#ue4-general

1 messages · Page 10 of 1

pallid olive
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Yea make sense, if you hire a headless server is that price efficient for a mmo

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Or do most developers write their own servers

zealous ginkgo
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wassup fam! i am trying to copy this guys BP for riding a horse but i am trying to add Pawn possess and only sequencer possess is available

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i figured it out

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get chracter controller

wet oracle
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Hi can someone help I am trying to add a transparency material to a object but it doesn’t seem to have any effect but when I apply it to other objects like a cube it does

somber crown
mental crow
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hi

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i am learning UE4

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this time i am learning properly

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and i made raycast shooting

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for some reason today its not printing the actor name it hits

coarse jetty
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?¿' xD

somber crown
oak patio
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Ai will most definitely be affected. Writing ai that works with an mmo and is performant is not the same as normal ai

stoic eagle
tame marsh
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In a build, where could I change input key bindings? Iis there an ini I can change?

tame marsh
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It's empty or is the default baked in?

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Is it in 'WindowsNoEditor/ProejctName/Saved/Config/WindowsNoEditor' ?

drowsy snow
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I have deleted nightly build of my game before moving to UE5, so I can't remember clearly

narrow zealot
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Hey uhhh... My UE4 won't... Package anymore?
I'm trying to package it from here, like I always do, and all it does it redirect me to the Unreal documentation about packaging?

young blade
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hello
im going to start developing gameson unreal engine
and I cant decide what version to use, 4 or 5?

As I noticed, there are more tutorials on unreal engine 4
So, I kinda dont know what to choose

I guess, if scripts in ue 5 are very different from ue 4 scripts
i should stick to ue 4
what u think?

oak patio
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Blueprints are mostly the same and a lot of tutorials will carry over.

Some of the buttons have moved around a bit tho

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Oh also, please don't crosspost @young blade

drowsy snow
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Also Judge Quinn's down 😦

spare trench
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how can I increase wight of character in unreal engine (in my case vehicle)

real heath
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Increase that

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It's in kilograms

keen holly
drowsy snow
keen holly
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it's fine unity timeline will do what I need

drowsy snow
keen holly
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im porting mantinee data to unity and I found a method that will allow for everything want to be ported

dusty spade
drowsy snow
dusty spade
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"tilt shift photography" ?

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so that player knows everything is small?.

gaunt abyss
dusty spade
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u get more fps with blur tho, no?

drowsy snow
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On mobile, it could be more taxing given the low power hardware

old atlas
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Hi there! So i have a very general, kind of "how to approach this best" question;
im trying to achive a sort of scanning effect, where the player can "scan" from their view which reveals points on objects that are in line of sight to the camera... pretty similar to "lidar.exe", if youve ever heard of it.
My current approach is to shoot out a raycast from the camera, and spawn an actor at every intersection. Then i would however need to hide all other objects from the camera (which i have no idea how to do), and i could imagine that without despawning the actors after a time, it could get pretty bad performance wise.
Does anyone have a better idea on how to approach this?

drowsy snow
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I think that'll be cheaper than trying to reinvent ray tracing minus the bounce on top of already rendering the whole scene.

old atlas
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hmm ok, gotta read into post processing in ue, but i guess its good long-term anyways haha
thanks!

thin tendon
# old atlas hmm ok, gotta read into post processing in ue, but i guess its good long-term an...

As @drowsy snow said you can use post processing. This is super simple. You just set objects to use custom depth. Then toggle the post processing material as you need it. Then in your material set it up to only work within a certain distance of the camera. Another option available to you. Is you can add widgets to your objects then bind the visibility. In your bind just check if the player is scanning and within the distance you want. There are a few ways you could go about it.

wheat ice
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let me know if this is not the correct channel 🙂
what’s been your experience switching to unreal from unity/gamemaker/godot, any nasty side effects or gachas?

real heath
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There's a few interesting resources. Laura has a blog on it.

https://landelare.github.io/2022/07/16/unity-starter-pack.html

And Joe wintergreen has a video with tips aimed at unity devs

https://youtu.be/VhYDqkTqZPg

There's a bunch of Unity people jumping ship to Unreal at the moment so I thought I'd jam out a quick video with tips for new Unreal users, specifically stuff people tend to be using the engine for a while before they find out. Sorry about the audio quality, this new mic needs some finessing.

▶ Play video
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There's probably heaps more

wheat ice
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thanks!

ruby axle
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Guys I wanna make dissolve, wanna make my object appears beautiful, but the problem I want to make it simple without touching material node, is it possible to make like a box (without boxmask3d) for any objects that’s u add?

kind dew
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I had to reinstall windows. I reinstalled unreal engine but now my .uprojects have no way to be opened. There's no default app for them and I can't find the versionselector or whatever the default .uproject "opener" is.

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I have to open it by opening the editor in the epic games launcher and then I can browse to the .uproject there

opal slate
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Hi guys, quick question:

I'm using a media playlist to bring in videos to my scene. However, how do I loop the playlist?

I've been reading UE's documentation and according to Epic, there should be a loop button above the playlist content but I don't seem to have that option...

Any help would be great!

opal slate
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Never mind! I figured it out, as I couldn't see the option in the playlist window, I added it through the blueprint so when I click play, it opens the playlist and then loops it

Have a good day everyone!

plush yew
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Hello 👋
How can I separate RGB values and then add them back together?
I want to invert them and then add them into another 4Vector but it doesn't seem like 4 vector has an input. Also would like to keep how dark it is (V value from hsv)

plush yew
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I think I figured it out, I could just use OneMinus on the whole rgb output of the 4vector
But if someone knows how to add them all after separating, let me know :)

plush yew
sinful spruce
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Hi, is there a way to not cook plugins that are disabled?
We have some plugins (eg. "HDRIBackdrop") which we don't use so we have disabled them, but after cooking they still exist in the final package with all their content. No game asset is referencing plugin's content or whatsoever

real heath
sinful spruce
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I don't know why I didn't think about it before, thanks 🙂 Build is taking much more time than I thought, so I will post tomorrow if it worked

trim glacier
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Hi,

I'm running into a strage issue. My Game, Drawn and GPU times are around 10ms but Frame is around 30ms and running the entire performance. But why?

ancient spade
spice ruin
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You have live coding turned on?

ancient spade
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I don't know. How do I check? Cause I did nothing different lasst time I opeend the ditor

spice ruin
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There's an option not to pop the window up untikl you actually trigger it in the settings somewhere.

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Live Coding being on is good. It stops you using Hot Reload.

ancient spade
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so it's not an error of sort. Cause I got confused by the button saying Quick Restart

spice ruin
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Nope.

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It's just an annoying extra window. 😛

ancient spade
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oh ok

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Wondeing why it started to appear.... probably felt all alone 😄

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@spice ruin Thanks for the info. Also nice profile xD

spice ruin
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Thanks 🙂

opal slate
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Hi everyone, me again!

Little bit of backstory: I'm currently testing to see if Unreal can look at a particular directory and can detect to see whether or not it can see the video files that I'm putting in and can play them out on to a "screen"

I've tried using the FileMediaSource but the files need to be within the project files ./content/movies and says that it will not be packaged as it's outside of the project files.

Any help would be much appreciated

dusk tartan
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Guys, I disable all forces on constraint but my door still tries to close itself?

dusk tartan
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but this happens ONLY if i attach grab component of the door to the vr joystick
if i push the door with physics object - it behaves just fine

wheat raptor
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anyone know keyboard shortcut to clear output log + compile in editor?

fierce tulip
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@plush yew i'd be more interested in and very appreciative if you read our #rules

plush yew
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Huh

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Oh

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Ok

fierce tulip
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we only allow these kind of requests in the job-channels

plush yew
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Ok sorry

summer adder
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does anyone know any good udemy course for ue4 animation

modest trench
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Animation is hardly unique to UE4, most character animation is done outside if it in most places afaik

drowsy snow
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There are some technical anim implementation things specific to UE4 tools, but I doubt lousy course on Udemy would cover that thoroughly, considering how it's often overlooked

modest trench
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Random epic official presentations on it and other official things are your best bet for official UE4 stuff (I assume)

half shadow
gilded flicker
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Whys that epic launcher cant resume download UE4 without saying the install directory is not empty

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Do you have to install it without interrupting? Or just the launcher is fk up

coarse jetty
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dont know, i think launcher just fk up never faced this problem

gilded flicker
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Damn I just donwload 4.26 like to 11GB and ran out of mem causing the launcher to crash, now I had to download it over again

main mica
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does anyone know if its possible to "loop" a 3d level? like give the impression that the player is running through an infinite space but actually its just a tiling map

drowsy snow
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Kinda like treadmill if you think about it

main mica
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Oh right yeah that makes sense

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Do you know any examples?

drowsy snow
# main mica Do you know any examples?

