#ue4-general

1 messages · Page 11 of 1

drowsy snow
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Last time this happens it was a Five Nights at Freddy's game. Now it's Gotham Knights.

plush yew
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u mean arguments or bad game release?

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anyways, cant you all see game dev is going down the drain.

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i miss old days of gaming.

drowsy snow
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Unreal Engine can make anything you can imagine, if you want to put in the effort. Competent and dedicated developer will be able to make good games with it, and vice versa.
Not to defend Gotham Knights or anything, I heard defending it is now associated with psychopathic mental disorders. But that's not my point.

oak patio
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the engine is just a tool. it does not define the quality of the game, the developer does.
even more on that, it's an open source tool. if there is a limitation for your specific use case, you can extend around it and modify it.

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gotham knights being a bad game is nothing to do with ue. its to do with it being a bad game (so i've heard)

drowsy snow
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Well, "pseudo open source", it's source available and not adhering to true open source nature, but it's available for public licensees

oak patio
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yeah

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but it might as well be seeign as any can become a licensee for free

final oak
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Hi guys, does anyone know how to disable temporal anti aliasing, for some reason it is still enabled in game although I disabled Post Processing and Anti-aliasing in the Project settings. Disabling it ingame through the console
works fine 🤔

drowsy snow
final oak
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for some reason that does nothing 😕

final oak
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ok nvm I am stupid, my issue wasn't caused by taa it was primary spatial upscale 🤦‍♂️

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thank you anyways 😌

tight crystal
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hello does anybody know how to replicate in blueprints if so could you please help me replicate my inventory system tomorrow. i followed a video to make it but they dont say how i could equip and use a weapon it was only moving droping and picking up so if you could help try make a use function to that would be much appreciated i know im asking for a lot sorry (picking up and moving is already replicated)🙏 👍

plain owl
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when you looked at the clock an hour ago and it was 1 am

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and you look now and its 1:05am

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damn sneaky daylight saving

final oak
# drowsy snow FSR?

https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/ScreenPercentage/ I just found out that Unreal has its own version of that, usually I never noticed much issues, but for some reason today my engine scalability was set to low causing the game to render at a lower screen resolution and thus supersampling it up making everything look terrible (I am working on a pixelart game) 😅

An overview of using Screen Percentage with Temporal Upsampling.

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my first thought was antialiasing but now everything makes sense

opal ocean
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What would be the best way to handle a huge/expanding list of items? My game will have a lot of crafting and items. I'm currently using a datatable that holds the basic info for each item(name, type, icon, etc) But as I expand the list its going to become a pain to manage... is there a better way? Asking here cause my google-fu seems to be lacking. Also using ue5, but not sure if there's features there that would help

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Watching a vid about AssetManager, data assets... Would data assets be feasible for having 100s of items?

static viper
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@opal ocean SQL

white hinge
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greetings , anyone know how to cancel Key input Z when glide or disable the play montage ?

opal ocean
# static viper <@345642068527415308> SQL

I think SQL would be way overkill, unless I think I'm going to end up with 1000s... but I've been playing with data assets, and its looking good so far for what I need/want. Need to learn a bit more about them, but going good

static viper
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but 100 items or 1000 isnt overkill for datatables...

opal ocean
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no, its mostly organisation/readability for me. my main item table would have every material, weapon, tool, player equipment, potion, buildable object... in one table, which even after a couple dozen becomes troublesome

static viper
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you can make multiple...

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i coded my system to be able to use multiple data tables

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for item types

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i didnt mean it like that 😄

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its just

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its ok to have multiple

opal ocean
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but how do you handle knowing which data table to pull the data from?

static viper
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i store it in the item

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row table handle variable.

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easy

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ez

opal ocean
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hm

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my inventory is a map, itemName/itemStruct. the name in a map is so I can quickly/easily search for the specific item, the struct just has quantity and I think itemtype

gray zinc
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I have a problem with the engine and all I want to modify the curve is crashed

drowsy snow
# gray zinc

Does it happen when you start the editor again?

gray zinc
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no, It only happens when trying to modify curve

fierce tulip
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we do not allow conversations related to game unpacking/modding on this server.
Try to find that games modding community.

main moon
fierce tulip
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its more that most studios/companies do not allow for modding their games, and as we are endorsed by epic, we do not want to step on anybodies toes

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but yea, also the potential of ripping assets has to do with it

main moon
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I see, I didn’t know this server was endorsed by Epic

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Regardless I figured out the issue

fierce tulip
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good :)

dark venture
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Hi! I'm kind of a beginner in unreal engine and I have a question. When I click left mouse button I can play the attack animation but my character is still able to move during the attack and I don't want it to be able to move during the attack animation how can I do this? I don't want to use blueprints by the way I would be happy if you can show me an example or tell me how to do it with c++

drowsy snow
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Btw CMC = CharMoveComp

regal mulch
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Avoiding AnimBP :D uff

plush yew
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Help! I have a game jam deadline later today, and suddenly my AI is not working!! I'm new to working with AI so I'm still not 100% on how to fix things when they go wrong... Can someone please help me to trouble shoot? I can get in a voice chat and share my screen....

opal ocean
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@plush yew I'm unlikely able to help myself, but we need more info. Whats it not doing? are there errors? whats it supposed to be doing? Also, if its AI related, there is an #gameplay-ai channel

plush yew
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Sorry, the AI character is supposed to be patroling. I have patrol points set, and the AI should walk to them, wait a couple of seconds, then move to the next. If it sees the player, then it should chase and attack. Right now the AI just stands there not patrolling, and if I get close enough to him, he will attack me.

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I also did not see the AI channel...thank you.

drowsy snow
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Inb4 no answer until the deadline just passed for a few minutes

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Would be funny but cruel, or the other way around depending on how you look at it.

opal ocean
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thats how it usually goes. helped him in the ai channel, turns out somebody moved the navmesh on him, so easy fix

dry vessel
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Hi everyone, we’re working on a solution that compiles shaders 30x faster than most machines. If you’re interested in this solution, can you please provide your valuable feedback through this google form? Appreciate your help in advance

https://forms.gle/PQqDD72yfzMjuJQV9

About us: We’re Vimobin Labs, a deep tech company working on tools around making your UE workflow easy and manageable. We also run Metadesk a service that allows UE to run in the cloud with a simple 2 step access.

gentle wyvern
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Hi, I am new too Unreal and got stuck working on a project. So essentially my problem I think has to do with an object reference not connecting to the widget object input, like I want to.

So I have a "VegetablesWidget" Blueprint, see image "VegetablesW.png, a "Vegetable" Blueprint, see "VegetableBP.PNG", and a ItemsHolder Blueprint. In the Vegetable Blueprint I cast to the ItemsHolder Blueprint to get its variable, and that seems to work fine in the Vegetable Blueprint. The problem however occurs when I take the "AsItemHolder" in the Cast to ItemsHolder reference (see image VegetableBP) and connect to the "Create VegetableWidget". Because then, in the VegetablesWidget Blueprint (see image VegetablesW.png) I create an Actor Object variable called "ItemsHolderTest" which should represent the object taken in to the Create VegetableWidget. But this does not work, I have put in a "?is valid" and it print out is not valid.

So my question is if this is fixable or if I have to search for another solution. Thanks in advance!

silk flare
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how exactly should I use github with ue4?

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I was using for a while, all good

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then I build the project...

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and suddenly I can't push into the repository cuz it's too big ( 8GB )

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is this to be expected or am I doing something wrong?

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I expect this game to get pretty big later

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~50 GB

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so I think I'll go for the LFS

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uhhh

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now I can't tell what LFS even is

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here it says it's opensource and I see no price anywhere

spice ruin
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LFS is an addon to git that adds limited history and outside-of-repo-server storage for large files.

silk flare
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ooo

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so this is not the storage

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just the addon?

spice ruin
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So all your code goes on your nice expensive server and your large files get only a few versions in their history and go on mega cheap arse server.

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Correct. It's just an addon to git.

silk flare
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gotcha

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many thanks

spice ruin
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Np

opal ocean
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With Data Assets, do I have to add each type of PrimaryDataAsset to the AssetManager? Will they not work if I dont?

