#ue4-general

1 messages ยท Page 12 of 1

static viper
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source file

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it has a path attached

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show me that path please

wooden apex
static viper
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of ue4

wooden apex
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where is that

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im so dumb sorry

static viper
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well you already got the mesh viewer open

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now on the right side

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where the mesh details are

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youll find a category called import

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there you can scroll down after you pressed it to open

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youll find source file with a path

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make that window very large by dragging it to the side

wooden apex
static viper
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anime-classroom is the source

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now we can find where it came from

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is this your asset?

wooden apex
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okay i think i found where is the rpoblem

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the folder /desktop/anime... is in /desktop/(game name)/anime..

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im so dumb

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thank you

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but

static viper
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๐Ÿ™‚

wooden apex
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wait still cos it can not work somehow

static viper
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well do you still have the source fbx file?

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you can download blender 3d

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and look at the fbx in there

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to see if the assets are ok

wooden apex
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found it

static viper
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find the pens and pecils

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and check them out in blender 3d

wooden apex
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i opened it with another program

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here

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LOL okay i found the problem

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i moved the models into a different folder and ue was angry

amber shuttle
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when placing meshes into a room it places it somewhere beneath it like the room doesnt have collision but it does

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why could it be

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its pretty annoying

static viper
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make sure to fix it

wooden apex
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gona remember that

wooden apex
grand jetty
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Hi guys, is there any tutorial on how to mod a UE4 game ?

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Specifically for the music

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I see

drowsy snow
grand jetty
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Tried to, unfortunately there isn't any forum for it. It was essentially to restore No More Heroes 3 ost but oh well, i'll try to find something myself.

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I'll keep being there tho cause i want to make some games on UE

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๐Ÿ‘

median ferry
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Hi all, is it possible to use a live link to a similar mocap in a build or on a dedicated server? Maybe other plugins are designed for this? Please help those who know.

plush yew
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How should I create npcs for a bus simulator? I thought about using splines and waypoints in the bus

wooden apex
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hey i have this problem what can i do?

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i got it to cook the shaders

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well noipe

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it doesnt work

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WAIT WHAT
IT STARTED TO RUn

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Missing global shader FSetAlphaOnePS's permutation 0, Please make sure cooking was successful.


0x00007ffb793acd29 KERNELBASE.dll!UnknownFunction []
0x00007ff7b350b316 Kill_Me_Baby_Please.exe!ReportAssert() []
0x00007ff7b350ead8 Kill_Me_Baby_Please.exe!FWindowsErrorOutputDevice::Serialize() []
0x00007ff7b32540dd Kill_Me_Baby_Please.exe!FOutputDevice::LogfImpl() []
0x00007ff7b6eb598e Kill_Me_Baby_Please.exe!VerifyGlobalShaders() []
0x00007ff7b6e77d64 Kill_Me_Baby_Please.exe!CompileGlobalShaderMap() []
0x00007ff7b1e66dbe Kill_Me_Baby_Please.exe!FEngineLoop::PreInitPreStartupScreen() []
0x00007ff7b1e5a436 Kill_Me_Baby_Please.exe!GuardedMain() []
0x00007ff7b1e5a7ca Kill_Me_Baby_Please.exe!GuardedMainWrapper() []
0x00007ff7b1e6d900 Kill_Me_Baby_Please.exe!WinMain() []
0x00007ff7b82916be Kill_Me_Baby_Please.exe!__scrt_common_main_seh() [d:\A01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
0x00007ffb7b5f7034 KERNEL32.DLL!UnknownFunction []
0x00007ffb7b8c26a1 ntdll.dll!UnknownFunction [] ```
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heres the error

wooden apex
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well can i get some help please

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ive been stuck with this for a week now

grim ore
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does it do that on a new project? say just the third person template

wooden apex
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Swarm coordinator cant run

wooden apex
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The "launch " function works on other projects

grim ore
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well swarm is for lighting, not shader compilation

wooden apex
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Like

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Every new project i cant do lighting

grim ore
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and launch normally isnt used except for special cases, what are you launching for?

wooden apex
grim ore
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you would use play on pc, not launch

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launch will give problems on PC if you dont know what you are doing, its meant for other devices

wooden apex
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Well its weird cos it worked before

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It was perfectly fine before it but thanks for letting me know but is it possible to stil somehow launch ut?

grim ore
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it might be but I can't say. your not supposed to use launch for playing on PC, it says so in the docs. I have never used or needed to use Launch for a non external device

wooden apex
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Cos sometimes i need to launch it to confirm how my code works as PLAY works a little differently than LAUNCH

latent sonnet
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Hey there! Does anyone know how I can randomly stream levels in different locations?

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Pretty much how do I use this but spawn the level in a different location each time?

grim ore
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look at the load level instance node

latent sonnet
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Looking into it! Thank you!

spring abyss
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I'm sorry I couldn't understand , Can you explain it ?, in ue4 we just have to replicate and add sessions for multiplayer? But How To Add Solo , Duo , Squad thing?

latent sonnet
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How should I go about this?

zealous ginkgo
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how do i get rid of this error i get for not deleting things properly

grim ore
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which print string do you get? what does "not work" give you?

latent sonnet
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Is there anyway to unload the levels on a collision?

grim ore
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look at Set Is Requesting Unload and Removal, you can feed it the output from your Load Level Instance (save it after using it)

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you could also set the Should Be Loaded variable but it wont remove it

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lots of variables and functions you can use from that return value after loading ๐Ÿ™‚

toxic merlin
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Hi,everyone

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My problem:
There are 2 attack sections in my AnimMontage

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And I use a integer called AttackAnimCount with Random Integer in Range

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to select my sections

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But the numbers in the Client and Server are different.

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I don't know how to solve this problem.
How can i set this integer to be the same for both client, and server side?

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Sorry about my bad English because I come from Taiwan.

coarse jetty
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in the details panel

toxic merlin
regal mulch
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If both request a RandomInteger with the same Seed, it should produce the same Random Value (if the Min and Max are the same of course).