This is one example from Life Is Strange, there is an interactive dialogue part that takes place in a moving vehicle, and it lasts indefinitely until the player go through the choices.
https://www.youtube.com/watch?v=RWbbMoBB_p8

In video games, there are sometimes scenes where you stay in a moving vehicle for an undetermined length of time. The game might be waiting for a player to answer a question for example. A game world can never be truly infinite¹, so in one way or another, the game must trick the player.
Life is Strange™ deals with this problem a few times. Here’...

▶ Play video
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The same technique can be applied to anything that needs the background to scroll indefinitely

main mica
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Nice thanks so much!

slim saffron
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Hello. I start to design a room but the outside light is leaking from the walls, the floor I guess the material lets the outside light in. How can I fix this? I want it to be dark inside. (The ceiling is not open, it is closed)

zenith needle
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guys i need help

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im trying to link quixel bridge to ue4.27.2

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i get this error when i open it up The MegascansPlugin plugin was designed for build 4.26 Attempt to load it anyway?

drowsy snow
dusk tartan
glacial arch
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I remember UE4 had a thing to let you catch framerate drops - could you nudge me in the right direction with that? What was it called?

Got some mysterious freezes that I can't quite pinpoint

spice ruin
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The session frontend has a profiling thing.

glacial arch
main mica
spice ruin
knotty spruce
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Hello. I need help with a game I'm making. It uses 360 images and widgets only, and because of that, it was hard to create an inventory system using the tutorials out there, but somehow I managed. I only have one problem, I can't seem to save my inventory Items. The items are added after clicking a button on a widget, there is no pickup actor, just a master item blueprint and icons added to the inventory. So how can I save my items? Hope someone can help. Thank you

heavy ether
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If I build a project for a device (ie android), where should I be able to see what files are actually cooked into it? I know it should be possible to see that, but I can't figure out where to look

spice ruin
jaunty latch
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Basicly i want a texture that is 6k to be 4k or 2k but when i set it up like this its ofseted, how do i downscale a texture so i can use it properly?

spice ruin
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There's an "is power of 2" option somewhere.

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Disable it?

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It's literally the first option under texture.

real heath
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Yeah, that's the issue

jaunty latch
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but when i do that it wont alow me to set it up to 4096

drowsy snow
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Unfortunately 6K isn't power of 2.

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Meanwhile mipmapping requires power of 2 dimensions to work (but it doesn't have to be square 1:1 ratio)

real heath
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If you can't set Maximum texture size after that, then export, resize in Photoshop or paint.net and then reimport as 4096 or 2048

jaunty latch
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yes thats the only way by the looks of it

real heath
drowsy snow
real heath
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Yeah same

jaunty latch
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yea its sad that unreal cant do that

spare trench
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How can I remove shadow from these clouds of the island (I've tried unchecking cast shadow button doesn't work)

slim saffron
slim saffron
dusk tartan
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dont get me wrong, this looksl ike afog to me

sinful spruce
flat trail
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Is there anyway to make unreal always run as admin? Im getting errors like "Requested operation requires elevation" due to changing the engine program to run in admin, but this is required for things to work

drowsy snow
flat trail
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Running switchboard listener on startup as admin

verbal pulsar
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Is there native prelaunch settings thing in ue4 like shown in this?

#
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Cause it looks pretty official

drowsy snow
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||also screw xQc in particular||

verbal pulsar
drowsy snow
# verbal pulsar Right

You would have to program the UI, and the function to modify the config file according to what Unreal expects

drowsy snow
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Guess I gotta make a free open source app for pre-load setting screen

versed lion
whole abyss
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Is there a way to make a crawling mode with a third person character, in a way so they can't crawl into a wall?

sick patio
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QUESTION: my music friend, who is trying to make a game, is saying the he can't make AI lizard walk on walls. When I showed him niagara he said "that's particles" I want meshed AI walking on walls and ceiling. This is possible isn't it?

versed lion
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@whole abyss Make a simple line trace if they are too close to a wall disable crawling ability or make them go into a stand animation

versed lion
sick patio
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yes

whole abyss
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like you could crawl along it somehow

sick patio
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I showed him a video of someone having the PC crawl up walls, an alien, he said no he wants AI doing it

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xenomorph

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+++

versed lion
versed lion
sick patio
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right. you only make stuff appear to behave

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Displaying thousands of characters on-screen in real-time has always been a challenge - until now. Unreal Engine's Niagara visual effects system opens up doors to go far beyond what was previously thought possible and this presentation by Epic's Joseph Azzam showcases how you can utilize the power and versatility of Niagara to create massive cro...

▶ Play video
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is it really niagara because they're fighting each other

drowsy snow
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Niagara crowds are more for set dressing than practical gameplay crowds

versed lion
sick patio
versed lion
sick patio
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but but but

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he uses AI

drowsy snow
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If you're using UE5, Mass could've manage that one.

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Though you're not specifying whether it's one singular lizard, or swarm of lizards

sick patio
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Oh, excuse me. I've conveyed the question wrong. Thank you for responding. I'm infusing my own question into the question. Since I want city crowd movement in my game.

versed lion
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So in that case

sick patio
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niagara can do one lizard, or a few lizards and if you want different movement, you make A SEPARATE AI?

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right?

#

i mean a separate niagara for each case?

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thank you @versed lion @drowsy snow

drowsy snow
sick patio
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so you're saying, stop it with the ue4 FeelsBadMan

drowsy snow
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Even I had to move to UE5 hehehehe

versed lion
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I am still rocking UE4 baby ftw

drowsy snow
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Control Rig is so buggy in UE4
Not to mention lack of tweening

sick patio
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YAY Oshri

versed lion
sick patio
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no he wants a lizard. and he said sometimes 3 lizards

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would he need separate niagara?

drowsy snow
sick patio
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20

drowsy snow
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20 is still reasonable to be handled by BPs, but it can rapidly tank performance if you're not careful with event ticks

sick patio
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let me form this question: like blender 3d, can i have a set of different meshes, let's say 20 different people, and then set niagara to randomly show each of the people?

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AH here's the issue: he says that bp cannot do meshes walking upside the wall or ceiling. which was the original goal

drowsy snow
sick patio
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how is that possible

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or not possible

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so: Navmesh is not able to walk up walls and ceilings?

drowsy snow
remote hill
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New to unreal, I am curious if there is a better way to do what I'm doing. I'm creating multiple pillars with an odd shape. I'm using multiple cubes and subtractive cubes to create the shape. The level will have a lot of these pillars so is there a more optimal way of creating the desired shape?

drowsy snow
night birch
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What is this message?

Failed to create and initialize socket UdpMessageMulticastSocket (last error: 0)

Its coming from the UDP Messaging plugin I guess

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But what is this plugin for?

spice ruin
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For UDP messaging?

oblique tangle
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Anyone know if there's a way to disable decals from showing on specific materials? Not actors, but specific mats
I can see a decal response check in the mat details, but not sure if that does anything

thin tendon
oblique tangle
primal edge
weary basalt
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@primal edge Please dont spam the same message across multiple channels. #released is sufficient.

hidden dew
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Would anyone have any suggestion for why my not-possessed, no-controller-nodes-connected, I'm-not-pressing-anything-anyway blueprinted Pawn is having its Controller values altered when I use SetWorldRotation?

In other words: plugging in a SetWorldRotation node is causing GetControlRotation node to output ever-increasing values.

Update: It only happens while I have still never possessed the Pawn.
Once I possess then un-possess it, the problem doesn't come back.

dawn flint
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building my lighting takes hours and when finished and starts unloading meshes or something unreal crashes,
light quality is only set to medium, what should i do?

hollow spire
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UE4 project folder structure doesn't contain /platform directory why?

glacial arch
main mica
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anyone have any ideas how to construct physics blocking geo from the camera frustrum? - currently doing it manually with imported geo but thats not sufficient to adapt to different screen aspect ratios on various devices - im trying to have objects collide with and bounce off the edges of the player screen in 3d space, the camera is static

thin tendon
main mica
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@thin tendon what about perspective though?