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I'm in the process of changing over my inventory system, For example, a pickup has a data asset reference to tell it what type of item it is. it changes the mesh/etc from that data asset info. When the player picks it up, it converts that data asset to a soft reference and it gets added to the inventory array (a map of dataasset/quantity)

violet yoke
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Guys I have some trouble making my side scroller movement feel as responsive as the one from Hollow Knight

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The player doesnt change movement direction immediately, its hard to change direction mid air, basically everything feels heavy

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I actually solved this by setting the max acceleration to a high value

candid steeple
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Hollow Knight is likely manipulating velocity directly. I don’t think it had any physics interaction which would clash this

real stratus
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What is the difference between this setting and this setting?

rotund nimbus
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as beginner you should go with blueprint

fossil nexus
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is it really necessary to "Build" my project. Can i just package it? Its messing up all the lights, and is giving me some weird errors. Before building lights everything is looking great as is

real stratus
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I'm interested in more details. Because I couldn't find any information.
But if I create a project using Blueprints, then for example I cannot compile the project using Visual Studio.

rotund nimbus
real stratus
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Does it also mean that I can't use Blueprints if I create a project with a C++ feature? What do I lose from blueprints?

rotund nimbus
real stratus
rotund nimbus
real stratus
rotund nimbus
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"If you choose Blueprint you can still use c++, If you choose C++ you can still use blueprints."

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This is how you print a text in c++

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and this is same thing in blueprints

real stratus
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This is what I get with a blueprint project. Because of this, I can't use the plugin because trying to compile its code without opening Visual Studio results in the project being unable to open.
If you create a project using C++, then Visual Studio opens after selecting this menu.

real stratus
rotund nimbus
real stratus
# rotund nimbus I do not really understand the question here

The question is not "What is the difference between Blueprint and C++".
And "What is the difference between choosing these two menus."
Menu. differences in the choice of these two settings. What do I lose if I choose one and what do I lose if I choose the other.

drowsy snow
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However, building UE plugins from GitHub require at least a C++ class in your project

rotund nimbus
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C++ and Blueprints have same function. C++ is a programming language, blueprints are an easier to understand form of c++.,

There will be no difference you'll have same libraries and stuff in both. Just you'll have to Code every thing up if you choose c++.,

No disadvantages of blueprint or C++, except blueprint can cause performance issue in a small scale.

(Some plugins like Pixel2d are limited to c++. In that point you can use visual code studio even if you have blueprint project)

real stratus
real stratus
drowsy snow
upper igloo
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Hey all, I’m looking at making a dynamic camera system, does anything exist out of the box? Similar to Cinemachine for Unity or am I on my own here? Basically a trigger system that can blend between virtual cameras that have their own set of properties that control how that camera views the player.

drowsy snow
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I don't use Unity ||for 7 years|| so no idea about Cinemachine or whatever

upper igloo
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Yeah I know Set View Target but I guess there’s nothing more built on top of that - will roll my own

real stratus
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Okay thanks for the replies. I don't see any difference now, because I can create a C++ class.
But what is the difference in functionality is still not clear. More precisely, I don’t need it anymore, rather it’s just a curiosity.

drowsy snow
real stratus
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I understand it's a strange setting. :\

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It's just that I just migrated from Unity a day ago. There, such a setting changes several important things. (This is not a stone in the garden of UE, Unity is bullshit)

real stratus
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Thank you, to be honest, for now I'm looking at UE and it feels like .. "This is made by people, for people." Yesterday I did not sleep for almost a day studying the videos and the interface. The only thing that took me almost the second day was some kind of code compilation and plugin compilation. I have a feeling that I haven't installed something important, some part of the C++ library.

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Oh well, thanks, that's the important part.

eternal rain
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If I'm making a game with both First person and 3rd person segments, am I better off toggling from one camera to another, or switching Player actors?

eternal rain
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thanks

long garnet
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Hello, I have a question regarding hosting my ue server on aws gamelift, where can I post this question?

covert gale
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Hi, I am using the default plugin for web browser but it doesn't seem to work fine in case of webpages built with CSS libraries such as tailwind, etc. From what I have understood, it is still experimental and not stable. Are there any work arounds for this or any other plugins for rendering web pages on a canvas in UE4?

long garnet
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Thank you @covert gale

fossil nexus
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my game has 1 feature that is related to a line by trace and a score that is not working after i Package the game. Any clue why this is happening? How can i find out what the problem is if its working well in the project before package?

thin tendon
fossil nexus
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its just weird that it works in the editor, but then after package for some reason it doesnt work

covert gale
drowsy snow
pallid olive
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hi if you have 2 widgets and want to read variables from each other

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do you need to cast to the umg?

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it asks for a object wildcard if you cast to the widget what should be put here

dusty marsh
pallid olive
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maybe this Failed to load /Game/OfficeScene/Meshes/Phone/Material.Material Referenced by uploads_files_631702_smartphone
[2022.10.31-09.21.08:738][ 0]LogLinker: Warning: While loading '../../../../../../Documents/Helen/Helen/Content/ImportedAssets/Phone/uploads_files_631702_smartphone.uasset' failed to load '/Game/OfficeScene/Meshes/Phone/Material_001': Can't find file.

thin tendon
dusty marsh
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Hm okay, can it be just as easy as deleting that asset?

thin tendon
dusty marsh
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Ah okay, and that's so strange because I haven't deleted anything, I don't understand why they would suddenly not exist

pallid olive
thin tendon
# pallid olive Get player controller > Cast to desired widget ?

Well no mate. Because the player controller is not a widget. The object when casting needs to be a reference to the object you are trying to cast to. So if you are casting to FPS character. You want a reference to an FPS character object. Casting is like saying as this guy run the code for his type.

pallid olive
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yea i know, but widget is not a actor so was curious what object reference it needed, but will look into forums

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what if you make a variable in Widget B that is widget A

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but it can read the variables if you have Widget variable of A inside B ?

thin tendon
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@pallid olive Here is an example of a cast. I get the player controller. Then cast to my menu's player controller. So it knows to treat controller 0 as a menu controller. Then I save a reference as a menu controller to use later. Then to make sure it is working I use my saved reference to get a reference to my cursor widget. Then tell the rest of my code I am done loading.

hallow dove
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hi there, was wondering if anyone has come across this issue before, and what solutions did they come up with, i have a facebook link that will direct users to my project that is running in a cloud streaming platform, the project needs to run in landscape mode, and works completely fine in all devices apart from ios, for some reason facebook ios web browser does not want to rotate, so the only solution i found is to simple press open in browser on facebook, is there possible another solution to this?

pallid olive
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newby questio, if you have a object and use it as refference can you put the reference before you the object and do a ?isvalid node

drowsy snow
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You could, however, consolidate it with validated get

pallid olive
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yea ofcourse, thanks

steep steeple
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Ugh why does unreal decide to load a bunch of random references that have nothing to do with the current blueprint, just from deleting a variable that hasn't even been saved to the blueprint yet?

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it just freezes the engine for 10 minuets and for nothing

static viper
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its a unreal engine thing

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it goes through all the refs

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you should restart the engine afterwards

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this can happen

sharp willow
ornate hamlet
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did you ever find the answer to this?

ruby robin
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I ended up using several 2d captures to save some perofmance

ornate hamlet
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that is ridiculous, how can an equivalent amount of 2D captures be so much cheaper. Oh well, thanks though

boreal stirrup
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i want to use 'AI move to' to move a vehicle for x location to y location

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but it's doesn't work

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any suggestions?

lament star
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why does Curve Atlas have to be so buggy, it's so frustrating to work with

spice ruin
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What's wrong with it?

lament star
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stops updating the changes a lot of times and I have to restart the editor to see them :[

spice ruin
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Oh :/

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I hope they've fixed that for UE5, I have to integrate it into a tool. 😦

lament star
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yeah I hope they do a more stable 4.28 one day that'd be nice

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It's just extra frustrating because I get to the point where I spend so much time trying to understand what I did wrong when it turns out I just had to restart Unreal lol

spice ruin
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Lol

fierce tulip
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welcome to gamedev XD
where your 1h task suddenly becomes a day of debugging, only to find out restarting the engine worked

spice ruin
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Turn it off and on again. Always the first solution 😄

fierce tulip
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but always the last one to try XD

grim ore
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well yeah because it fixes it and then you don't need to try anymore 🤔

fierce tulip
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hehe, I always make the same comment when someone goes "its broken, but it was working before"
yea, no shh sherlock XD

violet yoke
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Is there a way to change the ground check radius? I want the player to jump a bit early before touching the ground so it makes movement a bit smoother

fierce tulip
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@rancid sigil please read the #rules as you are posting this in the wrong channel.

fierce tulip
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please dont bump @violet yoke > #rules :)

violet yoke
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thanks

young fern
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hey guys

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how can i switch my character blueprint while playing? like map a key to switch to another blueprint

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how can i make it so the new character is in the same position as the previous one?