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It would de-sync if one requests a value more than the other

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So resetting the Stream every now and then might make sense

coarse jetty
regal mulch
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What does that have to do with Random Ints being different on server and client

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There is no need for an external API and VaRest o.o

toxic merlin
# regal mulch Instead of using a normal RandomInteger, you can use a RandomInteger from a Stre...

What Is the Set Random Stream Seed Node in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

โ–ถ Play video
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This one?

regal mulch
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Yes

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As long as Server and Client have the same Seed, they will produce the same Random Values

toxic merlin
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Oh thx!!

regal mulch
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I would advice to setting a new Seed or at least setting the Stream from the same Seed every once in a while, in case the Client or Server skipped producing a value.

toxic merlin
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I will try it.
I will ask you again if something is complicated.

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Thank you so much

coarse jetty
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hi is there any channel to talk and ask about ue4-cmd and unreal docker and related stuff?

lusty carbon
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LogLightmassSolver: Warning: Error, AddTask failed with error code -13

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anyone familiar with this lightmass fail problem?

regal mulch
tawdry eagle
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hey the node "apply physical animation settings" doesnt appear to work, whatever values i set it gives the same result, anyone knows whats going on?

thin tendon
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Anyone else get issues with bridge dropping its installation and export settings when updating?

normal breach
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hey y'all, struggling a bit with localization here. I have set this bp to change the current culture when the new option is picked and the behaviour is quite puzzling:

  • return value is always true
  • the save to config works
  • when switching from it to en (default value, incidentally) language does change instantly in all UI
  • when switching fron en to it language doesn't instantly change, but will be loaded correctly when restarting the game
    What's going on here? How do I force the UI to reload also when switching from en to other cultures?
thin tendon
normal breach
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mmmm maybe I'm just missing the part after the first -

thin tendon
normal breach
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lol finally figured it out seems: the in game UI is switching my editor settings

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wtf

thin tendon
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yeah that sounds familiar now lol

normal breach
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so I guess I just need to build the game and test language switching in the build... but man, that's WILD

thin tendon
wooden apex
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okay

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heres a really cool thing

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i broke the whole ue4

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not even doing a reinstall fixes it

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i cant launch i cant build lighting cos swarm cant connect to ITSELF SOMEHOW

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and i cant do s**t

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if you somehow help illbe very gratefull as im trying to fix this for a very long time

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heres whats happening when i try to launch a game not even talking about packaging as i cant do that too

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Missing global shader FSetAlphaOnePS's permutation 0, Please make sure cooking was successful.


0x00007fff7f92cd29 KERNELBASE.dll!UnknownFunction []
0x00007ff75f19b316 Kill_Me_Baby_Please.exe!ReportAssert() []
0x00007ff75f19ead8 Kill_Me_Baby_Please.exe!FWindowsErrorOutputDevice::Serialize() []
0x00007ff75eee40dd Kill_Me_Baby_Please.exe!FOutputDevice::LogfImpl() []
0x00007ff762b4598e Kill_Me_Baby_Please.exe!VerifyGlobalShaders() []
0x00007ff762b07d64 Kill_Me_Baby_Please.exe!CompileGlobalShaderMap() []
0x00007ff75daf6dbe Kill_Me_Baby_Please.exe!FEngineLoop::PreInitPreStartupScreen() []
0x00007ff75daea436 Kill_Me_Baby_Please.exe!GuardedMain() []
0x00007ff75daea7ca Kill_Me_Baby_Please.exe!GuardedMainWrapper() []
0x00007ff75dafd900 Kill_Me_Baby_Please.exe!WinMain() []
0x00007ff763f216be Kill_Me_Baby_Please.exe!__scrt_common_main_seh() [d:\A01\_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
0x00007fff81507034 KERNEL32.DLL!UnknownFunction []
0x00007fff81d626a1 ntdll.dll!UnknownFunction []```
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heres what hapening when i try to package

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AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

robust marten
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Can someone verify an engine bug for me? I'm trying to play an Animation Montage but I believe there is a bug where if the anim montage to play is a variable, it does not play. It plays if I set the montage inside the node, but does NOT play if the montage is a variable when connected.

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It does. I even promoted the "Montage To Play" to a variable to get that.

spice ruin
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Add a breakpoint to the montage play node and check the value of the variable at that point.

spice ruin
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Print string?

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Add in a switch which statically checks the value of the variable with what you think it should be?

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Plenty of ways to do things.

robust marten
# spice ruin Print string?

Yes, it prints the correct montage. Trust me, I've already troubleshooted with prints just a few minutes ago, that's why I think its an engine bug lol

spice ruin
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There is one thing, and I don't know if this is because of name formatting, but it does say "ReloadAnimMontage" on your variable and then "Reload Anim Montage" in the graph. I assume this is just because it's added spaces automatically... but you don't have 2 variables, right?

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Major straw grasping there.

robust marten
echo crater
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How can I get a widget button to be transparent but still have an outline?

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For example:

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I've gotten transparency by [Draw As -> None] or setting alpha to 0

spice ruin
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Use an image with an alpha layer?

echo crater
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Is there an image built into the engine I can use or would I have to make my own

spice ruin
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Put the outline in the image?

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(make your own, takes 5s with gimp or whatever)

echo crater
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I'll try it, thanks

spice ruin
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If you want a dynamically sized button/outline, you could use the Border widget.

echo crater
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I tried that but it wouldn't let my assign it as a child to the button for some reason

spice ruin
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Make the button a child of the border?

echo crater
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ooooh

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makes sense

spice ruin
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A button only has a single child slot, so you'd have to add something that has more than 1 child slot (like a size box or overlay) to the button and then add multiple children to that.

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You could add the border to the button that way

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(I'm assuming you already had hte text added and it wouldn't let you add the border as well)

pallid olive
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hi question about widget

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how can i set the Zorder of a new created wighet and the coordination

fierce tulip
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too late.

desert dawn
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oh Sorry for it

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but after how many time I can reask my question? because the ue5 chat is going really fast so questions always past much to top

echo crater
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Is there a way for an actor to begin play with a component already deactivated?
Or should I be taking a different approach?