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i was trying to get the viewport size and then use that to scale the geo yeah

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i mean like some screens might be aspect ratio 1.7 others might be 1:9 etc

thin tendon
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@main mica So I think the way it works. If you place them in the 3d world at the edges of view. They would only come into view if the field of view changed. The resolution (perspective) of the screen. Is only a scaled version of what the camera sees and shouldn't affect the field of view.

hidden dew
coarse jetty
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hi does anyone know where i should look?

keen birch
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Hey y’all, I’m using Unreal for school and I’ve run into an issue while creating my main menu. I’ve created the widget and it works functionally within itself, but when I hit play it crashes. I recreated a second project and copied over just the main menu BP and the enumerator but it ran the same error. Does anyone know what I can do to get the level to load?

honest cosmos
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hey how can i take two skeletal meshes and merge them together and keeping the skelleton

spare trench
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If X(in my case floating Island) is a object and Y (cloud mesh) is another object. Here I want that the shadow of X should not lie on Y object

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How can I do that ? I tried unchecking cast shadow button from Y it doesn't work

spare trench
honest cosmos
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doesnt work

thick herald
versed lion
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What variable is that "Level list" (can't see the color very well)

keen birch
versed lion
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Ok

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So... basically what is happening in your code

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You need to set from enum to a string then to a name

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then plug it in the open level

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Like that @keen birch

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Without that, from enum to name will basically have that variable (screenshot) with the string you are reading the string variable (map name) and then converting it to the level name to load. Hope it explains pretty much

keen birch
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That makes sense. Thank you @versed lion! I’ll try it out when I get access to my computer again and let you know. I really appreciate the help!

magic quarry
whole abyss
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If you want to add a lot of new functionality to your player character, does it still make sense to use the character base class?
Like i don't need swimming or flying i think. Which it easily takes care of
But i would like to add stuff like crawling, climbing ladders, climbing obstacles, which it doesn't handle

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also don't need multiplayer stuff at all

versed lion
whole abyss
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by basic, do you mean the character class, or the pawn class or...?

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i tried getting into unreal a year ago, but other stuff got in the way, so i'm getting back now ( :

versed lion
whole abyss
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okay, that's the character class i'm pretty sure ( :

versed lion
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ye

formal knot
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Hello guys! I'm in need of an Unreal 4 C++ programmer, could someone here tell me if this discord has a freelancer chat or a chat where I can find people who are interested?

fierce tulip
formal knot
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ooh ty

sullen tree
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hello, is this book good Blueprints Visual Scripting for Unreal Engine
by Brenden Sewell?

obtuse stump
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Why I imported a model from turbosquid and it's fucking with no materials?

proven venture
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Is there any drawback to using UE 5 for a lightweight multiplayer game, which would not aim to be a AAA high-end game but a darkrp clone? lol

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I'm inclined to pick ue4 to start with but don't know if that's a bad idea

past horizon
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I am trying to make the build itself capable of exporting its files in mp4 for the users.

after a while of looking at github I haven't found hardly any results, or at least that are feasible.

real heath
drowsy snow
real heath
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Yeah at the lower end of settings ue5 is basically ue4 with a refreshed ui

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Nanite and lumen, the new tech is optional

past horizon
oak patio
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what would your system add over already existing systems built into the OS

real heath
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Honestly, it sounds exactly like what you want

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Hardware handled video encode vs relying on them having a fast enough cpu

drowsy snow
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Xbox Game Bar is also built in to Windows and has low overhead as well

past horizon
real heath
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It's probably a c++ sdk,. But you could expose it to bp

past horizon
real heath
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There's nothing else built into the engine for thst with BP access afaik

past horizon
oak patio
real heath
drowsy snow
oak patio
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^^

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wouldnt reccomend it if you are unfamiliar or just starting out with c++

past horizon
past horizon
drowsy snow
oak patio
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yeah unless you can find a magic out of box solution, or fancy paying a lot of money for a freelancer, or fancy sharpening your c++ skills, as makoto said you are outta luck

real heath
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Seems it's called Nvidia highlights, and they have a plugin already

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Don't know of bp access though

past horizon
real heath
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Yes, but amd have equivalent I think

oak patio
past horizon
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im going to see the amd option because the amd option sure will be open source

past horizon
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it can be an option

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(sorry for my bad english)

oak patio
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ah true, it seems i misread the article

drowsy snow
# past horizon im going to see the amd option because the amd option sure will be open source

If you really want to allow your player to record cinematics in runtime regardless of GPU, you could setup a "pre-render system" (I should come up with better name)

The idea is player record points for the camera to go through later, and outside of gameplay, the game dumps every frame with fixed frame rate to image sequence. Then you side load encoder to turn image sequence to video.

The con of this method would be the result isn't instantaneously done.

past horizon
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this is a good option, if i cant with WindowsNT/ScreenCapture option, im going to try the shadowplay option

past horizon
real heath
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Yeah something like that is built in. You run the game from commandline with -dumpmovie -fps=30 or something. Issue is it's non-interactive and you need to setup your system to accept other commandline params to load straight into the movie you want captured

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Then you need to encode with ffmpeg

past horizon
real heath
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?

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Dumpmovie? Is not a bp command, it's a commandline argument. You need to launch the game with it.

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It doesn't render frames to screen, just straight to PNG files

past horizon
past horizon
real heath
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Oh I dunno, I haven't used it. I was giving you options I knew about for what you wanted to do

real heath
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That's a console command. Not a commandline parameter

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You need to launch a whole second instance of the gsme

past horizon
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I think I'll try the nvidia highlights option (anyway I'll give the ScreenCapture option a couple of tries, see if I get lucky).

drowsy snow
hidden dew
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Hi all. Yesterday I learnt that my un-possessed Pawn was being automatically possessed by an AIController, which was messing things up.
I can disable that, no problem. But I'm having trouble learning about/finding info on what was going on.
In particular, the Pawn's own rotation was being applied to the AIController, so GetControlRotation (blueprint) would output changing values if I had the Pawn orbiting a planet (and being aligned with the planet by other code).

Mainly I'm trying to find something that shows where/why that happens, and explains the whole Pawn rotation vs ControllerRotation vs ControlRotation vs whatever a bit more.
Any tips/leads?

west merlin
#

Is there a built in method to basically, "see if an AI could get from A to B"? With or without an AI.

tender pecan
west merlin
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Thank you, I’ll take a look

rotund sorrel
#

Why don't megascans assets come with collisions?am i supposed to add it to them?is "collision complexity: use complex as simple" a good way?

autumn flame
#

Depends on the type of asset, you can always do that but use a higher LOD as the collision

rotund sorrel
autumn flame
#

From the Collision window

You can add simple one based on shapes or auto convex for a more precise result, can be wonky tho

spare trench
#

Whay is the alternative of destroy actor node?

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Cause I want to respawn that obejct as I respawn

woven panther
#

someone know if it's possible to have something like the foliage painter but instead of meshes, it's objects

autumn flame
crisp moat
#

Having around 1000 PlayerStart points in a level would hinder performance in any way ?

hidden dew
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6 bugs to fix today

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Squashed 4 of them

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Now I have .. 6 bugs left

arctic carbon
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quick question ? is this necessary when I release my game ?

arctic carbon
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i need help

plush yew
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Does anybody know how to make a third person character out of a First Person character?

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I already have a First Person character setup

#

but I wanna add a Third Person view to be able to switch between them

#

for context, I followed Ben Ormstad's UE5 character tutorial

grim ore
#

There are many ways to do it, and it depends on if its multiplayer or not. You can add another mesh for the third person view, same with a spring arm and camera and just activate/deactivate parts as needed for example

plush yew
#

what would I need to activate and deactivate?

#

also, it wont be multiplayer

#

also, just as a little side note, how to remove this mesh?