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ok

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how can i get player location?

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this is my entire setup

young fern
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also should i have this setup in the level blueprint or what?

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help

earnest basin
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My automation spec copy+paste from the tutorial doesn't seem to be working - how come?

BEGIN_DEFINE_SPEC(MyCustomSpec, "MyGame.MyCustomSpec", EAutomationTestFlags::ProductFilter | EAutomationTestFlags::ApplicationContextMask)
    FString TestString;
END_DEFINE_SPEC(MyCustomSpec)
stable halo
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im working on a scope, and the first one works great, but the second one is a red dot so the reticle is smaller - it blurs like crazy when moving. they're static mesh shapes inside a scope. any ideas?

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if i make it larger it doesnt blur

odd swan
stable halo
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Motion blur is disabled

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only happens when the reticle is smaller than a certain amount

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pretty weird

real heath
earnest basin
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Where is the automation spec GUI window in ue4?

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wait it's a plugin now? I'm a bit confused - it says there's a specific place to store my tests now?

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I called them 'integration tests', but there's no plugin for that.. Would that be runtime?

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For example, I'd call our server and Login() => then do something

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Function Testing Editor?

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got it, seems like Functional was the way

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but.... seems like I don't need to specially sort my tests?

quick furnace
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In VR, when i grab either the gun or knife and try to move forward using locomotion, it reverses my movement. So I am moving backwards whenever i am holding the objects. Someone please help.

trim belfry
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Are you colliding with them?

quick furnace
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I Think so, cause im flying back and i cant even step on them

quick furnace
hardy schooner
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how create material from umg ??

trim belfry
quick furnace
quick furnace
pallid olive
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hi

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i have renderd weapons and also using the same weapon, now the image is moving along with the weapon

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do i need 2 actors ? one only for rendering and one for using, to have it correct displayed in the image

young fern
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how can i switch my character blueprints while playing? i know that i have to have all of the blueprints in my level and posses them but i want them to be in the same location as the character i played previously

dark oasis
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17 Hours in but no monthly

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If im right it refreshes every first tuesday of a month

drowsy snow
pallid olive
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hello who can help

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i have integer variable default set to 200 and in savegame the default is set to 200

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but when i printstring it, it shows that the value is 0

peak vigil
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you fixed it?

dry frigate
waxen coral
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Hello, is there any way to mark certain actors/classes so they will not be rendered by certain cameras?

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Owner No See/Only Owner See does not solve my case. : )

earnest basin
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❓ In a test script, how would I get the local player? Or spawn a dummy one - whatever I need to trigger the subsystems to instantiate. Or instantiate directly. I'm having trouble finding an entry point.

waxen coral
earnest basin
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Yes

waxen coral
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AFAIR, those tests have to be run on certain maps, with certain Game Mode set.

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If you're using your standard Game Mode for gameplay on such map, the player should be spawned, as usual.

earnest basin
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Do you have any resources for test examples that do something like this? I am a bit confused what I can test. Nothing is instantiated, so I'd have to essentially init the entire game engine to get a custom subsystem instantiated

manic sluice
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Is there any triangle density viewmode? To see if lods are actually doing enough?

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triangle to pixel cost

waxen coral
# earnest basin Do you have any resources for test examples that do something like this? I am a ...

I don't know how much you know, sorry if that's too basic: https://www.youtube.com/watch?v=HscEt4As0_g

This video shows how to set up a simple functional test using Blueprint in Unreal Engine 4.

Links mentioned in the video:

▶ Play video
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General workflow is:

  1. Create a map for test/tests
  2. Create Functional Test(s) BP
  3. Place those BP on the test map
  4. In the BP, use references to actors on the map to script a case that you want to test
  5. Run tests from Developers Tools
earnest basin
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Thanks

waxen coral
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Developers Tools -> Session Frontend -> Automation

earnest basin
waxen coral
earnest basin
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But also generally, private == minimal, public == requires all kinds of prereq's

waxen coral
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But - if you're not building your architecture from scratch with automated tests in mind - it's always problematic.

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From my experience, I used Functional Tests for core gameplay mechanics: checking if enemies get damage when shot, checking if interactions work properly when player enters some triggers etc.

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And I rarely had any issues with inaccessible function.

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Or never.

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: )

earnest basin
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Hm, for example - I'm trying to test logging into a cloud system (like PlayFab). If I go for public, it's in a subsystem and inits by itself. Then that makes me wonder, do I need to init an entire map just to init that subsystem? If I init it standalone, would it break due to likely relying on other things?

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Or can I call a subsystem standalone?

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instantiate*

waxen coral
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I don't know much about network related tests, sorry :/

earnest basin
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ok let's pretend it's just a player subsystem

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local

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can I init this subsystem in a functional test without making a map/player?

waxen coral
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To my knowledge, no.

earnest basin
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Hm, so I'd need to make some private funcs public 🤔 eh I'll figure it out

young fern
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well i want it to be seamless, i still cant figure out how to teleport the other player blueprint to the previous one

real heath
fast lion
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Hello.

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I'm working with the cinematic mode for UE4.

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How can I get the player character's camera so that the cinematic ends at the players point?

versed lion
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@fast lion Get player character cast to player, get the camera reference then get player controller set target view blend and plug it in the player's camera

void flower
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wow, definitely, UE4 is not a joke

spice ruin
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Damn. That's a lot.

fast lion
grim ore
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I would think in the director blueprint if you are having the sequence autoplay, otherwise wherever you are starting the sequence you can bind to the completed event

blazing linden
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Hey. I have a question related to VR in UE4

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I'd really appreciate any sort of lead or resources I can look into

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So, I'm trying to create a VR environment that can be accessed by multiple users at a time

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All players wear the HMD and user controllers to animate their avatar

fast lion
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I'm still trying to sort out the player camera, but now I'm also trying to get the cinematic to play at the start.
And it won't play.

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The controls are definitely frozen, but the game just opens as usual.

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The other thing is, the first one I added in works but the other doesn't.

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I'm going to try doing it again.

void flower
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Hello guys, what is less expensive (computacional cost): having a raycast each frame to detect a collision or having a sphere collider that only overlaps with 1 collision channel, ignoring the rest? Thank you kindly.

oak patio
plush yew
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its only bad when you doing "exploration", but for something like collision detection.. might aswell do properly from beginning

pallid olive
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hello guys i have a problem with a integer variable, it default is set to 500 and also in the savegame object is this set to 500, but when i printstring the variables it gives value 0

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another thing, if you do a branch on if save game exists, and set the variables from savegame to ingame, do you also need to add load game from slot, or is by setting it enough ?

sage coral
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Is there a way to add a actor BP to an actor BP trying to combine a lightbulb blueprint and a house prefab I have made

opaque seal
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hi guys i have a question
how can i change the game user setting default settings?
example my game default screen mode is windowed but i like to change it to fullscreen or anything in game user setting... how can i?

hot maple
#

Anyone by chance know how to search for binary operators in the output log without it trying to process it as an operator? Trying to look for | in my output log but it keeps yelling about not enough operands for binary operator | sad
It seems that just wrapping it in " " works smoothbraingang

void flower
oak patio
real stratus
#

We have XYZ axes.
Can I swap the letters Y and Z?
For me, that's the way it is.

plush yew
unborn nimbus
#

Is there an easy way to temporarily set the LOD Bias of ALL of my textures to a high value?
The reason I ask is because while, I'm developing the game, i'm constantly reloading my levels and I just want the levels to load as fast as possible, and I noticed that setting the LOD Bias high will make the textures load really fast but I don't want to manually go through each texture and set them..

real stratus
fierce tulip
analog lava
#

could someone help me with some files i am having trouble opening??

#

uproject and uasset files in spefific

true ridge
#

Is there a good way to translate a duration into an interp speed? Say I wanted to VInterpTo from one vector to another over the course of 2 seconds. What would I plug 2 into to get the right InterpSpeed?

sage coral
#

How do I make it do that when my window opens with a destructible mesh as the window pane it doesn't shatter right away when the window is opened?

drowsy snow
robust lintel
#

Hello, i would like to ask what is the differance between array, set and map, and which is the best to store information like this (Made a prototype of the code in JS) and output it like this:

#

Also is it possible to store a 3d array/set/map, like, multiple of these?

tender sequoia
#

Beginner questions: Why accessed none error came out??

tender sequoia
#

i dont get it.. what variable?