Basically I have a 2 part explosion
A particle effect occurs, then I have a sphere that appears (blocks bullets and bounds used as reference for radial damage range)
I'd like the sphere to begin disabled, instead of just disabling it on begin play

sharp willow
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This is true by default

echo crater
robust lintel
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Is it possible for a level blueprint to change a variable in another level blueprint?

autumn flame
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Why would you want that

robust lintel
# autumn flame Why would you want that

I have a level Menu with save file slots. If player clicks save slot 1, i would like the level Menu to send this value to the main gameplay level, which saves and loads from this save slot. I see it useless to save it in the player as the main gameplay level is the only blueprint using it.

autumn flame
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No

grim ore
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@robust lintelthe game instance is used to allow data to pass from one level to another when not streaming, you can also pass a parameter to an open level and read that parameter on the new level if you want. https://youtu.be/XRbpiF4xvW8

robust lintel
spice ruin
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If it's super simple data you can also pass it to the level uri, but that's old tech ๐Ÿ˜›

forest knoll
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If i download ue4 is the 2d template still there?
And also is unreal engine good for making 2d games?

robust lintel
forest knoll
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ik its good at 3d

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but how about 2d

robust lintel
robust lintel
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Also, i saw a lot of tutorials for BP and the people had the game running in aseperate window. How do i set that?

oak patio
oak patio
# forest knoll ah alr

Yeah unreal ain't the best for 2D. Personally not a fan of it, although apparently paperZD plugin makes it more bearable

echo crater
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I've been learning about gameplay tags and I understand the basics of how they work, but I'm a little confused as to the cases when you'd want to use them over other means
For example - checking class types, enums, or using interfaces

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Could someone maybe help clarify this with an example?

lucid flint
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Im having some issues with UI not displaying in my build, anyone know what might be going wrong?

wooden apex
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hey hey how can i get a variable of how long is the sound file ?

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like i have a loading screen and i want to play a sound but i want to aoutmatically get the duration of the music file and set of how long something needs to wait

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something like this but i dont want to have 14 variables

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is there a way?

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like you know i have a flac file and want to get its duration

drowsy snow
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Or also in RPG, you would have a player affected by certain status/ailment

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It's much more manageable than having a bunch of bools and losing track of them

drowsy snow
wooden apex
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so i can automatcally set of how long berfore it loads into another level

drowsy snow
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This sounds like XY Problem, no pun intended

wooden apex
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okay so my problem is that i cant or rather i dont know how to get the sound files duration

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this is the problem , i want the "Duration" to be automatically set by the sound file duration

thin tendon
frigid crescent
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can someone help i cant delete the pins i pressed backspace and its not working for some reason

thin tendon
frigid crescent
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yh

thin tendon
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weird delete works for me

frigid crescent
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i think its because my keyboard is 60 percent i tried fn plus backspace but idk il look it up

thin tendon
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For example. My ai spawners (not water based or for flying animals) should only spawn an entity when the trace hits a "ground" object.

toxic lily
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question

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trying to hook up a "hitbox" to an attack animation,

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however the sphere trace is hitting every frame of the animation the notify is on, im trying to get it to "hit once, save to that array, and dont hit again until notify ends"

ive made an array to place all the hit items into but i figure i didnt set this up right, can anyone help?

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i even have a clear array at the start to make sure its not registering anything before the hit happens

thin tendon
# toxic lily question

You are using an event notify on your animation. That tells your player to fire an event. (I'm guessing here. Probably for an unarmed attack). Then in that even you are using a sphere trace. So all you got to is stop it from firing more then once during the animation?

toxic lily
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basically

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heres the set up in the anim itself

thin tendon
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Right so just gate the event with a variable. Call it something like hit once.

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so the first line of code would be if hitonce is = true. Right after set to false. Run your code. Then on the animation. Create another notify that fires at the end of the animation. In that event just set hitonce back to true.

toxic lily
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talking about using a gate node?

thin tendon
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that works to. The idea is that the event can't fire until its told the animation is finished

toxic lily
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okay, makes sense so far, how do i call the animation ending in the anim notify BP?

thin tendon
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You could check for the animation manually. The way I would do it is just add an event notify at the end of your attack animation

wooden heath
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unreal 4 dedicated server crash when using MeshMergeFunctionLibrary for the main character? when i try to connect locally to the server it crash cause of that

pastel lagoon
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does anyone know why a static mesh that is invisible, which was used as a root node in a BP actor, would be offset from the origin? It's a material sphere which under normal circumstances the mesh is at the origin of the object
right after I parented to this sphere I started having tons of orientation issues. but as a root node, there is no location or rotation setting. Screencap of the origin where I have my object set to, and the actual root node is yellow

cunning marlin
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So, my sudden struggle with UE4 continues. Sometimes the fbx works other times weighting it effeed up. BTW all looks OK in Blender and also in UE5.

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Also, now my old scenes have started to show weird skin issues on fbx animation files.

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With animted mesh breaking apart.

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so truly weird. Those files have not changed, the engine is the same. What gives??

young crag
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Hi

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I have problem in BeginPlay() . Can someone give solution for this .??? Ue4 C++

cunning marlin
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Can someone with a 4.27 installation, help me out please? If you can import a mesh and associated animation on your system to see if you also have similar issue or not, that help me out.

spring delta
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hi so me and my friend have a animation problem, he uses rigify on blender and the animation looks fine in blender but when i load it on Unreal Engine it like glitches the head or moving the eyes and such

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like eyes pops out

main vigil
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Bit of a random one, not sure if this is the appropriate place: did where the editor layout gets saved/stored change to be stored in appdata from the project Saved folder at some point?

hidden dew
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I finally got this working.
The character runs perfectly over the terrain based on tracking tris. Works even with animated terrain/objects, and most importantly, doesn't use physics / linetraces.
Took way longer than I thought it would.
Very low quality, sorry.