#

im using that mesh as part of my player

#

but it doesnt move with the actual character

#

it just stays there

#

I might leave this until tomorrow, its 8pm rn

#

and it takes me a long time to get tired

#

I have a tutorial saved that i'll get started on in the morning

arctic carbon
#

do i need this to release my game ?

icy mulch
#

Hey can anyone help me with a blueprint function that I'm trying to get working

oak patio
oak patio
#

I assume you only need to fill that in and mail it off if you intend to use their trademark

#

I.e. the logo in your trailer or whatever

arctic carbon
mental dome
#

I get these weird holes in my model when importing it from blender to unreal

oak patio
oak patio
mental dome
#

on the very edge of the model

oak patio
#

gonna need a bit of a zoom out there, a full view

oak patio
#

no problem

surreal prism
#

Should one still use UE HUD class nowadays?

drowsy snow
true ridge
#

Is it possible to set the line thickness on a collision sphere like you can a box?

spare trench
#

What Hlod does? And whats the difference if I setup lods manually for each mesh and hlod for whole level?

autumn flame
#

HLOD should be chunked for a cluster of meshes

#

So the entire area gets LODed and merged into 1 unique mesh

#

In UE5 World Partition considers as those chunks a tile of the grid

#

It HLODs everything in there that's allowed to

velvet drum
#

so i changed the mesh of my third person character, but now there are no animations. how would i add default animations back?

drowsy snow
velvet drum
marble iris
#

You need to use anim bp then select

#

I don't think that's properly rigged though (in accordance to Mannybot)

velvet drum
#

aand im stuck on getting to the details panel of the skeletal mesh

#

is that here?

forest light
#

does anyone know how to remove these popups? literally Im just debugging object that is not always valid and it constantly irritates me

autumn flame
#

So why don't you add a is valid node or make it a validated get?

forest light
#

because it is ideal example to explain what I want and it would not help to solve actual problem

autumn flame
#

Then solve the actual problem, it will error out if it's not valid, no way around it

forest light
autumn flame
#

Yes, edit the cpp file where it calls it

#

And enjoy a possible Engine recompile

#

If you are on a binary build, out of luck, so as I was saying, only way is actually fixing the errors

forest light
#

dunno I may actaully hire someone to modify engine togive me option for auto hiding that popup

autumn flame
#

Are you on a binary build?

forest light
#

standard from epic games launcher

autumn flame
#

Then even if you hire someone they can't do anything about it

#

You would need a source build

#

The popup is called at Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp

forest light
#

just opened it its quite large thing

#

I assumed there would be at least inbuilt suppression option, but maybe its to save people from themselves so they don't end up with tons of suppressed errors

#

yeah so wanted suppression of it after I already know how to not make bad code

craggy sierra
#

how should i make a collectibles item, if i know i will have 10000+ of them on map, lets say map is really big, at least 10min of running from one end to another, and assuming that the game will be multiplayer, with listen server option, level streaming cant work in this case becasue server (one of players) always have to loaded everything to handle picked items by another players, so how should i do it?

forest light
craggy sierra
#

but then how to store info where to spawn them? as a array of vectors and checking distance to each of them? i dont think it will be cheap

forest light
#

overall idea of having 10000+ of them will not be cheap

craggy sierra
#

yea, but it somehows works great in satisfactory, and i would like to know how they made it

#

you can collect every peace of grass you see

#

and there is ton of them on whole map

forest light
#

but what I do is I have LODS same as for graphics modesl get lower polycount, I do same but with code

#

also, with picking up grass its different. nothing gets calculated and once you click on it (ray hits grass object) then calculation starts, detects what object it is to add to inventry and to remove item

#

it also really depends what those collectibles should do, how much logic within them etc.. otherwise you can just spawn like foliage static meshes and solve it same as they did with grass

keen holly
#

can some explain unreal 4 Landscape Layer Coords Node to me the docs dont help with uv type and mapping want to understand whats going on thanks

digital otter
#

how do i unpack pak files

digital otter
#

plez someone

autumn flame
#

No

grim ore
#

didn't this happen in the other channel? 9:28 AM]Sir Pieutreighd: please someone help me unpack PAK files [9:28 AM]Iannis S.P.: No [9:28 AM]Iannis S.P.: Read the rules maybe [9:29 AM]Iannis S.P.: You already broke 2 [9:29 AM]Sir Pieutreighd: ok

autumn flame
#

Yep, it did

digital otter
#

i didnt

#

i will wait more

grim ore
#

well for one ``` If not, come back in a few hours and consider rephrasing your question or adding more details.

#

and for two, why do you want to open the PAK? does it violate rule #5?

digital otter
#

in a gamae

#

game*

grim ore
#

you are probably not going to find support on that here then, unless the game dev allows it.

digital otter
oak patio
digital otter
oak patio
digital otter
#

ok

wet raft
#

Does anyone have a good dialogue system tutorial they recommend?

frozen pond
#

Hi, i wonder, if it possible to create seamless world? Like player have some area to move in, but if he moves too close to border he is teleported without notice to another place on map?

rain pebble
#

how do I learn unreal engine, i find it all confusing

#

ive tried tutorials and stuff but it never stays

oak patio
#

try applying what you learned from them. just copying tutorials wont do anything for you.
you need to use what you learned in practice for it to stick

sage coral
#

Might be a silly and simple question but how can I make it so like when theres dust and stuff near a spotlight that you can see the full light ? Like when you throw dust at a lazer that you cant see if that makes more sense.

eternal rain
#

I'm looking to add a 2D Title Screen and Level Hub to an otherwise all 3D game. Is the best approach to just make empty levels that immediately activate widgets? Or does the method involve making a couple of 2D levels?

drowsy snow
eternal rain
#

thanks; I'll look into making those

slim saffron
#

Hello. I have problems like that. When i close lights looks normal but when i go back(far) lights crashing. How can i fix this ?

plush yew
#

I'm making a game for a game jam, and I need AI characters that will chase and attack the player when they are spotted. I have found two different styles of doing this on youtube...one is with behavior trees, and the other is just in blueprints. Which one is better, and is it possible to blend them?

thin tendon
midnight cloak
#

Hi, I got this error when I try to push my commit with Fork can someone tell me what's going on please?

#

(This is my first commit, I'm trying to put my project on git with Fork)

hidden dew
drowsy snow
thin tendon
midnight cloak
#

Thanks @thin tendon , @drowsy snow , @hidden dew 🙏

midnight cloak
#

So... what i have to do ?

potent reef
#

Hi! Good day everyone! Want to ask a question.

So i want make a button in runtime which i can toggle off/on Some assets in the game.

Let say i have “10 red car” in level. I want to Toggle on/off that red car with a Button/umg widget. Is that possible?

Thanks before! 🙏🏼

coarse jetty
round light
potent reef
#

One more question, so i watch this tutorial: https://youtu.be/W-UWNNRuPwQ

Its tuts for Play and Pause Sequencer via button Widgets, i tried and succeed.

However, i want to make the animation play but not whole animation.

Button 1: play Animation sequencer 0-15 frame
Button 2: play sequencer from frame 15-30 frame

Without making 2 sequencer. Is that possible? And which document should i read? Thanks again!

cc: @coarse jetty

coarse jetty
#

in the sequencer you cant track"actors" and fire and event. dont know if its the correct way or there are another, but you can:

Actor -> play sequence -> x frames -> sequence trigger event actor pause sequence

crisp moat
#

why is copy bone so limited and copies the entire translation, rotation and scale, i'd love an option to pick which x,y,z is copied with the blueprints.

whole barn
#

heya i need to add roughness to about 501 materials, is there a way to group edit them?

drowsy snow
whole barn
#

how do i do that?

boreal stirrup
#

I need help with my racing game

#

is anybody available?

buoyant graniteBOT
scarlet adder
#

Hey all. Just need help. I'm trying to make appear/disappear object on click of the button in menu but can't find a solution. What are the options for me to achieve this function?

indigo reef
#

Hello, I'm looking for a way to use tessellation on UE4. It's working fine on PC but not on console. Looks like tessellation support for console with UE4 was discontinued (https://forums.unrealengine.com/t/hardware-tessellation-support/265107).
I'm testing the feature 'Virtual HeightField Mesh' as an alternative but it's causting to much in term of performance. Do you know if there is other alternative or a way to add support for tessellation on console ?
Ninite is not possible in our situation.

drowsy snow
plush yew
#

last time i tested, tessellation was supported by ogl, vulkan and metal too. or is this ue limitation?

merry pilot
#

How do you show draw calls again?

indigo reef
sinful hare
whole barn
#

@drowsy snow explain !1

oak patio
spice ruin
#

Never run tick more than 3 times.

oak patio
#

But what if I want to live dangerously

spice ruin
#

You must consult Will Smith.

wild shard
#

Does anyone know if there's a way for a material to know which camera is rendering it? Or the camera to know which material is being rendered?

drowsy snow
wild shard
drowsy snow
thin tendon
#

If its multiplayer couldn't you just store the direction its facing on the client side?

drowsy snow
#

Didn't thought about non replicating side

wild shard
wild shard
drowsy snow
wild shard
#

Yeah

#

Some of the cameras draw to render textures

west merlin
#

Is there a way to regenerate all skeletal mesh LODs using a specific LOD asset? Doing them one by one sucks

thin tendon
west merlin
#

They do. Is there an option to regenerate all of the skeletal mesh LODs from the skeleton?

crisp bone
#

how bad is 300MB over streaming pool budget? I needed to duplicate my landscape twice to create a "continuous" panning effect, but its giving me this warning, so far I haven't noticed any drop in FPS

fiery flint
#

Hello everyone! How are you doing? First time over here. I was wondering if there is a way to view the content found on "learn.unrealengine.com", since every link I open takes me to "dev.epicgames.com". The way in which the material is arranged in "learn.unrealengine.com" is much better for me when studying, in addition to the fact that not all the content has been taken to the second place... Any clarification and/or help will be very welcome . Cheers!