#

the one that i highlighted - Quest BP. I know there is a problem with that variable but i dont know how to fix it

#

er.. okkey.. i'll try

pallid olive
#

hello devs

#

have a question about renderd actors

#

i have a weapon that is renderd for as texture 2d, and if this is displayed at widget, and im wielding this weapon, the image renders also the movement when its wield

#

is it possible to have this only renderd once and after that is stops rendering ?

#

like in begin ini render once and that stop rendering

thin tendon
pallid olive
#

before it updated the image when it was equipped

coarse jetty
#

hello, i'm new to body tracking and that kind of stuff. Is is possible to record during PIE?

#

i want to record vr ik mesh character and reproduce it later, and it only works in pie obiously

spare trench
#

whenever I build up my lights shadows becomes ugly. Please help me fix it!!

#

before building lights

#

after building lights

floral solstice
#

Hi I am making a game and now it doesn’t load it just says the following modules are missing or built with a different engine version would you like to rebuild them now I click yes and it still doesn’t work it says could not be compiled try rebuilding from source manually does anyone know what I have to do please help

sharp willow
floral solstice
#

I clicked save on my game but it was stuck on 53 percent saving so I did task manager and clicked end task

#

Can anyone help me

thin tendon
floral solstice
#

But how if the file inside epic won’t open

thin tendon
thin tendon
hollow kestrel
#

Will a linetrace it if I start from Inside a collider and end trace lets say far away from collider. Will the line trace hit the Collider?

fierce tulip
#

@floral solstice the lighting channel suggestion wasnt for you :)

thin tendon
floral solstice
#

Oh sorry

hollow kestrel
potent jungle
#

hello, folks!

let's say I'm creating a cliff, which will be used for climbing in the game. therefore the collision of the cliff has to be quite precise
since I'm not going to simulate the cliff, can I use its lowest lod as a collider without expecting any problems in the future? by that I mean the lod collider has concave parts. won't this be a problem for a static rigid body?

thin tendon
hollow kestrel
thin tendon
floral solstice
#

What can I do

thin tendon
# floral solstice What can I do

You could try verifying the project. Or deleting the caches, saved etc folders. All the usual steps. There is a chance you might have still corrupted something or had something save incorrectly. Alternatively ue4 does auto saves. So you could use some google and restore from your most recent auto save.

floral solstice
#

Okay

thin tendon
#

I forget how to do the autosaves because I use source. Sorry.

floral solstice
#

I accidentally installed c plus plus on it today

#

I blueprint

#

It was an accident

#

I think that’s why

#

Maybe

thin tendon
#

You should definitely look into setting up github source for your project once you get it working again.

floral solstice
coarse jetty
coarse jetty
tame marsh
#

Is there a way to open a UE4 project twice in a different editor instance?

fierce tulip
#

generally you can click the uproject file twice.
But keep in mind it'll mess up saving things

tame marsh
#

Of course, why didn't I think of tat

#

Sometimes things can be just as easy as that

#

Thanks!

#

I swear I remember there was a different program that had issues with multiple instances, I think it was Unity?

#

Like you had to make a virtual copy of the project if you needed to test multiplayer for example

fierce tulip
#

iunno, many apps have issues with it.
3dsmax tends to wipe all your custom presets/keyboard bindings/settings if you accidentally save a file that is already open in another instance.

tame marsh
drowsy snow
pallid olive
#

hi can someone help out been stuck for couple of hours

#

weaponmaster has a scenerender component, these items are renderd in default map outside SkySphere

#

after opening the next world i want the capture on movement be ticked off

#

if capture on movement is ticked on and weapon is wield, the image should be a weapon but you see the character walking

#

any ideas ?

pallid olive
#

where is everyone

fierce tulip
#

zombies ate em

arctic carbon
#

has anyone ever use Marvelous Designer for gaming ?

timid notch
#

Is a character blueprint more expensive than a pawn blueprint? If yes, how much more expensive? I'm trying to figure out if it would make more sense for me performance wise to have my enemy ai as pawn instead of character (the enemy ai is a just a simple chase the player ai and that's it).

spice ruin
#

A lot more

#

The character movement component is a beast

timid notch
#

Really! Did not know that

spice ruin
#

But depends on your number of AIs. If it's 10, probably okay. If it's 100, you're beyond screwed.

timid notch
#

I originally created it using a character blueprint.

#

The max number would probably be between 10 to 20.

#

So do I create a pawn without the "character movement" component?

spice ruin
#

You can't use the CMC with a pawn.

#

I would test it first.

#

See if it struggles.

timid notch
#

I was trying "AI Move To" and it wasn't doing anything

static viper
#

you need a navmesh

timid notch
#

Already added nav mesh. The original Character blueprint is chasing the player fine but the pawn is just standing still.

#

I'm probably missing a very rookie mistake

spice ruin
#

Pawns don't come with a movement component by default

#

I think there's a basic PawnMovementComponent

#

I may be wrong.

timid notch
#

Let me check

#

There is the floating pawn movement?

spice ruin
#

You don't want that

#

Unless you want your AIs to... float.

#

If they're just moving across a flat surface, I doubt it matters.

timid notch
#

lol

static viper
#

you need a character base class.

#

not a pawn

spice ruin
#

You don't need one.

static viper
#

a character is a pawn

timid notch
#

I'm trying to create a less expensive character by using a pawn. The ai just needs to chase the player, but it should not float.

#

Go up and down stairs, and should be able to fall.

spice ruin
#

Just use a character for now.

static viper
#

press P

#

and see if you have green

timid notch
#

Yes I have green

#

This is the AI controller of my original character blueprint

static viper
#

nono

#

dont call AI move to so often

#

its a closed system that works on its own.

#

you call it once

#

it does its thing

#

event happens

#

and you call it again

#

but not every second

timid notch
static viper
#

AI Moveto succeds when it has arrived at the location you give it.

#

then i would call the function again.

spice ruin
#

But that won't make it follow the player.

#

It will make it massively lag behind the player

static viper
#

not true

#

you see

#

the target pin?

#

if you plug the player into that

#

it will follow with updated coords

spice ruin
#

And ignore the destination pin?

static viper
#

ye

spice ruin
#

(unplug it)

static viper
#

its annoying tho

#

it will literally never stop then

#

location is better

spice ruin
#

Surely just call stop when it hits the player?

static viper
#

stop movement node yes

timid notch
#

I can't use the target actor because the player pawn is VR and it will stop chasing once it catches the "room", I have to make it chase the player HMD for it to work.

static viper
#

attach get player character.

timid notch
#

I'm testing it...

#

When I do this, AI stops at the edge of the "play area" so it never reaches the player

static viper
#

play area?

timid notch
#

VR play area

#

It doesn't chase the HMD

static viper
#

ah i see

#

unplug get player pawn

#

drag from it

#

get actor location

timid notch
#

That is the reason why I was calling it every second but I think that is causing it to overload and crash

static viper
#

and plug that into the destination

#

you can call it every second yes

#

but is there really a need to?

timid notch
#

When I do this then if the player moves, AI still continues to the original destination it received

static viper
#

now do every second

timid notch
#

if the player stands still yes it reaches the HMD location

#

and I'm back to my original blueprint

#

But this is I believe is expensive and causing my game to crash when the player is chased by multiple ai

static viper
#

do you have proof of that

timid notch
#

no

static viper
#

i bet

#

that you can place

timid notch
#

I'm shooting in the dark

static viper
#

200 of these

#

and wont have it crash.

timid notch
#

I don't have any other lead than this, i'm shooting in the dark like I said

#

I'm going by feedback that people are experiencing random crashes when multiple ai come close

static viper
#

its vr afterall

timid notch
#

multiple meaning 10+ probably

static viper
#

and it depends on what the ai consists of

#

and your game code

#

you need to find the exact moment it crashes

timid notch
#

that snapshot is my entire ai 😄

static viper
#

then it cant be the ai ^^

timid notch
static viper
#

well find it out.

robust lintel
#

Question - I used this tutorial for saving my game: https://www.youtube.com/watch?v=HJxYPJF6wzk, how would i have to change it if i wanted to have the same gamesaving style as Hollow Knight? (4 game slots)

Hey guys, in today's video, I'm going to be showing you how to set up a save and load system, this one is for player stats, however it can be used for whatever you want.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:17 - Overview
01:19 - Setting Up
03:13 - Saving
08...