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In that clip the physics is still actually turned on, hurting performance. It's just the camera's Spring Arm using it. Haven't thought of a solution for that yet with animated terrain.

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(Apart from just letting the camera go underground)

amber shuttle
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Building geometry and building navigation doesnt really fix everything, i have to delete the mesh and place it again then its ok

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like here

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i can fix it by delete and reapply

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but id have to do this many times

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maybe im missing something and it can be fixed easely on all instances?

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because its clearly a bug

wooden apex
honest vale
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looks like the pawn radius is simply too big for the doorway

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or the voxelization somehow misses it, you can change the generation voxel size too

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make it smaller so that the build process is done at a higher resolution

fierce tulip
#

@buoyant scaffold if you have a problem with a user, tell a moderator. changing your name to annoy them is not the way.

sharp stirrup
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Hi guys !

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we have something like problem we dont have any idea anyone can help us?? please there is such a problem when we import the video as unreal.Which codec can we use?

sharp willow
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Please don't post in multiple channels at the same time

hardy trout
drowsy snow
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Seems like someone had wrong priority and triggered by clay buttocks.

oak patio
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Someone also apparently never heard of a base mesh

brisk drum
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Does anyone know of a way to fix Z fighting quickly?

magic helm
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What does 'Make sure ES2 DDC data will generate (not used)' mean?

fierce tulip
brisk drum
static viper
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why are you importing cod maps into unreal again?

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XD

static viper
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i want him to answer

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i looked at this tool

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and you are decrypting assets from the games

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while its running

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thats called datamining

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or ripping

marble iris
#

Let's see what Activision has to say about that:

rain badger
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If I'm creating a currency/points system, where would be the best place to have that set up? I want to say in the player controller

drowsy snow
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GameInstance persists through level load, and you can clear them on demand. Think of it more as your game's memory.

rain badger
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I was thinking per player. So maybe player state might be best. But is it persistent across levels? I guess if it's not, I can send that info to the GameInstance from there maybe?

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I'm not too certain of how game states and player states work

drowsy snow
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Alternatively you could have Game Instance store the moolah for up to 4 players.

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(at least AFAIK 4 players are the max local split screen limit)

rain badger
# drowsy snow Alternatively you could have Game Instance store the moolah for up to 4 players.

That sounds ideal. I think I'm only going to be working with up to 2. I've already got it set up in the Game Instance. But that's just for 1 player.
I don't know how to go about really setting up for split screen stuff. I've got some stuff set up. But I haven't tested too much of it yet. But from the Game Instance, would it just be getting/setting from the owning player based on the controller index? (if that makes sense)

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Or... actually, I don't know lol. Currently, my Game Instance just holds a variable for the currency lol

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So here's what I'm thinking:
Whenever I gain currency, it will get the PlayerState and update a variable there and then before changing levels, it will send that value to the Game Instance to a variable there.
But it will need to be assigned to that specific player.

spice ruin
#

Is this for single player?

drowsy snow
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I don't think he mention listen server

spice ruin
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Ah.

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If you want to keep things like that cross map changes, you can copy them from PS to PS on map change.

drowsy snow
spice ruin
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Or just always store them on the GI. Why copy them to/from every time? Seems a waste.

drowsy snow
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And all players will use the same game process, and in turn the same game instance

spice ruin
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If you want to store it between maps for local players, you should just literally have an array on the GI, TArray<int32> PlayerMoney. Index of the array is the player index.

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Don't need anything fancy.

magic helm
#

If a material appears different packaged than in the editor, why would that be?

grim ore
#

the packaged product is using a different scalability level, or a different platform, or renderer?

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or it could be something else if you are using post processing for example and that works differently

magic helm
blazing valley
#

would i be able to scale up and down stuff?

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un ue4 or 5

crude pagoda
#

Good afternoon all,
I was hoping for a bit of advice on how to fix an issue with a school project I am working on. We are working on making a 2D platformer but making everything in 3D (not using paper2D) and I am having trouble getting the player and the NPC only looking left or right on axis. For some reason I can't seem to find the correct search terms to find a solution but I am sure there has to be a simple fix. Can anyone point me in the right direction?

grim ore
#

there is a side scrolling 2d template you could try and looking at, locking the axis would prevent the player from moving other than left or right.

crude pagoda
zinc topaz
#

Hey how can i set view target with blend within a pawn bluebrint, thanks

stable halo
#

is there a way to make landscape splines not stretch the segment mesh? or at least increase the segments between the control points so the stretching isn't as obvious

west merlin
#

10 points to Hufflepuff if someone can figure out how the hell to get the darker texture to match the lighter one LOL

young crag
#

UObject has no member .... Error . Anyone Know Solution????

trim belfry
young crag
#

But in Ue .compile is failing ....

trim belfry
young crag
#

Ue , compile faild

#

Output in vs

trim belfry
rain badger
#

@drowsy snow, @spice ruin, @shy nacelle; Just a quick thank you to all of you for the tips. Sorry I had to run away so suddenly before lol. I'll see if I can get it set up now! ๐Ÿ‘พ

young crag
#

My header .... I try , but not work. Tell me what can I do ???

drowsy snow
rain badger
#

For testing purposes, I am making it so that when I press a button in my character, it will increase my funds for that player but through a variable in the Game Instance. But I don't know how to actually get the information to change for the variable. If that makes sense.

grim ore
#

it doesnt really make sense, being honest here, because your describing how to do it

rain badger
#

So what I am trying to do was get the array from the Game Instance and set the value of the int array variable at the specified index from the character for example.
The problem is, I don't know how to set the values for the variable.
Is it the 'Set Array Elem' node? I just found that (don't know why I didn't find it before) But does that sound right?
And then just plug in the IntArray to TargetArray, plug in controllerID to Index, and the whatever I want to set there as the Item

grim ore
#

it also depends on how you GET the value from the array, if its by reference or a copy of the value. If you get the reference, you can set it directly

#

this for example prints this

pallid olive
#

Has anyone tips of how to make a complex shop system

#

In blueprints

marble shoal
#

So its not possible to migrate from UE5 to ue4 as All I get is empty folders

marble shoal
dark venture
#

Hi! these are my attack nodes and my teacher wants me to use a dot product to node to make my character be able to attack the enemy only if the character is facing towards the enemy but I don't know how to use dot product to can someone help me?

ebon linden
#

Does it make sense to use an input buffer for something that isn't a fighting game with a bunch of button combinations for attacks? I'll just be using it to remember inputs that were pressed and to perform those inputs after the current input action has finished. Would an input buffer be overkill?

