyone in that you should just jump in with what you want to learn. Godot uses gdscript which is a lot more like python and it supports c# not c++
Never mind. I think I found a solution: don't give the objects too much mass in kilograms. While we're on that subject, I suspect certain materials or textures on a floor have different amounts of friction. Is that true?
Like, on one material an object moves a little; and on another material, that same object slides along.
yes. physmats
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
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.
Hello! π 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
Man I am so trash at UI animations I copied a triangle character from google β³ pasted it and made it sort of like lock on animation inspired by like predator kind of stylish i guess... Any feedback?
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). ???�??
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!
Most likely UE in Android used the same outdated CEF
Either find a way to open Chrome, or just don't use Facebook.
The latter is more preferred.
We have the way to open chrome using launch url BP function but the issue is that we need to read the url and interact with the external browser, which we don't know how to
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?
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?
Sounds like collision issue
Does the mesh it self has collisions?
yes?
you can see it in the picture..
@whole barn Can you show the simple collision and like zoom backwards?
it doesnt have any simple collisions, if it had it would just be a big box ontop the whole map
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
yeah this is what it looks like with 26dof simple collision
(ignore the holes in the map, its going to be filled with props)
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
i just added it like right now :b
right i cant have simple collision, if i had, players would spawn ontop of the green box
Nvm I confused with something else sry...
Why doesnt my line trace hit the static mesh?
Collision is set to block all dynamic
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
which setting is that in the project settings
just enable / disable it and see what line changes
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.
It's a blueprint thing.
Every time you do anything to anything, it recreates all the components.
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.
Shrug
anyone?
@grave aspen can you come with me in voice chat for 5 min
anyone know good amd radeon drivers for unreal? Im trying to live without constant crashes. I heard 22.5.1 is good.
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
How do I delete all this garbage that comes with a blank project? Edit / Delete is greyed out.
can someone help me
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
You could create a master material with a static switch which you toggle in a material instance. But as that looks like a landscape material, I'm not sure what you are asking for is possible
I don't think you can control that per layer
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
Look for collision
What is the main obstacle for mmo rpg in full blueprint
Like tick events?
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
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.