▶ Play video
frozen junco
#

hey, any help would be appreciated! I'm following a tutorial on how to make an endless runner mobile game (sort of like subway surfers), and i've followed everything to a tee.
the only issue is that the corridor that the player runs down loops horizontally??

#

Like i said, any help would be appreciated because its been 2 whole days now 😭😭😭😭

young fern
#

Help, so i want to attach multiple other player blueprints to each other so they have the same location/rotation and i want to be able to switch between them and every time i switch to the other player blueprint i want other players to be hidden have no collision and still follow the same location as the player im currently playing as

charred snow
#

how do i fade the edges of this?

young fern
#

why even make a seperate channel for ue5, like it's still the same engine, just better lighting and nanite support mostly

oak patio
young fern
oak patio
oak patio
#

And the entire engine isn't only blueprint nodes. There's a hell of a lot more

#

In fact UE5 added a fair few new nodes, as well as changing a couple of old ones

static viper
#

yee

#

ue5 works differently

#

they are deprecating the entire packaging system

#

they reworked the reference system

#

and rewrote alot of the material code

#

these changes are so core level that they cant be done in ue4

frozen junco
#

all fixed now, nevermind! had to break the node

keen holly
#

Is it possible to bake SphereReflectionCapture by chance I know its done on runtime but any ideas

pallid olive
neon bough
orchid gorge
#

Hey everyone! I am not really sure if I should switch to ue5. I can't use as many plugins, my shaders are constantly breaking. It crashes all of the time. The physics for chaos are clunky and overall I am not sure if its worth it. Could someone give me some reasons to switch? I am not sure if its worth it, I really need to decide since this will affect my workflow. The only thing I am really interested in ue5 is metasounds and maybe control rig. I won't be utilizing lumen, nanite, world partition, or any other random new features like temporal super res, what do you all have to say about this?

real heath
#

Don't get me wrong, if I was starting a project today, I'd likely start in 5.0, but yeah, it's really a case by case basis

hollow meteor
#

does anyone have any tips for using different materials when packaging between desktop and android? I can't use the material switch expression node as it doesn't support switching between unlit and default lit, so i need to hotswap the two materials depending on the platform being packaged. right now i do it programically, but this is kinda a pain to maintain, is there anything i might be missing in configuring models that offers this sort of feature?

real heath
# orchid gorge Thanks!

Np. It drives me crazy people upgrading to latest preview just because "shiny". It's really got to be a well thought out informed choice to change any version

drowsy snow
#

That being said, I'm still concerned about UGC support in UE5, since the old SimpleUGC plugin completely broke

real heath
#

as i said, it's a case by case basis, and your choice for that such as the animation tools, probably would be less of a selling point if you were later into a project

drowsy snow
#

Well, I was super hesitant to move to UE5, especially because things in 5.0 were yet to settle.

real heath
#

you are unlikely to change anim workflow on a game 75% of the way through for instance

real heath
#

and if there is no rework involved, then you probably arent' using the new features, at which point the question is: why upgrade at all?

west merlin
#

Is there a preferred method of profiling dedicated server performance to track down usage issues? I've profiled the game itself a ton but the dedicated servers struggle

pallid olive
#

hi came across something strange i have a widget with a button but when i click it, it does not fire off, anyone an idea ?

#

one button is 50% red other 50% blue, also 2 buttons for test purposes

#

but nothing happends

#

Zorder is fine, on other buttons it works, it set to 2

topaz monolith
#

Not sure if I am missing something really simple, I have a cube and want to click on it and for the print string to work. I make a actors BP, add SM, add clicked on for the SM and add a print string, nothing seems to work, even when I press shift+f1 for the mouse and click, does anyone know what is going wrong

thin tendon
pallid olive
#

this one

thin tendon
#

yeah that is the one

pallid olive
#

same results no print is shown

thin tendon
#

Not sure mate. If you can see the buttons and hover isn't working. Then most likely something is blocking it. Another widget something like that. Or your z order is off.

half shoal
#

Guys I have a problem, when I export the map in fbx to another computer the textures doesn't charge

#

How can i resolve that?

plush yew
#

hey guys, i have a quick question and sorry to bother. im more of a sfm guy because i make posters but i love how ue4 looks and i have a question, can you make posters/pictures in ue4?(if yes, can you quckly explain to me how if its not too much to ask for?)

drowsy snow
plush yew
#

got it, thank you

fallow elk
#

can anyone help me please?! I've made an entire teaser trailer for my game but it's not rendering it correctly in the recorder. my intro widget plays perfectly then everything is super slow and lagging behind, and the camera cuts don't play for like a few minutes after the recorder has started! I've spent so much time on this what do I do?!

hollow kestrel
#

Hey can anybody help me. I have no idea why AddWorldRotation or AddLocalOffset are not working. But the code is being called.
I am stuck!

#

The actor is not responding to Add rotation or Add offset but it is being thrown away by impulse. Yesterday it was working perfectly. I don't know what's happening

half shoal
# coarse jetty how are you exporting?

I am exporting with a USB, in fbx but the problem is the pack of textures doesn't export, i try to pass the textures individually but then doesn't charge

sharp willow
drowsy snow
sharp willow
sharp willow
hollow kestrel
#

Actually, I was Adding rotation, but when it was not working then I tried offset, but it too doesn't work

hollow kestrel
sharp willow
hollow kestrel
sharp willow
hollow kestrel
sharp willow
hollow kestrel
#

It still doesn't works bad_blueprint

sharp willow
#

What function have you put those calls inside that does work?

hollow kestrel
#

In SwapWeapon let me paste it here

hollow kestrel
# sharp willow What function have you put those calls inside that *does* work?
{
    if (!Weapon || !EquippedWeapon) return; // Return if either of Weapon or Equipped weapon is null
    FDetachmentTransformRules DetachmentRules(FAttachmentTransformRules::KeepWorldTransform, true);
    EquippedWeapon->DetachFromActor(DetachmentRules); // Detaches this Actor's root component from any scene component it is currently attached to
    // EquippedWeapon->GetItemMesh()->DetachFromComponent(DetachmentRules); // Detaches *this (Skeletal Mesh) component from whatever it is attached to, i.e, It will detach whole actor if *this component is the Root component otherwise just detaches the component.
    EquippedWeapon->SetItemState(EItemState::EIS_Falling);
    EquippedWeapon->ThrowWeapon();
    EquipWeapon(Weapon);
}
sharp willow
#

You can specify a language after the ticks to add syntax highlighting

hollow kestrel
#
void AShooterCharacter::SwapWeapon(AWeapon* Weapon)
{
    if (!Weapon || !EquippedWeapon) return;
    FDetachmentTransformRules DetachmentRules(FAttachmentTransformRules::KeepWorldTransform, true);
    EquippedWeapon->DetachFromActor(DetachmentRules); 
    EquippedWeapon->SetItemState(EItemState::EIS_Falling);
    EquippedWeapon->ThrowWeapon();
    EquipWeapon(Weapon);
}
hollow kestrel
#

Removed all the comments

sharp willow
#

Okay, so this is the call to ThrowWeapon

sharp willow
#

You said that you'd tested AddWorldRotation in a different function and that it worked fine

hollow kestrel
#

It doesn't works here either

sharp willow
#

Could you show me what you wrote so that it did work?

heavy yew
#

hello all.
I am working on a VR game and want to make a main menu, but not an "in game one" but a separate level with different pawn and different controls.

  • My primary UI commands will be within the VR world, including load game etc. This I have sorta figured out.
  • I also need to a top level menu (that is a step outside of the game world) where the user can be switched, higher level settings changed etc. this should be an abstract menu space with own lighting etc.
    -can I keep two levels in memory so that I could Pause "game level" switch to "menu level" do my thing and come back.

Any other approaches to acheive what I am after. If that makes sense?

hollow kestrel
# sharp willow Could you show me what you wrote so that it *did* work?

Ok so here is what I found.
Its confusing
If simulated physics is on and If I call that function directly then everything works fine, actor rotates, but if I add a timer to call that function then it doesn't rotates but everything else works.
But if simulated physics is off then timer also works

#

I don't know why it behaves like this

hollow kestrel
robust lintel
#

for computers

#

why is my UE4 crashing when i try to change a variable to string...