#

And I hope I posted my message in the right place

whole barn
#

I have no idea how

#

I have googlef

#

Tell me where I can find how to group Edit 500 materials to give them all roughness of one

earnest robin
#

Who can tell me how to solve the following problem: I'm making a game from the first person, I uploaded a 3d model of the character's hands, I was going to set up the animation. But, I noticed that the hands, i.e., the 3D model, are located away from the capsule, which denotes the player, while Ferst Person Character, mesh is located in the capsule

whole barn
#

??

thin tendon
whole barn
#

Yeah there is no bulk Edit

thin tendon
thin tendon
thin tendon
whole barn
thin tendon
whole barn
#

Ooh? How do you do that

thin tendon
thin tendon
# whole barn Ooh? How do you do that

I couldn't find an option to re-parent base materials. You can do it with material instances. By opening them up and selecting the master material you make where it says "parent". For your base materials. You want to right click the master create materials instance. Then put the texture samples in for each material. Creating a new instance.

whole barn
#

All 500 of them manualy..

thin tendon
# whole barn All 500 of them manualy..

Unfortunately yeah mate. This is one of those things I wish I knew before I started my project not halfway through. So what I have. Is several master materials. For example master Opaque, Master Translucent etc. The earlier you set it up the easier it makes things later

hard echo
#

is it true that ue4 has better visuals than ue5

#

i used ue4 a few years ago and was blown away by raytracing and displacement

#

but after messing around with ue5 i feel like its been downgraded a lot

thin tendon
#

I think both are good in different ways. Ue5 definitely looks nicer. However that comes with increased cost to your hardware. Ue5 is targeted at 30 series and up cards. Ue4 is good if you are targeting mid and lower end hardware. But honestly with the exception of the raytraced real time shadows and the global illumination they are basically the same engine.

potent reef
spare trench
#

Cause rather than merging the objects if I used HLod will it be the same?

spare trench
#

And if I switch my preview rendering model to android vulkan will it increase the performance of game on mobile or it is just for previewing the mobile view?

dire basin
#

good afternoon is there a utility for editing UE4 assets (scripts) to create a mod?

hard nebula
#

Hi, I need to work on a project that's build with UE4.24, and I'd like to be able to use my Linux laptop. It seems like the official documentation is out of date, the links in the UE4 docs all redirect to UE5 download pages now.

#

If it's at all relevant, I'm on Fedora Silverblue 36, running on a Framework laptop with the 11th gen mainboard

#

Oh, is it just build from source?

autumn flame
wicked linden
#

Is there a "OnCollisionExit" (unity) equivalent in Unreal engine? I understand that overlapExit is only for non blocking items. I'm looking for an event that triggers when hit occurs and the collision response happens.

spice ruin
#

Can't you trigger your own event in that scenario?

#

OnHit -> process stuff -> Trigger OnHitFinished

#

Or something

dawn gull
#

Yo, quick question! I'm trying to install the Ninja Character Plugin which I have been aware of for a while, and the store page says that it is available for 4.26 but when I click install to engine nothing shows up

#

neeeever mind I'm just stupid

#

it was already installed

grim ore
#

two questions, why re you passing the function to decrement to the actor? is that function going to be changing for some reason? can that function not be part of the actor you are spawning by default (no need to pass in)

#

honestly doing it that 2nd way might be easiest, since you are using both c++ and BP you do have some extra planning for interop like this. If the GM class is C++, you can easily get the gm class in your actor then call the function from cpp

#

but with that said, are you spawning in a blueprint actor?

#

as an alternative, you can always use a generic blueprint interface for the communication on the blueprint side. if the count keeping code is in BP, you can put some BP code (even just expose it from C++ up to BP) that just gets the game mode and calls the interface event for updating

#

if i had to think about it tho, since your making core functionlity in C++ it does "feel right" to do your game mode in C++ as well for your functions and just expose what you need to the blueprint portion of it if any

plush yew
#

Anyone have any idea why my audio cues all sound like a buzzing beep sound? even the starter pack audio is doing this. When I play the audio in other projects, or other programs, it sounds just fine, but in my unreal project, it just has a high pitch beep and buzzing sound.

rich girder
#

Hi. I need help, please. I'm developing an overhead 3D-ish game.

I'm using the Project function node inside a HUD blueprint to get the screen coordinates of an actor and use them as a reference to an arrow that points to it. In other words, an objective marker.

My problem is that the Y coordinate gives me crazy high numbers that don't make any sense when the objective goes out of the screen from the lower side. It shows numbers going from 10k to 2M when the player walks only a little bit, and after that, it shows negative numbers as if the objective is going out of the screen from the upper side instead of the lower side, which is not the case.

Why is this happening? Looking around in Google, I messed a bit with DPI Scaling, but it didn't fix it. DPI Scaling is back to the default values. Please, help.

thin tendon
rich girder
rich girder
plush yew
#

Please, can someone help me figure out why my audio isn't working in my project? It just buzzes and gives a high-pitched beep for every sound, imported or not. (UE4.23 btw)

thin tendon
plush yew
#

But it works with other versions of Unreal...so just reinstall 4.23?

thin tendon
plush yew
#

Well crap. So then should I just remove, then re download?

#

I had a teammate check the project on his machine and it worked, so I guess it is on my end.

grim ore
#

you can try a verify from the launcher for that engine install

dire basin
#

who can help? I want to find out how UE4 is able to run the game on another engine, for example, as it is done in GTA Trilogy The Definitive Edition

plush yew
thin tendon
# spare trench ?

I am pretty sure things like this are dependant on your implementation of them. My understanding of the whole DX12 vs Vulkan thing. Is that for Android and tablet devices and things like cross compatibility with older devices that vulkan performs better. But DX is better for PC titles. I could be wrong but it is worth watching some youtube videos discussing the pros and cons and figuring out which one suits your needs better.

floral birch
#

Hi, I've just started using Unreal Engine 4 after getting fed up with Unity's endless issues and I'm following this tutorial for setting up the AI.

It's going well, but this little icon that the instructor has isn't present in my build and I'm having no luck bringing it up. Does anyone know how to add it?

This is their set up vs mine:
(I haven't done anything yet, since I've only just started and can't find any answers to this specifically, so what better place to ask than here?)

modest trench
#

also, it should be rather safe to move on to 5 if you want. It's not unstable like it was last year

#

99% of the tutorials are interchangeable besides little UI stuff like this

floral birch
#

I think I'll give it a go, since I haven't even started with any UI yet. I'm making a test game before transferring my massive passion project over to Unreal.

thin tendon
modest trench
#

you put it much better than I did 😄

floral birch
modest trench
# floral birch Awesome, thank you :D I'm sorry about the beginner questions, I'm just really ke...
Epic Developer Community

This course will introduce you to Unreal Engine 5 and the editor used to work within it. We’ll look at the Launcher, Editor, creating a basic level incl...

floral birch
#

Brilliant, thank you so much :D

modest trench
#

at least we generally prefer people go this route because random youtuber stuff glosses over a fair bit

floral birch
#

That's completely understandable :) Lemme go download UE5 and dive right into it. Thanks a tonne for pointing me in the right direction :)

modest trench
#

FWIW 5 might be a bit taxing with the default settings compared to 4, you might want to turn off lumen etc in the project settings

floral birch
#

FWIW 5?

modest trench
#

For What It's Worth, UE5

bleak zodiac
#

i was learn from learn.unreal site before, but yes, i still like watch the tutorial from basics

floral birch
spare trench
thin tendon
deft dock
#

Hey, I’m new here; is this the place to talk about new projects? Sorry there are a lot of channels here, hard to tell exactly where to discuss projects

thin tendon
drowsy snow
dire basin
vivid mountain
#

is there a way to get a count of how many actorsOfClass are in the entire game?
(not just the current level..but all the levels)

It doesnt need to happen at runtime.. I just need to get a count of how many secrets I have in the game

#

and I don't want to open all the levels and count manually

oak patio
#

Although it sounds like infinitely more effort than just counting them manually

#

Unless you have like 100000 levels

vivid mountain
#

I guess I'll count then!
just 20+ levels

#

so its easy peasy

glacial arch
#

Hey guys, what does this option do?