#

For example, when the character dodges, it can't switch weapons until after the dodge has finished. If they switch weapons during the dodge, I want it to automatically trigger the weapon switch function after the dodge has finished.

drowsy snow
ebon linden
#

The game isn't slow-paced but it's not particularly fast-paced either

drowsy snow
ebon linden
#

Gotcha. If I were to go the route of input buffer, would every action input need to go through the buffer for it to work properly?

spare trench
#

Can someone help me. My car floating in air (also run in air). There is no issue with wheel vehicle bp. May be I imported it wrong way. Anyone have the solution?

static viper
#

patent it, get rich!

spare trench
#

Lol ๐Ÿคฃ these wiered problems happens to me everytime

pallid olive
#

can you ignore acces none if its not something value

#

its a remove from parent node, widget but if its none but error displayed in log can this be ignored or will this have dramatic effect

latent abyss
#

Hello guys do you think itโ€™s good idea to update my OS to windows 11

pallid olive
#

hello

#

if you have 50 widget switcher in a widget

#

will this take alot of performance?

drowsy snow
junior kettle
#

Okay, FR can someone tell me how to populate a combobox with another widget FOR EACH item in a struct or database??
I can get it to generate the first widget for the first item in my database, but it seems the for each loop wont run inside the OnGenerateContent event binding.... any insight?

lament locust
#

It is probably a really dumb question, but i am still new

#

I want a camera to move with the player as the player is falling, but not the main normal one that is attached to the third person character, like a sperate one

#

is there a way to move object down in blueprint code

signal jay
#

Hello, I'm trying to get some Android specific media to play inside the media player for Android but no matter if I use .3GP .MP4 .AVI video formats I can't get my movie to show up. I'm working on a windows OS. Any help would be appreciated?

drowsy snow
signal jay
drowsy snow
frank lichen
#

anyone used the GameAnalytics plugin before?

#

having a weird issue with it where when I add an "Add Design Event with value" node it refuses to package and says this

spice ruin
#

You may find certain pins don't exist at runtime?

frank lichen
#

hmmm. maybe. Unfortunately the documentation for it isn't ideal and doesn't say whether its runtime or not. I'll look into that though

zinc topaz
#

what should i do

spice ruin
#

<@&213101288538374145>

#

That ๐Ÿ˜›

lyric palm
spring abyss
#

Heyy guys

#

Does anyone know how to make squad , duo , solo in the lobby , invite people to join the squad , duo?

#

In a Multiplayer Game

potent reef
#

Hi everyone! If i wanna make a Boat animation in the water with ripple and splash, is it possible via sequencer? Or which method?

Thanks before!

drowsy snow
potent reef
drowsy snow
potent reef
heady dirge
#

If you care about tesselation of the water then a custom one or unreals default water system if not just make a material with two paning textures the oldest trick in the book

#

There are some plugins too but idk how they are performance wise

potent reef
heady dirge
#

It should do

potent reef
runic fern
#

Hi guys .. i have project content character , gamemode, UI im trying to template it in a plugin when i package it as a plugin the references inside the character bp being lost how can i fix that ?

#

All reference variables being Object after package

rain badger
#

๐Ÿ’ข I am trying to figure out how to rotate my turret enemy in place. Sounds pretty simple. So I just want it to spawn in and rotate in place. I've got it set up with a sensing so that when it sees the player it will follow them and fire. But when it doesn't see the player, it just needs to rotate until it does. Why can I not figure out how to set that up?

spare trench
#

Hey my vehicle was floating in air. But when I used this console command I saw these tire. H ow can I fix it??

#

idk where these wheels came from and how can I remove them?

ebon linden
#

It's showing the tires' collision but they're clearly not lined up with the tires themselves

spare trench
#

I scaled this in whole mesh in blender but not in unreal engine

spare trench
young crag
#

Character Not waking or running ... But it's move which like this position .... How to solve ??

rough wyvern
#

Hi! I got a problem : In folliage mode, my folliage goes through my mesh and my created bp actor, even though I check in the filters sections "static meshes" and "bsp". Anyone have an idea why ? I can't find a solution online..

bleak plank
#

Did you figure this out?

floral solstice
#

Is it better that I use my character as an als and then use the third person weapon combat system ALS too instead of doing it manually myself

tame token
#

I was wondering I want to make a launcher that shoot water balloons does anyone know how to convert the first person gun to use water balloons

#

Or somthing that resembles water baloons

#

Thanks

worn oriole
#

Anyone able to get the event dispatcher OnMediaOpened working with Bink? For whatever reason, I can't get it to fire

worn oriole
#

Ah figured it out -- unless specifically called to close media, the Bink Media Player asset will keep the file open in the editor so it won't fire when playing via PIE

storm kayak
#

Hello, Im new, and was wondering which channel would be the best for me to ask and discuss recreating a blueprint from an extracted fmodel file. I've pretty much reassembled it, just need help figuring put the last part.

spice ruin
#

Good question.

storm kayak
#

I'd like to verify the proper channel, since it might become a long in depth discussion and I don't wish to flood the incorrect channel with that

mellow topaz
#

So I am using the "Add Child To Vertical Box" node in UMG. It works fine. However, All of the widgets added are stacked on top of each other. Am I missing Something? Ideally, I would like to have a list. (edited) If someone could point me to a video that covers this, It would be appreciated. Thanks.

storm kayak
#

It is an app that allows you to extract (to a certain extent) already baked assets from a pak file and view them, for example I am trying to recreate a data table.