#

becouse it was an integer array 🤦

unborn nimbus
#

I have a single collision mesh that consists of hundreds of separate convex pieces. Is this good for performance? Or should I seperate these convex pieces into separate collision meshes..

dull olive
#

Can anyone help me out i don't know why these files are not there in my system's folder

sterile rivet
#

Hello all, I have a question regarding UE4. I am making a full cockpit simulator for work and I am trying to get the information out of a game in UE4 and to send it to gauges in the simulator. What's the best way to send live data from a UE4 game to another program or server?

#

The game is Mech Warrior 5. I know it's a weird project haha, I teach a class on simulator design and wanted something my students (army/navy/air force) could all get into without putting one element against another

vagrant smelt
#

What value do I change on a cube to make it more susceptible to impulses?

light thunder
#

What's the console command to resize the game window? sometimes the windows keys work but right now the editor is making it draw across multiple monitors

#

(the problem is I can't see my console commands as I'm trying to enter them - but alt/enter, window resize doesn't show it (it's dimmed so I know I"m activating it)

ashen delta
#

hi, I was wondering if you can kindly help? Google and the docs aren't clear and I was wondering if it was possible to turn painted foliage into individual static meshes? if so how? thank you

half shoal
viral dome
#

help please?

#

Very happy if you help.

calm acorn
#

Hello! Anyone know of a quick guide on how to set up a (steam) controller for testing in the editor?

oak patio
thin tendon
rotund jacinth
#

Does anyone know how to get an unreal project built in a custom unreal build to show up in the project launcher? I just picked up an asset from the asset store an it appeas I can't import it until the epic games launcher is aware of the project/engine

calm acorn
thin tendon
#

Back up first though

shell compass
#

I'm opening up an older project in 4.27 when it was made in 4.23

#

Ah it was some Post Process volume which caused it. Still not sure why but now its disabled and it works

stray sapphire
#

hello all, i am trying to push content with "git push origin master" but permission denied error: 403 is coming. I created new ssh key and uploaded to github in settings >ssh keys , but even then, same error comes. how can i solve this? thanks for answers

stray sapphire
#

thanks for reply, it is coming like this ..

#

same 403 error is coming bro

stray sapphire
#

my bad.. in windows credential manager, i deleted old one and logged in with the github mail and set ssh key ... and it is working

drifting cloak
#

Trying to use the camera attached to the main board, but whenever I press play it dissapears and the spawns my pawn wherever my viewport camera is, and spawns a first person camera on my pawn.
The coding was done from c++ then made into blueprints. Can show code if needed, just not sure the issue.

spare trench
#

Hey, whenever I overlapp a trigger volume it shoud hide the lock image in level widget.
How can I?

robust lintel
#

Quick Q: Can SaveGame save Structs? Cuz Structs are basicly 2d tables and i have a game with grid, where i need this.

spice ruin
#

It can.

#

A struct would represent a row in a table, not an entire table.

#

You'd need an array of structs for that, which is also possible. You can even have that array in another struct.

whole abyss
#

https://i.imgur.com/VlcIXMZ.png is there any way to make it so. Pressing right and left doesn't cancel eachother
So like, if i'm holding down D(for walking right) And then start holding down A(for walking left) the 2 buttons don't cancel eachother out

oak patio
drifting cloak
#

I did, and its set to my player paddle. But my camera component is attached to just an actor @oak patio

#

Its creating a camera on the player position whenever its played

#

Since I dont want my camera to move with my player I figured id just attach it to the main "game board" to be static in the middle, I just dont know how to make it a default on play

oak patio
#

you could just have a blank pawn that doesn't move

#

and possess that

drifting cloak
#

I see, but then will I still be able to input on my other pawn?

oak patio
#

are your game pieces also pawns?

drifting cloak
#

No everything but my player is an actor

oak patio
#

if so you may be able to just have your game piece use that camera with a "set view target" node

oak patio
#

you player

drifting cloak
#

I see. Ill look into set view target. We havent really got into nodes at all yet and we're supposed to just do everything in c++ for this assignment

oak patio
#

if you want your player to have that static camera view i suggest referencing that camera and setting it as the new view target, similar to how you would handle a cutscene

visual zephyr
#

Hey, I am trying to mod a UE4 game, but nothing fancy, just wanna change the texture. However it is an executable and I can't find a way to change the texture. Can anyone help?

drowsy snow
visual zephyr
drowsy snow
visual zephyr
#

Thanks

drowsy snow
plush yew
#

whenever i kill some AI that area the person dies is somehow becomes an invisible wall xD

frozen junco
#

tried looking on youtube and all, but all the videos are really convoluted, so i'll ask here: how do you export a game in unreal engine 4 to an apk file?

drowsy snow
#

If you have trouble, ask it on #mobile

frozen junco
arctic plover
bold swift
#

Hey everyone! I am new in this engine and I wanna make a basic Top Down game but I can't seem to find any tutorials on that...I want a simple character controller with WASD movement(which I implemented) and rotate with mouse where ever mouse is pointing(this is where the real challenge comes for me...most tutorials are rotating the camera with player making him look forwards all the time) I wanna make the camera just follow the player and not rotate with it...just like in The Ascent(game)....using Blueprints

scenic gale
#

Hey,

I'm trying to add multiple Build Targets to package for certain Platforms (Oculus / Pico in my case, both Android).

To do so I copied my Target.cs and renamed it OculusUEVRTarget (the previous being UEVRTarget) and also renamed the name of the class to OculusUEVRTarget.

When generating project files, I now get this error:
ERROR: Not expecting project E:\Workspaces\UEVR\TrainChase\Intermediate\ProjectFiles\UEVR.vcxproj to already have a target rules of with configuration name Game (OculusUEVRTarget) while trying to add: UEVRTarget

#

Can I not have multiple BuildTargets of Type Game?

mortal frost
#

anybody interested in helping me with a research I am doing about online shopping by taking a quick survey I made (it's ok if you don't want to I understand)

pallid olive
#

hello there, have some issues with Integer mappings. its a Int:object mapping but when i try to select the object it doesnt get added ?

#

in the structure the weapon master is the object, trying to add childeren to the mappings

arctic plover
#

Thanks, well in UE4 it's not working at all anymore with my landscape/materials. So, virtual heightfields are usable in UE4, too?

rotund sorrel
#

How should i give collision to a 2D wall?when i import it from blender it doesn't have one

arctic plover
#

Well and UE5 is barely "alive" so I have to constantly update and work around things while it's in its "early development stages". Which is why I chose developing on the last stable UE4 version 😏 Also I doubt my blueprints will simply work out of the box after transferring to UE5 😐

drowsy snow
arctic plover
#

I did, in addition to tesselation.

drowsy snow
#

There is Parallax Occlusion Mapping, but for landscape, it's absurdly expensive.

arctic plover
#

It works fine on my machine, too. Just when other people test it, it always crashes.

#

The whole cooked build works fine for me, no bugs, no crashes. Except that, always crashes for other people 😞

drowsy snow
#

Yeah, Tessellation Tears Tuesday is next week.

arctic plover
#

😏

#

Would you guys recommend starting over in UE5?

#

I have several assets which are for 4.27, too. Will they work?

drowsy snow
#

Well, I migrated to UE5 just fine for the most part.

Some exception being C++ functions (and in my case engine modifications), but as far as asset goes, nothing dealbreaking

#

It Just Works™

arctic plover
#

Hmm, interesting 🤔 Would you just migrate your project into a new one in UE4 (so that the size shrinks to only the used assets) and then "port" it over?

#

Don't have any custom C++ functions, but a few assets may depend on this.

whole abyss
#

i want them to just jiggle a bit when character is moving

#

fall behind like an antenna

drowsy snow
#

Though it won't react to gravity, just springy

drowsy snow
whole abyss
#

yeah

#

i kinda got it, but it's kinda weird

drowsy snow
#

Just making sure before I proceed to the method.

Because I linked a video on making antenna in Control Rig over on #animation
#animation message

Though I don't recall it going into depth on the verlet implementation, but the antennae is springy.

whole abyss
#

can i use this together with premade animations?