It seems that my blueprint assets get granted a Primary Asset ID regardless whether its on, but during packaging having this on causes dozens of name mismatch errors. I was wondering what the deal was with it, what I could be missing and whether its needed.

marsh nacelle
#

Hi everyone! I'm new to UE4 and I'm building a prototype that consists of different UI widgets. What I want to do is very simple yet it has stolen a lot of my time already 😅 I want to click on a button of the UI that should trigger an object to appear at a specific location. How do I achieve this? Thanks a lot in advance!!

slender egret
#

I feel like this is super noob question but: just trying to change the intensity of my world directional light and the time of day preset in good sky with one box collision as a trigger. Just can’t seem to get things right in my blueprint. Help?

coarse jetty
rich girder
#

Hi. I need help please. I'm using a Project function node inside a HUD blueprint. The Y coordinate of the return value gets crazy when the actor gets out of the screen from the lower side. This doesn't happen when it gets off screen from the upper side. The video shows what I mean.

I messed a bit with DPI Scaling but that wasn't it. Clamping doesn't help either. How can I fix this? Or why is this happening? Help please.

sharp willow
rich girder
sharp willow
rich girder
rich girder
rich girder
sharp willow
rich girder
sharp willow
#

yeah 😦

sharp willow
rich girder
rich girder
sharp willow
#

This is expected behaviour apparently

spice ruin
#

If you want them relative to your character, subtract your character's position from the values.

rich girder
rich girder
rich girder
spice ruin
#

I may have it the wrong way around. Honestly, I didn't really read what you said.

sharp willow
#

Yeah the value is completely unusable if the object isn't on the screen

spice ruin
#

What are you projecting?

#

Object to screen?

sharp willow
#

Yeah he is

spice ruin
#

(I can never remember which way around project and deproject are...)

sharp willow
#

Trying to do isometric-ish markers that clamp at the sides of the screen

#

So the marker is above the object if possible, but if not it's at the side of the screen like "hey, idiot, over this way"

spice ruin
#

So if something is offscreen, you would expect it's projected position to be outside the resolution range.

sharp willow
rich girder
sharp willow
#

There looks to be some scale behind it, but without the source code it's impossible to take into account

spice ruin
#

In the second video where you walk upwards, are you checking the screen position of something below you?

#

Er

#

Fourth video*

rich girder
sharp willow
#

It's isometric, so it's XY difference

#

little if any difference in Z location

rich girder
#

The weird thing is that when I walk downwards, it works perfectly.

sharp willow
#

Happy accident most likely

rich girder
#

Most likely.

spice ruin
#

The camera isn't aligned to the ground, so you may get the screen clip through object and screw up your projections.

#

Maybe?

sharp willow
#

A broken clock is right two times a day

spice ruin
#

Something like that.

rich girder
#

That video where the guy showed values similar to mine got me thinking that I won't be able to avoid this kind of behaviour. So I'll try to take it into account I guess.

sharp willow
# rich girder It could be. At this point I'm inclined to do what <@186114455686479872> said an...
#

Don't re-invent the wheel

spice ruin
#

I bet that assumes the screen is aligned to the ground as well

sharp willow
#

Especially not in blueprints lmao

#

Google-fu is your friend

rich girder
# sharp willow Don't re-invent the wheel

Makes sense. I saw this when I started making the objective marker. I pass it because I don't have too much knowledge in C++. Do I need to learn something to apply this in my project? People there said that this was versatile, but I don't know how to modify things in C++ yet, would that be an issue?

sharp willow
sharp willow
#

rookie mistake

rich girder
#

I'm still quite an amateur.

sharp willow
#

no worries

rich girder
spice ruin
#

I'd try something like inverse transforming the object's world position by the camera's transform and then playing with the y/z values (because x is the projected forward distance)

sharp willow
# rich girder Yup 😄
if Objective is offscreen:

Vector ToObjective = ObjectiveLocation - PlayerLocation
Vector2D = ToObjective.Vector2D

Vector2D.X = Clamp(0, ScreenSize.X)
Vector2D.Y = Clamp(0, ScreenSize.Y)
#

this might get you somewhere

last magnet
#

I made a main menu where i can change character skins. How do i set it up so i can apply a skin (material) in the menu and that transfers to when i start the game (level)

spice ruin
#

Save the skin to the game instance?

#

Or something

rich girder
last magnet
oak patio
last magnet
#

i have been trying to do it with a game instance i just cant get it to work

rich girder
rich girder
sharp willow
#

Almost every node you use in blueprints has a direct C++ version in the code

spice ruin
sharp willow
#

For example

#

The Project node you were using

rich girder
rich girder
last magnet
#

This is how i tried to do it but it doesn't change the skin of the character in the level just the menu character

rich girder
#

Thank you very much @sharp willow and @spice ruin . I have some things to try and learn now 👍

glacial arch
#

Hey guys, getting a little problem here with Primary Assets, could use a bit of handholding because I'm having trouble finding answers. What exactly constitutes a valid ID?

#

this occurs on packaging

#

I've been having trouble with various complaints about IDs being mismatched since yesterday, I'm frankly kinda lost I'll be honest

#

and now it just says its invalid.

#

Do you maybe have sample code for how you override the GetPrimaryAssetId function? It seems so straightforward and yet confusing

glacial arch
#

Huh, weird.

#

@sharp willow Thanks a whole bunch, my brain is mush

sharp willow
dapper hatch
#

Anyone knows how can I get current frame for Geometry Cache? So I can switch from one to other?

#

If I let it play till end it don't switch from play to stop

mental dome
#

how would i overlay a first person weapon so it doesnt clip into map geometry

knotty dawn
#

So im doing a project in ue 4, and there's no tutorials on youtube with what im trying to accomplish. Basically, the thing is that i want the enemy AI to play a sound and then if the AI sees the player, the sound stops and begins chasing you. Any suggestions?

#

[i know im a newbie to ue ]

waxen raven
#

Plenty of tutorials that would cover the steps individually tbh.

#

Just need to put the steps together.

knotty dawn
#

i know how to do sound cues, got a basic AI setup

#

but now i only need some good advice lol

waxen raven
#

So your ai currently detects players right?

knotty dawn
#

yea, it does

#

i made it from a third person to first person, non toggable script for the player

#

added a realistic flashlight with some camera lag

#

so everything is done for the player

#

but now i only need the AI to be fully working

covert sky
#

I'm on 4.27.2 and opening my project started taking longer then usual one day. Anyone have any idea why? It use to be 1 min now it takes 6-10 min.

waxen raven
#

Well on detection you just need to add the logic for the sound and then the chasing

#

Cpp or BP project? Did you change maps or add to the map heavily? A few things could have heavy play but usually at those times it's shaders I believe.

finite ocean
#

Something similar happened to me.

#

My second player spawns as a spectator instead of the default pawn.

#

But when I remove the "event handle start player" it works. 🤷‍♂️

#

However, I need to use the "event handle start player".

neon wedge
#

seeing all those blueprint spaghettis posts make me want to learn c++ more

real heath
#

careless code looks bad in any form

finite ocean
#

Spawning the default pawn isn't working for me for some reason. If the "event handle starting player" exists in the gamemode blueprint.

waxen raven
#

Hey, you weren't supposed to see my old projects :p

finite ocean
#

It spawns the spectator for any client.

real heath
finite ocean
#

Overridden in the world settings?

real heath
#

window menu at the top, choose world settings

#

should open as a tab behind actor details panel

#

you can override game mode and pawns in it

finite ocean
#

Yeah yeah. I know where the world settings is. 🤣 I mean, which function? Spawn default pawn? Or event handle starting player?

real heath
#

no function. it's a details panel. You can override the default pawn

#

it's a setting

finite ocean
#

Interesting, I'll have a look. But I did notice that the spectator that spawned was the spectator pawn class I had set in the game mode.