#

It is not piracy, it is for moding purposes, and I am allowed to mod the game

#

The developers are perfectly fine and enjoy seeing mods

spice ruin
#

If they love mods, then there's probably a modding community. Might be better to ask there. This server isn't about supporting mods.

storm kayak
spice ruin
#

It is not piracy, it is for moding purposes, and I am allowed to mod the game

storm kayak
#

That was in response to them asking what fmodel is

#

not why I'm here

spice ruin
#

Well there's only 1 reason to try to extract models from baked assets... and that's to re-use them.

#

And that's not something that's allowed on this server.

#

And by re-use I mean steal.

drowsy snow
fierce tulip
#

yea, we don't facilitate modding here, you'll need to find a modding community for that specific game.

storm kayak
#

Ah, i'm not trying to take any models or anything, Just wanted to figure out how their data tables worked. But I understand that, sorry if I caused any issues, was just genuinly curious how they handed their tables.

fierce tulip
#

no worries, but sadly we cannot allow support for it.

sick patio
#

QUESTION: I'm following a AI tree tutorial, but when i select third person anim bp, nothing happens and when i click play he doesn't move and stays in A-Pose

cerulean notch
#

can i ask general questions about where to start on an idea i have, in this text chat?

queen shuttle
#

Thoughts on how to display a "Progress will be overwritten" when someone clicks new game and there is a save progress active?

oak patio
sick patio
#

it's been 30 minutes can I ask again now?

earnest cloak
#

Hello, i was just moving objects around the level and i got a crash with this crash log showed up, how do i fix this problem from occuring ? I just have Nvidia driver up to date and my current engine version is 4.26.2

grim ore
#

@sick patioif you mean about this? It's still sitting on my screen so.... that seems weird to ask before it's even scrolled off the screen

#

but to answer your actual question, you havent given us any actual info on what you have done so your question is more "my stuff isnt working, help!"

#

the A Pose means your anim bp isnt working (1 problem), the character not moving means your AI code is not working (2nd problem)

sick patio
#

oh ok, let me clarify. in following Ryan Lalley's basic AI tree tutorial, when he clicks add Anim BP to his animation mesh, it immediately goes into idle mode. I knew immediately mine was not working, but when I double click the actual anim BP it's fine, all of the animations work. And HOPING the animation just wasn't working in the Character AI viewport, finishing the tutorial, of course it did not move, according to the AI tree. Which then brings me back to the animBP not working. And I watched that section of the tutorial 10 times, (which was nothing but him putting animbp in the slot)

grim ore
#

run the project, open the anim bp, make sure its set to debug one of your AI's that is in the world, and look at what is happeniong

#

you should be able to see where its failing, the live wires will be stopped somewhere

#

if this is just the same animation BP as the player has, my guess is for some reason its doing a cast and failing against the original blueprint and now the new one you have it on now

sick patio
#

Thank you MathewW I appreciate it.

#

I believe some other content, I added to the project broke it. because when i pulled up an empty project and did it, it worked perfectly.

#

sighs

grim ore
#

oh yeah thats super weird

#

I know the new templates in UE5 have issues working with AI and the animation out of the box, but the 4 ones should have been fine.

earnest cloak
sick patio
#

I believe it is the "basic driving pack"

grim ore
#

Nvidia crashes are normally timeout crashes, for example the editor takes too long to do something so the driver crashes since it thinks its stuck. theres a few random posts out there with ways to try and "fix" it

spice ruin
#

The main fix is to just increase the timeout, isn't it?

grim ore
#

or roll back to another supported driver

drowsy snow
#

I found that Control Rig with any control type but (Euler) Transform will crash the GPU. Increasing the TDRDelay only prolongs how it froze and sits there until it calls itself quits.

#

It's like you're murdering someone and then try defibrilating him until you gave up and giving him phoenix down

grim raft
#

what caused that? Why cant I modify my components anymore

grim raft
plush yew
#

i got a question: so like, i just did the lighting on my map, but the further from the center i get the less vibrant the color becomes, does anyone know how i can solve this

spring delta
#

so i have a child blueprint but i can't see the viewport

#

how do i see the viewport in child blueprint?

#

nvm i found out

slow rover
#

Ok

stoic nest
#

Hi.. I found that updating plugins from marketplace cause my UE4 source to be rebuilt everything again.. is there any trick to get only plugin built?

spring delta
#

ok i have another question, does anyone know how to make it where if a sound is far distance it's like a echo? like a lion roar and you can hear it in the distance but it's like a echo but when your close it sounds clear

spring delta
#

Thank you!

glossy oriole
#

hi, this is my ue4's project log file. i am troubling critical crashes ,like 1. Failed to open assets whenever i opened main project map 2. System freezing and display goes to black screen. only one solution is remain for me ReStart to computer. I am unable to find out actual problem/error because of editor says to me everything is okay. Can Anybody help me ? Thanks for Attention.

thin tendon
glossy oriole
#

@thin tendon okay ๐Ÿ˜€

drowsy snow
sharp willow
#

lmaoo

oak patio
static viper
#

.ru

drowsy snow
#

||unfortunately it seems that the site has lost to the sands of time||

primal osprey
#

Hi guys, Is anyone here knowledgeable on Physical animation for a playable character? To give you a Idea of what im trying to create is basically a Pogo stick movement and balance for a clickly pen. I was told to go to the Youtube Inside Unreal Tutorial how ever this is out dated and hard to follow along to. Many thanks for anyone who can help in advance. Sorry if this is in the wrong channel*

normal oxide
#

Hi! Does anyone know why I get this weird offset above text when using certain fonts? It doesn't seem to be padding/margin settings as far as I can tell as you can see it happening here on a default duplicated text element...