#

it already has a rig, with animations

drowsy snow
whole abyss
#

okay thanks

slate jungle
#

i have hdd and it takes 20 mins to complie a cpp class

static viper
#

how many bones do those ears have omg

drowsy snow
slate jungle
#

till then i m a use blueprints

drowsy snow
static viper
#

if you really need to that is

drowsy snow
#

Note that some things are actually better done in BP, like asset referencing.

Hardcoding reference/path to asset in C++ is a recipe for project management hell

vivid totem
#

Im planning on upgrading to Windows11, Are there any common problems on UE4 on this OS I should know?

drowsy snow
#

Windows 11 to Windows 10 is pretty much what UE5 is to UE4.

dark venture
#

Hi! I want the AI character to stop attacking after the player is dead how can I do this?

whole abyss
#

specifically i wanna tell it the characters current spd and direction btw. If there's a way to do that inside the control rig

whole abyss
#

i saw in a tutorial vid, that they plugged params into the control rig, but i can't see how

#

I got it now, i had to press the eye icon on my var inside the control rig

whole abyss
#

i am making a control rig, but it doesn't affect the mesh at all

plush yew
#

If a project is corrupted, is it a bad idea to migrate Blueprint classes from the corrupted project onto a new project?

fast apex
arctic plover
#

I need some help: why is my "Default" level map almost completely white at start?

#

It should like like this, should it not?

dawn gull
#

Could somebody help me with a math related problem? I have this code set up so that a component in my actor can rotate towards my mouse pointer but the catch is that I am on a circular planet so I need to use my ground axis variable to cancel it out. The problem I am having is that it works for 180 degrees of all the circle around the player my mouse could go, is this a problem with the adding and subtracting?

#

If it is that how can I fix it? I've tried a rudimentary system of just seeing if the value is negative and if so do the reverse versions of the operations but that didn't work. It made it so there was like 45 degrees on each corner before it did the weird opposite side thing

dawn gull
#

Fixed my problem with this

plush yew
#

Hi, one beginner question. Can I use UE4 character movements instead of UE5. This is just for me to get started. Than I can move to UE5 animations later

chilly crow
#

hello I found this disscussion because I cant solve my problem when I package my client side and wanna run it I get black screen and error , like this so turn off windows defender will help? It never happened before

paper island
grim ore
#

@chilly crowthat doesnt have anything to do with that, windows defender will slow down your compiling is what it does as every file that is compiled and written to disk will get scanned

chilly crow
plush yew
opal nexus
latent sonnet
#

i have an issue with my game. i am making a vr game. and the way it works is that theres a motion control component that represents your controller or headset transform in game space. when i attach an object to it, that object moves with the motion controller just fine. but if i instead of attaching the object just set its location to the motion controller on event tick, a delay forms, and the object drags behind the motion controller. now just for the transform its not an issue. but i want to combine the location of my motion controller with a custom rotation that for now i am only deciding on event tick, which means that if the object is parented to the controller after it got grabbed, When i twist my wrist the object kind of sways out of its intended rotation in the direction im rotation my controller. my current solution was deparent the object entirely and set its location on event tick aswell, but the delay is still there. this is fine as it is, but i was really wondering if theres a way to set custom location rotation of an object higher in the code hierarchy using c++ code?

#

make it "tighter"?

plush yew
#

How to make Thumbnail from editor action blueprint utilities

west merlin
#

So confused at this, seems like an engine bug but not sure

#

The actor being rotated is a simple actor with a static mesh as the only component, and it's the root

#

When it runs, on clients the visual of the mesh rotates, but the collision doesn't, but on the server/listen server, the collision and the visual both rotate

#

The server's rotation is set right before the multicast

plush yew
#

can someone explain the math behind this for me please? T_T

trim belfry
plush yew
#

might need help. whenever i kill one of the AI on my fps game they produce an invisible wall. help

west merlin
plush yew
#

we can do that?> how?

west merlin
#

Is your game single player or multiplayer?

#

Jump in the Feedback & Support voice chat

plush yew
plush yew
west merlin
spring abyss
#

Hey Guys

#

How To Create Solo , Duo , Squad (Multiplayer) Thing in the Game??

#

Can Anyone Help?

mental crow
#

Hey

floral solstice
#

Do you really need the state machine or I heard you don’t need it so what would I need to do instead of using the state machine

mental crow
#

Will power IK be supported for UE4.27?

floral solstice
#

Why won’t anyone answer my question

drowsy snow
mental crow
#

How the hell am I supposed to make foot IK now?

drowsy snow
timid notch
#

The weapons in my game are projectile based. I'm considering changing them into line trace based assuming that this will be a cheaper option. Am I correct on my assumption? and how much more expensive are projectile based firing?

round salmon
#

Why did I think it would be a good idea to try learning programming, animating, and modelling, all at once

light thunder
#

I can be done but you need to be realistic and understand the concept of DEPTH - so start very shallow - learn how to model and texture a box, make an animation of it, then trigger that animation based on an event in the game

spark steeple
#

Hi, Sorry, I was just wondering if there was any chance anyone would be willing to help me figure out how to finish my project? I just need to figure out how to make an actor detect when it's touching another actor/projectile, but this is my first time using Unreal so I have no idea what to do

#

This is the code I have to detect collisions

#

It's on a zombie enemy, I'm trying to make it so when it's hit by a bullet it gets killed

surreal prism
#

Honestly, after 25 years of development this engine could have a built-in solution for Fog of War. 🫤

light thunder
#

They can be very difficult to debug if you don't know what you are doing -

spark steeple
#

I figured it out now! Ty though!

#

I'll try to remember in the future since I still don't have an exact grasp on it yet

rotund sorrel
#

do casts keep going with the first exec pin even if the cast is failed?

oak patio
#

no

gaunt saffron
#

Hello everyone, could anyone tell me if i override an parent event, does it still have the same replication as the parent event ?

rotund sorrel
#

the exec goes on even if the object is from an other class

oak patio
#

Possibly a bug. Not sure.

plush yew
#

its probably visual bug, ive had branch firing both conditions at same time

low vale
#

Does anyone have the UE fighter template by rare encounter?

plush yew
plush yew
gaunt saffron
# plush yew If u override the event, whatever the parent function was gets cut, however, you...

Thank you ! So basically i have an actor where i intialized some events, so that i can use them on child Blueprints.

For example : from my character im casting to my item_master, and call the "event use", so that the event gets called on any child actors, without having to cast to the specific actor.
But initally the event "use" doesnt habe any logic in my item_master.

But i need the event "use" to run on the server. Any idea how i could set that up?

low vale
thin tendon
rotund sorrel
modest trench
#

As you can just do them all in your own parallel loop

plush yew
#

Whenever I press Alt + P the game plays but I'm on my free camera not on my fps character... Wtf did I do help!

modest trench
#

It needs to be auto possessed and you probably want that set on the pawn?

#

In this case

#

Could just be unset gamemode

plush yew
slow rover
#

Hey guys uhm

#

So I’m still on ue2

plush yew
thin tendon
slow rover
#

How can I upgrade to ue5?

thin tendon
slow rover
#

Ok

plush yew
thin tendon
#

You should back up first though

slow rover
#

Ue2 is pretty old

#

Yea it’s time for an upgrade

#

Nah I’m jk

#

I’m on ue5

#

Idek if you can still use version that old

modest trench
plush yew
#

I found it and no that's not the case.

plush yew
modest trench
#

Are you using a player start or a pawn in the world?

plush yew
#

Player start

modest trench
#

Are the world settings overriding the game mode or the project settings?

plush yew
#

.. ah.. ermm.. wha?

modest trench
#

I'm not at my computer to make screenshots, sorry

plush yew
#

It's ok.

modest trench
#

Your best bet is to follow the beginner unreal stuff covering gameplay code

#

It will hopefully explain how gamemodes choose default pawns

#

And how PIE chooses a pawn to possess

plush yew
#

Oh.. ok I'll try!

plush yew
modest trench
#

Could even be the player start being too far in the ground

plush yew
#

Ooh

#

Let me see.

plush yew
#

Anyways I found the fix. My active play mode was simulate @modest trench thanks for the help! 😝

spring delta
#

Anyone know Gfur?

dapper linden
#

Hi, I try to create multiplayer game. I have a problem
When I want to kill enemy from server - its okey, but from client - its work only at client.
Replications in enemy blueprint included. When I debug my code, I release that the problem is when I want co cast my weapon blueprint to enemy blueprint - its does not working. But I can cast to third percon character from weapon blueprint. How to make when client kill enemy - server know about it.