#

And that when the default pawn spawned on the server.

#

It was the default pawn I set.

real heath
#

if you override the game mode, you can then override all those classes

finite ocean
#

I don't use any universal game mode.

real heath
#

it's a per level setting

finite ocean
#

I just have the overriden one.

#

I set the game mode for each level separately.

#

And it all works as normal if I just delete the node for "event handle starting new player."

#

@real heath None of these things are out of order.

#

The overridden values are all correct.

real heath
#

shrugs dunno, it was my first guess

finite ocean
#

Ah well... Thanks for the help... I'll see if OnPostLogin makes a difference? 🤷‍♂️

#

@real heath OnPostLogin works normally, and doesn't cause any issues. Any idea why event handle starting player just simply breaks the game mode blueprint?

midnight cloak
#

Can we change UI layout and see real-time changes in game mode

pseudo pulsar
#

So instead of instantly spawning your character, it defaults to your pre-defined "Spectator Class". Which then lets you manually run logic before spawning a controlled pawn.

plush yew
#

hey, I wanted to download UE5 but it is a bit heavy on memory. does anyone know which is the lightest ue version?

spare trench
drowsy snow
tawny coral
tulip mortar
#

Hey I want to create a checkpoint and respawn system for my game, but the player doesn't respawns after death. Can anyone help please?

autumn flame
#

GameMode surely exists before you have a Character so the Cast surely fails for the bind

You could instead not have the bind but just call Respawn function instead of OnDestroyed

remote rivet
#

Just a very general question but other than the animations would adding a bow to a character be very different from adding a gun?

spare trench
#

I have enabled 'virtual texture support on mobile' and also enables 'virtual texture lightmaps'.
Will it decrease the performance?

#

Cause I have just enabled that and did nothing else

tulip mortar
autumn flame
#

You want to call the Respawn function on the GameMode replacing the OnDestroyed, so no need for a Bind

slim pike
#

Howdy, does anybody know how to export a scene from Unreal (4.27.2), or what that means? I have sent the whole project, but they need a scene specifically for previewing an asset.

gusty siren
#

they want a video?

jade surge
slim pike
#

just an unreal scene...i guess that might be an fbx? that's the thing, I don't know what people refer to when they say "give us an unreal scene". They also want renders so I'm guessing it's not a video

storm venture
#

Hey so if I make an event dispatcher in a widget, I can create the corresponding event in a BP that uses that widget, but the event never fires, any ideas?

#

the DialoguePrompt widget has the "MyEventDispatcher" (top pic), and by selecting the variable for that widget inside a BP (the bottom pic) it gives me the option to create an event for MyEventDispatcher

robust lintel
#

Hello, UE(4) noob here, im trying to make a main menu for my first game but im stuck here. Idk if thats what im supposted to do, but if im on the right track, what object does the cast (to PlayerController) want?

#

Oooh. Ok, now i fully understand casts. I'll try it.

#

...how do i get the object refferance(?) in the blueprint? 😅
Im only getting Add child component when i try to drag it in and i dont know what code block(?) im supposted to use...

#

well, i thought i couldnt use it becouse target self wasnt an option like in other codes.

#

SetInputMode_UIOnly expects a valid player controller as 'PlayerController' target

#

ooooh ok

#

Everything works now, tysm!! 🥹

bleak zodiac
#

pinn messages

dusk tartan
#

Question. Is this.. altered enough to not get sued?
I know that british show owners have quite itchy fingers to point at

#

interesting.

fierce tulip
#

even even someone like me, who has only seen one or two commercials about dr who know what that is, I would seriously reconsider XD

dusk tartan
#

Well i guess ill be getting sued by HP and BBC simultaneously

#

i wonder if HP had any problems for doing this robot IRL

pallid olive
#

Hey question about texture the import size is 2048x2048 and was 36mb size but reduced it to max 512pixels and says texture size 1000kb but the game size didnt change

white hinge
#

Hi guys i trying to add the impossible hoarse starter kit anyone had success with it ? also i cant seem retarget like before why is it saying now my mannequin is old and need to be in preview someone pls help me out with this thx

fierce tulip
#

you mean actual game, or just editor filesize @pallid olive

pallid olive
fierce tulip
#

yes, unless you change the texture size outside of unreal and import it, it'll keep the original texture size until you cook your game.

#

the uasset basically holds the texture, anything you do in your editor to it wont be reflected till package

pallid olive
#

So as it is right now, its fine and when cooking the game it will reduce the size sicnifitly

fierce tulip
#

handy so people who set their game settings to epic can still see the high end one

#

yea

pallid olive
#

And some games can install the texture after installing the game?

#

Like as in open source

#

To reduce the game size

#

Or is this also default in the cooking didnt look up but will be fine

fierce tulip
#

if you set the textures to their right group, and set up graphics settings, setting textures to medium will result in them loading in a lower res version vs setting texture quality to high.

#

but if you set the max resolution to 512, it wont --generally-- go higher than that

#

its why devs generally keep the source textures very high res and configure them depending on the graphics settings/console specs

digital otter
#

um does anyone know how to do EU4 ini tweak to increase game performance?

real heath
digital otter
real heath
#

I'm trying to find the section to put it in, but I'd put in the full set of sg.* Commands so they run at startup of editor

shadow orchid
#

On ue4.27, packaged version, the bottm of the screen flashes white when loading any level. (Rest of the screen is black) Doesn’t happen on preview.

Anyone know why?

drowsy snow
drowsy snow
thin tendon
# dusk tartan Question. Is this.. altered enough to not get sued? I know that british show own...

The problem with answering questions like this is its a case by case issue. Some companies will sue and some won't. Sometimes you have changed enough for it to be original and sometimes you haven't. You can lose a case like that simply because your thing is instantly recognised as the other persons thing. And every country has different laws on what is considered fair use. As @shy nacelle stated a good rule of thumb. Is if you are doubtful then you haven't changed your thing enough.

drowsy snow
#

Also the cost of paying someone to come up with original design is often outweigh the cost of going through lawsuits

paper stream
#

this is a random question, but i have an old ue4 exe application that is basically a game demo (from like 2019). ive run the application before, and it would run and open the game. but i tried opening it recently and it just doesnt even load, crashes instantly in task manager. is there a way to like, convert it to a useable format?

twin storm
#

Hey, I'm not sure this is the appropriate channel for troubleshooting but I am having 0 luck Googling/searching for a solution to this error.

Brand new project, UE 4.27 - every time I get the "Failed to Launch the Remote Control Web Interface Failed To Build WebApp". Any help is greatly appreciated!

coarse jetty
drowsy snow
boreal stirrup
#

I need help with the AI for my racing game

#

is anybody available

real heath
#

just ask the question, you are more likely to get a response

#

or if it's long and involved, a forum post might be better

coarse jetty
white hinge
#

i need help with old and new mannequin needs to be in preview mesh error for retargeting anyone ?

drowsy snow
boreal stirrup
real heath
#

go to the unreal forums?

surreal vector
#

hello i have a question, how can i make 2 decals with emissive color not look clearer when the two decals are overlapping?

pallid olive
#

why is the fps rate sometimes 80 and sometimes 12 is this because the cpu is not awake?

real heath
#

Could be anything. Only way to know is by profiling. It's never a good idea to guess when it comes to performance

pallid olive
real heath
#

Measuring basically

pallid olive
#

is it because of the texture poolsize ?

real heath
#

The stat commands like stat unit are your first steps

#

Then there is insights profiler, the GPU profiler, and various memory monitors

pallid olive
#

where can i find it

real heath
pallid olive
#

if u could tll would be awesome, but other people who will play will also have 12 fps or only in the editor ?

#

thanks man

real heath
#

Only way to know is profiling. Editor is generally slower, but you gotta profile. Guessing is not worth the time

coarse jetty
pallid olive
real heath
dusk tartan
plush yew
pallid olive
#

how can i make 2d image from a actors mesh

coarse jetty
pallid olive
#

and not a good quality either

coarse jetty
pallid olive
#

i want to displace a mesh that is a actor as a 2d image

tight crystal
#

does anyone know how to replicate set relative transform

dusk tartan
tight crystal
tight crystal
#

yeah i asked if anyone knows how to😂

dusk tartan
#

and networking is not something i know about, but probably server has to be notified of the client's actions, so server can replicate and relay that action to all clients

#

but replicate and server client sync is where you go dig i guess

plush yew
#

What are the circles around the mesh that appear further away

#

Those are instances

thorny tartan
#

is there a channel where i can ask for help on a bp?

fierce tulip
uneven bear
#

anyone have crash on project while saving? Should i immediately go back to backup?

drowsy snow
uneven bear
#

I actually accidentally shutdown computer

#

i had this stupid key combo that shuts w10

#

everything seems fine

pallid olive
#

Are these variable save able in savegame object

#

Like brush, percentige & text

surreal vector
#

hello i have a question, how can i make 2 decals with emissive color not look clearer when the two decals are overlapping?

limber cradle
#

Hi guys, does anyone know how to apply decals to glass or translucent materials?