drowsy snow
normal oxide
plush yew
#

Hey guys, I've been mass googling and couldn't find anything so I'm just putting out some hooks here. I'm trying to very simply mod a UE4 game (Drake Hollow to be precise) and I cannot figure out how to edit a single sound file. From the looks of it I would have to download UE4 to actually make this edit which is not an option right now. Does anyone know how to replace just a single sound file to change a song?

oak patio
fierce tulip
#

^

plush yew
#

Fair enough

daring saffron
#

Would anyone know if it would be possible to somehow grab or somehow query what is being shown on the viewport (or even query a texture and a specific colour of it) if a linux build is deployed with -nullrhi command arg.
(Trying to find out if the client which is a bot in this case is seeing what it should see, but no option to enable rhi)

pallid olive
#

hi

#

have small bug

#

i have here node get all widget of class and saved the hud as ref

#

and the widget i set one button to visible which by default was set to hidden

#

why is this not working ?

rotund sorrel
#

Very stupid question but doesn't seem that trivial. Who do someone decide which scalability settings the packaging will actually use?

pallid olive
#

in default the button is set to hidden

#

tried to make it visible in an another actor but didnt succeed

#

any suggest would be helpfull

sick patio
#

QUESTION: advanced locomotion system ALS says it is not game ready (I'm too new to understand why) so it's for noobs like me to learn the systems? not make a game using it? just curious what's your advice about it?

whole abyss
#

im using the character controller. How can i make the player slide off narrow ledges? Right now it only slides off if im standing still

jaunty zinc
limber cradle
#

guys does anyone know how to put decals in glass surfaces? please tag me if u have any clue

rustic bramble
#

does anyone know why my cpp files arent working? Im not getting an error from visual studios and ive already regenerated my files.

drowsy snow
#

Also it is brutally difficult to modify and expand upon, but you can learn and reverse engineer on how it is constructed

sick patio
# drowsy snow It's nowhere near game ready, with some of the features prone to glitching out

hey Makoto, nice to see you.
I made an AI and when I pulled up ALS and put mine in there I saw they used very similar AI (maybe more advanced by 2 or 3 nodes than mine) I don't know if their's is better. I don't see what the extra nodes do differently. AI wanders around. #shrug
I do wish they would have left comments on stuff. I do see they left giant signs in the level though.

delicate magnet
#

how would i go about doing NOR for 4 options at once?

#

so the condition is true is if none of them are true

waxen raven
#

And?

delicate magnet
#

and if a single one is

#

then its false

#

nah

#

i want it so that

#

if Nthe variables are True

#

*if ANY of the variables are true

#

then it changes the condition

#

dw just seen that you can add pins to OR

waxen raven
#

That works too, but iirc both are true if all 4 are false anyway right? Been a bit on nor.

delicate magnet
#

works like this

#

cheers

wind lava
#

Ive been lurking in this discord and started working with unreal for just over a year now and ive never had so much fun in my life. Even when blueprints dont work at first i just keep trying until it works.

#

Been working on a cel shaded multiplayer game to developing my skills until i can make the game i want to make.

#

Started with something more simple before i jump into what i really want to make in hopes i dont bomb my end game project.

oak patio
#

"multiplayer game"
"simple"
๐Ÿค”

wind lava
#

Yeah simple might not be the best term haha

#

But its still so fun

spice ruin
#

MP games are simple.

#

MP physics and character movement is hard.

wind lava
#

Those are two things i havent had much practice in. Been looking for a good place to learn blueprints so i can make an equip system.

spice ruin
#

There's quite a lot of tutorials and such on Epic's site.

#

Like 1000 of htem.

wind lava
#

Ill look into those! Thanks!

#

I remember briefly seeing those but never dived into them

wind lava
#

Oh man looking at it now and wondering why i didnt start there. Why on earth did i watch so many youtube vids lol

#

Adhd that's probably why

spice ruin
#

๐Ÿ˜›

plush yew
#

so i just coded a sprint button, but it doesnt work

#

i was wondering if anyone would know why

#

it works fine in other worlds

#

but in this one the characters are 2x bigger

#

so i was hoping someone might know

oak patio
bleak zodiac
#

screen your issue ๐Ÿ‘๐Ÿป

sick patio
#

QUESTION: so i know target (and I am trying to get a clue) but how would I make a "janitor" character + have dirt / people spill soda randomly spawn + janitor goes over to "clean it up"

dark stirrup
#

So you just have them check all the components that have spawned and then for starters, you can have them go to the first one in the array that gets returned when you try to pick up their children

#

And then it acts on the first one in the array by moving towards it or whatever.

#

You should have a base trigger component that you can create a child component too.

#

You can parent the janitor to the child by importing the component into the cpp file.

#

If you're using blueprints I'm not sure how you would go about it though.

#

I'm actually incredibly new to Unreal Engine, but I think that's how you would do it.

sick patio
#

so instead of a target point it checks the array, right?

drowsy snow
sick patio
#

I finally found a mopping animtaton, so now I have to figure out how to have it animate walking over to the stain, then execute the mopping animation, till the stain is removed then go patrol elsewhere

midnight dagger
#

Hello everyone. I need some advice. I'm thinking of creating some complex GUI inside of UE4. Stuff like radial faders, xy pads, whatever custom ui widget that is let's say not provided out of the box. How would you go about it? Are those features maybe supported and I'm not well informed? If not and it needs to be implemented from scratch, how exactly would you do it? Would you use textures, vectors, or you'd draw it dynamically? Also I'm not sure by heart how would I handle input exactly, but I guess that will not be an issue

hidden dew
#

Hi all
What are some good things to look up for putting grass in my game? Grass that waves around a bit. I don't know anything about it really.
However I'm pretty sure I can't use Unreal Landscape options at all. I want to put the grass on a surface that is a) spherical, and b) animated.

Edit -- This looks like a good basis, but I'd still have to figure out a few things: https://www.youtube.com/watch?v=FT-QfuzoQEk

In this tutorial, you will learn how to create your own stylized grass.