pallid olive
#

hi

#

ive a structure in the gameinstance and those variables are changed in the character bp

#

do i need to set structure or set members /

#

also do i need to promote the variables from the gameinstance to character bp ?

grim ore
white hinge
modest trench
white hinge
#

the post is for 4.27 so it also for u4 incase , i got few asking for 5.0 wont do any work and that so i not sure

white hinge
#

pathetic person if you cant do a job dont keep other from getting paid

#

got people here doing nothing but keeping others back all day i mean they dont do anything all day but troll and take any opportunity they can get

white hinge
#

not one else but these 2 acted but they cant handle the task there here maybe to lay eggs

#

he did not like my smart reply so i got reported to the bot woopie dooo i got muted

thin python
#

Just end the convo, its doing more harm than good at this point

white hinge
#

jerk who ever did all i got to say

white hinge
thin python
#

Cool,

#

Now end it

fierce tulip
#

lol

#

he's gone.

thin python
#

He left? or kicked lol

fierce tulip
#

kinda looney toony, but it looked like a hammer fell from the sky

thin python
#

Dam these magic hammers that appear and crush the annoying people

fierce tulip
#

ikr, wild times.

static viper
#

fucking rammed that guy into the floor!!!! HE SCREAMED IN PAIN

#

heck yes

bleak zodiac
#

is a troll i guess

fierce tulip
#

no need for cursing.

static viper
#

sorry 😦

lapis ore
#

Can the Scalability settings be used to have an actor use different static meshes? I want to use lower res geo on lower spec platforms.

grim ore
#

I want to say yes but in the way you can force lower LOD levels at different scalabilities?

lapis ore
#

and I would want to force the higher LOD on the higher scalability setting.

grim ore
#

it looks like you can call the r.ForceLOD console command as well and force a minimum LOD level at runtime

#

alternately static meshes have a per platform LOD setting you can set on them to force minimum LOD levels per platform

spring delta
#

hi so im trying to add a Uasset in the content folder but it keeps saying unknow extension

fierce tulip
#

uasset is already a usasset, so you'd need to place it inside the project manually trough explorer.

#

if its in another project, migrate it instead

spring delta
#

oh boy

#

ok here we go

fierce tulip
#

else you'd break all references

spring delta
#

break references?

fierce tulip
#

if the file is originally in
content/xxy/thisfolder
and you just place it elsewhere any other file that uses it wont be able to find it, because the reference still expects it to be in "content/xxy/thisfolder"

#

hence its best to fix redirectors, then migrate it from one project, to your new one

pallid olive
#

in the widget if you have a text how can you make that the text goes under and not in one line

drowsy snow
vagrant ermine
#

Hello guys. I've started study UE recenlty Could you help me please. There is Health component of character. I need him to decrease health when he runs. How I can implement it by C++.

fierce tulip
#

where did you obtain it from?

surreal prism
static viper
#

If i wanted to remove all the assets of a project but not the core code with the core assets, is there a way todo this?

#

I will try migrating my code folder... but i have doubts

drowsy snow
static viper
#

i want to extract just the core game

#

i dont want any levels

#

and not the art assets

#

just the framework

drowsy snow
#

If you're not hardcoding path to assets, you can just start from blank project and bring over the Source folder (and rename if necessary)
Of course it would be easier if you're making it a plugin.

static viper
#

its blueprints

#

and some c++

#

oh god

#

i forgot that i have c++

drowsy snow
#

Heh, I thought you're doing most of the logic in C++
But even that, making it a plugin would make it lot easier.

#

Plugins can have its own content folder, unlike project level modules

cunning marlin
#

Hi guys, anyone has had any issues like this? Apart from crashing, which I thought was due to Alembic/geo cache

The right click menu is coming black after a while of use.

The tessellation material on the character is looking like that.

magic helm
#

I'm having this problem where sometimes in my game, the mouse sometimes still appears for a brief second on the left side of the screen.

#

Any ideas how to fix it?

#

The mouse isn't in the game btw. I've tried a few things but it's still there.

coarse jetty
#

check for possesing player

magic helm
#

in the gamemode?

coarse jetty
#

yes

#

or in the player start there is a auto posess player

#

and if its hidden in game try to put it in game instance

magic helm
#

ahh yes, i use a player start!

jolly jungle
#

Assertion failed: UnscaledViewRect.Width() > 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 739]

#

what does this error mean

#

in the context of a scene capture 2d

timber scroll
#

Lets hear a hura for the 3d Text component :/

#

it does this every frame

magic helm
#

Hmmmm, yeah it seems that the cursor isn't meant to be there, but if you move left (or maybe right), sometimes the cursor will suddenly be briefly visible.

#

I thought it might have something to do with the UI/Game mode etc but I don't believe so as that's working as intended.

magic helm
#

I think it might be triggered by me pressing the Shift key, but I'm not sure.

pallid olive
#

if a button is in the overlay it cant have a zorder ?

primal prairie
#

and overlay itself has the zorder

magic helm
#

Is there a way to make mouse clicks and key presses more reactive? Sometimes it feels like I have to click/press a couple of times before it does anything.

robust lintel
#

Sooo if i input 8 and 3 inside the int/int what does it output if it outputs an int and not a float? Does it round in down? Does it round it?

#

Got the answer - if anyone else wondering, it rounds the resoult down (8 / 3 = 2,666..., it returned 2)

grim ore
#

that seems correct as it should use the FloorToInt function

zealous ginkgo
woven panther
#

I can't find a way to get rid of it. destroyed the actor, components, set collision channel to ignore

#

wtf

#

even turned on in-game collision but nothing to be found

pliant cave
#

how do I use ue4 content in ue5 if I didn't get it from the marketplace?

sage coral
#

Got a small issue where I have a set of curtains with cloth sims but they do not react when the player walks into them. I tried looking up how to fix this but all I keep finding are videos on cloth sims on characters. I just want the curtains to move when the player walks near them

summer verge
#

Hoping this makes it's way into UE5

pliant cave
#

can I send you a dm please?

void palm
#

Hello guys, I cant bring back the shadow for my main character.... skeletal mesh is the problem, but the shadow settings are same as the other meshes.... what should I do

void palm
#

found the culprit

rotund sorrel
#

Noob question: what is the difference between adding a simple collision to a mesh and "Collision Complexity: use complex as simple"?i notice the latter works even without a collision shape attacched to the mesh

drowsy snow
rotund sorrel
pallid olive
#

Hi for a widget if you have a button can this button be universal

#

Or do you need on click event bunch of branches

wooden apex
#

yo funny problem but urgent one

#

cant launch

static viper
#

show the full error log please

#

maybe post a pastebin

wooden apex
#

wait my ue lagged out

#

this @static viper

static viper
#

no the log

wooden apex
#

here

static viper
#

not the error message

#

/Game/MODELS/menuBackground/classroom/pencil3.pencil3.

#

can you show me your folders please

#

for the game

#

and what is that item

#

this is all a bit odd

static viper
#

odd

wooden apex
#

hm?

static viper
#

can you just show me the folders under content?

wooden apex
#

second pic content

static viper
#

ok cool

#

is like a student project?

wooden apex
#

yep

#

private game thing

static viper
#

any plugins?

wooden apex
#

megascans

#

i can show you the folder

static viper
#

no that isnt it

#

can you show me one of the models that is brokebn

wooden apex
#

hm which one>

#

?

static viper
#

you are using datasmith

#

these meshes came from blender

wooden apex
#

well i downloaded them

static viper
#

well they are bork

wooden apex
#

these are the models from the classroom

#

but but which one? exatlcy

#

if you can pin point

static viper
#

pencil

#

pen1

#

pen2

wooden apex
#

in the classrom? wait gona search it

#

and

#

i cant build lighting btw

static viper
#

just the mesh

#

open these meshes

wooden apex
#

it gets stuck

static viper
#

so we can look at them

wooden apex
#

okay restarting it

wooden apex
#

nothiing

#

its empty

static viper
#

show me

wooden apex
#

pen 2

static viper
#

do you not think that is a problem

wooden apex
#

yea i think that is a problem

static viper
#

and you got all these assets from where exactly?

oak patio
#

(me too)

static viper
#

i dont think broken assets are on megascans

wooden apex
static viper
#

ok...

#

do me a favor

#

in the mesh

#

you can see the import details