#

or just how to properly deal with moving objetcs while using decals, the decals appear to be a little "blurred" projected in a moving object

#

if anyone knows how to deal with this blurring or knows how to apply the decals in glass/translucent materials, please @ me

limber cradle
whole abyss
#

What's best approach when rigging a character? Like for their face

#

should eyes mouth lips and eyelids all be bones

#

or is it better to have that be shapekeys?

manic sluice
#

Is there a view mode to see triangle density? Not UV or lightmap, just to check how effective the LODs are?

oak patio
velvet birch
#

Hello! I am wondering if there's any major differences in the workflow between UE4 and UE5, I want to start learning, but the tutorial that interests me is in UE4 while UE5 is newer and I want to learn that. Will I be okay to follow it along in UE5?

velvet birch
#

Okay! Thank you

mental dome
#

when i try importing a skeletal mesh i get an error saying "failed to merge bones"

#

for some reason it happens to my character skeletal mesh but not to my revolver

#

so i can import skeletal meshes just not this particular one for some reason

#

it doesn't have any animations baked

worthy ice
#

Hey! Is there anyone familiar with the legality of integrating youtube players in a free game?

shadow orchid
#

has anyone here encountered an issue where every time a level is loaded, there is a white bar at the bottom of the screen? (rest of the screen is black)

drowsy snow
drowsy snow
plush yew
#

Is anyone able to help with some AI issues? I have an AI character that will sense me, chase me, and attack me...but the animation won't play for the attack. I can't figure out why.

raw oak
#

Animation? Like montage? Do you have slots set up in your anim blueprint?

lapis sinew
#

hello i made an environment with a start menu. i want to shoot a video with cine camera but it records the start menu and not the environment. i want it to record the environment itself. what can i do??

grim ore
#

might have to show the issue and how your doing it

lapis sinew
#

when i export the cinematic as an mp4 it just plays my start menu and not the environment

#

that’s the issue

oak patio
lapis sinew
#

this is my cinematic u can see the frames it shows the environment

#

then when i export to mp4 its just my start menu

#

if that helps u

grim ore
#

it sounds like its not using the camera in your sequence?

lapis sinew
#

im not sure what u mean

grim ore
#

is the geometry in the background correct? or is that the issue, its not showing your camera and is movement?

lapis sinew
#

its not showing my camera and its movement

grim ore
#

and how are you rendering it out?

lapis sinew
#

u mean like mp4?

grim ore
#

I mean how are you rendering it out? how are you getting it out of the engine into your video

lapis sinew
#

render movie settings its one of the icons

#

idk how else to explain sorry

#

im using this window

grim ore
#

when the preview shows up, does it show the camera moving?

lapis sinew
#

it shows my start menu in the preview

#

cause my start menu has a video in the background

grim ore
#

oh

lapis sinew
#

but idk why the preivew is showing that

grim ore
#

so is the ui supposed to be on the screen?

lapis sinew
#

i cant see the ui in the preview but i know its the start menu cause of the background video

grim ore
#

so is it supposed to be there?

#

do you want it in your output video

lapis sinew
#

no my new video is seperate from the start menu and its background video

#

so thats why i dont get why it shows it

grim ore
#

so what shows your start menu? is it part of your game mode, or level bp or something?

lapis sinew
#

i made a blueprint for the start screen

grim ore
#

there is a show hud option under cinematics on the render screen. But if that is the case, disable the blueprint so it has no reason to show up

#

also if you havent restarted I would. It sounds like your question is really, why is my UI showing up during my render?

lapis sinew
#

erm i think ive confused u ill explain again

#

ive made a new cinematic of my environment

#

when i exported it as mp4 and played it, it shows my start menu

#

my start menu has a video in the background

#

i dont want either of them

#

i want to see my new cinematic

#

hope that made sense idk

grim ore
#

and your start menu is controlled by a blueprint, remove that blueprint or disconnect the wire or disable the blueprint so it doesnt show up?

lapis sinew
#

ill try that now thank you

lapis sinew
#

my player doesnt move

grim ore
#

you shouldnt need a player spawn if your just rendering out a cinematic

lapis sinew
#

i deleted it a while back when i was finding out solutions

#

but now my player doesnt move

#

oh i fixed it

#

its fine now

#

im gonna try the camera again

#

@grim ore the cinematics all good now thanks so much for ur help

grim ore
#

yaaaay

plain owl
#

@grim ore are you the guy on youtube?

#

that does the bum bum bum bum bum "heres a shader"

#

the WTF is series?

#

you are

#

im your biggest fan

#

now do a WTF is "Geometry Script"

#

i keep going back to your sphere mask material video

#

cos i keep forgetting the inputs

grim ore
#

I can't do anything on YT due to conflicts with my current job, but some geometry script stuff would be nice for sure. I bet some will come out after 5.1 once more changes come in

plain owl
#

whats your current job @grim ore

#

im looking forward to your WTFW series @grim ore

#

in 5 years.......WTFW Tessellation, will be like retro game dev

grim ore
#

I do educational learning content for Epic

plain owl
#

xd

#

yeah teach em how to use their engine

#

complete fanboysim though, i have been subbed to your channel for errrr

#

a couple of years at least

#

you were where i came, rather than the "documentation"

#

for materials

#

oh sorry @grim ore for some reason i saw that as a meme

#

what is educational learning though?

real heath
#

Epic actually do loads of learning content

plain owl
#

well yeah but, what is educational learning?

#

where you learn by being educated?

pallid olive
#

hi is variable mappings good way to save data ?, like each time pressed just to increment it ?

main mica
#

Hi there, wondering if anyone has any ideas on making a kind of screen ripple on touch/click effect. Like just a rough sense of how to approach it? post process material? UMG? like a little animated ripple that spawns at the point of the users touch and ripples out distorting the screen underneath

drowsy snow
main mica
#

@drowsy snow world viewport would be fine i think

#

im not sure

#

im planning some limited UI elements for later on which i suppose could either be effected by it or not

#

can you spawn runtime instances of a post process material over each other or is that crazy expensive?

drowsy snow
main mica
#

ahh

#

but then where to place the mesh

#

i mean, how to accurately place it at exactly the camera view plane

#

just by eye?

drowsy snow
#

Somewhere in front of the camera, projected from screen space location.

main mica
#

ok then maybe a linetrace to that mesh and spawn the ripples as decals or something

drowsy snow
#

I can't recall exactly, but maybe because of the generated LOD.

tribal ridge
#

Im hoping this is the spot for this question, Im getting the Error message saying Object has warpping UV's and Object has overlapping UV's and i tried followinga video guide that sayign to add another UV channel but im not experienced in using blender. gave it a shot anyways and still failed. Been rackign my head against walls for 4 days now.

plush yew
#

Is there a way to do Unreal for those clear 3d glasses? Like have 2 viewports, each with a slightly differing angle, and then overlay the one view with the other so you can see it with 3d glasses like in those 3d movies?

short night
#

Does anyone know how to fix this error? UE4 keeps crashing every time I open it

spice ruin
short night
#

I'll try that

short night
surreal prism
#

launcher

spice ruin
#

It's in the engine options in the launcher, yeah.

short night
#

got it

surreal prism
#

make sure to buy a new storage device first, you'll need it

mental dome
#

for some reason i cant export an animation as FBX from ue4

magic helm
#

if i've tested a game in editor and, consequently, it has saved a file, when i package it will it package the game with that save file?

#

or should i delete that save file and then package it?

#

or should i not bother? cause when i start the packaged game it loads it up as though it saved my file, but idk if that's just on my computer.

drowsy snow
plush yew
#

hey

#

about gotam knights being a bad unreal engine game

#

did devs sucked at the locomotion in this game or its ue4 limitation

#

i mean some devs need to stop thinking that ue should be used for any game

drowsy snow
#

Here we go again... 🤦‍♂️