Patreon: https://www.patreon.com/marpetakdev
Discord: https://discord.gg/ZgaManTRvg

Textures: https://drive.google.com/drive/folders/1TsUkyxht-AyhjIsRBLpSRK-2Vo3xFQbb?usp=sharing

00:00 Intro
00:14 Creating Mesh In Blender
04:38 Creating Material in Unreal Engine
11:30 Out...

โ–ถ Play video
mortal quarry
#

Hi all, I have two meshes that currently overlap/have a seam. They have material instances on them with different settings, but I'd like to blend the two objects together / minimize the seam visibility.

What would be the best way to do this without merging the objects together and assigning a single material?

Thanks!

Edit: I can't use world aligned texture as both objects use flowmaps that go in different directions

plush yew
#

Can someone say how to do this?
https://www.youtube.com/watch?v=ZrhNgBXQiCA

Want to purchase my full Android multiplayer ue4/ue5 project file ๐Ÿ‘‡๐Ÿปmsg me

Telegram - - AniketG7
Link๐Ÿ‘‡๐Ÿป
https://telegram.me/AniketG7

Touch code ๐Ÿ‘‡๐Ÿป
https://drive.google.com/file/d/1fXnT...

Subscribe for more updates ๐Ÿ˜Š๐Ÿ˜Š

#androidprojectmultiplayerunrealengine
#androiddevelopmentue4unrealengine
#androidprojectmultiplayerunrealengine
#ue4an...

โ–ถ Play video
#

if you can then please dm me and say how to do it

fierce agate
drowsy snow
fierce agate
#

Why my mesh is like this?

fierce agate
# fierce agate

It has a wall inside but it doesnโ€™t have a wall outside

#

My mesh was perfectly fine on the blender
Both sides had walls

fierce tulip
#

fix the normals. if you do a search on slackers you'll find a few thousand people with the same issue, and how to solve it

fierce agate
#

Which one?
I donโ€™t have whatโ€™s this problem called

fierce tulip
#

you need to fix em in blender, not unreal

drowsy snow
#

By default Blender has no backface culling, giving wrong idea about which way the mesh normals is facing

#

And please, avoid enabling Two Sided in the material unless you have to.

hidden dew
drowsy snow
rain badger
#

Question/Help regarding projectiles!
I'm working on a twin-stick shooter and I'm trying to figure out how to make the projectiles work lol. Full story, made a game in a game jam it's done now, great. Now I'm going through to clean it up and make it a full release. yada yada yada. Looking at the twin-stick shooter template and everything, the projectiles are spawned with an offset, making the projectile spawn wayyy above the player. I don't want that. I want it to spawn from the player. I don't know how to set up collisions and everything to make it: one, not hit the player (and their components). Two, hit enemy ships. Three, hit other players.

TLDR:
I need help with projectile set up with a few conditions in a twin stick shooter.

fierce tulip
#

I dont know the inner workings of it, but you can set up different collision channels for player and its projectiles, as well as for enemies.
so player projectiles can hit enemies, but not itself.

plush yew
static viper
#

did you just tag the mods...

#

rule 2 please

regal mulch
#

Aaaah the sin of all sins

#

Tagging mods for something else but help with server moderation

static viper
#

i am glad you banned him

#

i was feeling unsafe!

#

Criminals everywhere.

drowsy snow
#

Also be specific with the question
"How do I do this" then proceeds to refer to a whole system is not a good way to ask.

static viper
#

He had a knife but i disarmed him. Now i have the knife. ๐Ÿ”ช

drowsy snow
#

My good way would be to ask something specific, and give broader context for it.

plush yew
plush yew
static viper
#

just dont tag anyone when asking a question please XD

plush yew
static viper
#

still rule 2!

oak patio
plush yew
loud berry
#

WHO TF- oh ue5 update, chill

#

๐Ÿ‘

plush yew
spring abyss
#

Helloo

#

Do Anyone Know how to create a shop like in pubg , fornite ??

#

Can anyone send any tutorials or say the steps to do it?

weak urchin
#

A general question, is it a better choice to use plugins created in c++ instead of blueprint coded logic?

drowsy snow
#

It's not a cut and dry answer

sharp willow
dry lion
#

Hi all!
I would like to retry to approach and efficiently learn UE4 (i've done some tutorials and wrote some small projects). Do you have any solid roadmaps to follow to ensure i won't miss anything? Would be a plus to start with learning the advanced topics of c++? I tried blueprints and, for me, doesn't make sense. TIA

oak patio
lapis ore
#

I am trying to import an FBX that was created in Houdini, that has two LODs. Unreal is not importing the UVs. It seems to work sometimes, like yesterday for example, but today it's not working.

lean leaf
#

is there a help channel here in this discord. im being driven crazy rn.

grim ore
#

Every channel can be a help channel if its the correct topic

lean leaf
#

my first person controller seems to havea sorta low gravity effect put onto it once i decided to come back to my project after a brake. my previous build does not have these floaty physics and i cant figure out whats causing it. its like the fpc is runing in slow motion

#

anyone have any ideas?

pallid olive
#

Hi what can you do if game keeps crashing after pressing start and its 20% crash rate

spice ruin
#

Debug it.

pallid olive
#

Is there a badloop or something

pallid olive
spice ruin
#

Do you know how to use visual studio?

pallid olive
#

Unfortunealy not :/

#

The logs are visible in vs?

pallid olive
spice ruin
#

Highly unlikely.

#

The logs, if there are any, will be visible in notepad.

#

If you don't know how to use VS, then the answer you're looking for is beyond the scope of the couple of minutes I might take to explain how to debug with it.

pallid olive
#

Yea ofcourse thanks anyways

spice ruin
#

Good luck ๐Ÿ˜ฆ

flat trail
#

possible to make this bigger?

#

Scale the log ui?

grim ore
#

only if you change the default engine font

flat trail
#

ugh, on a big screen for ndisplay this is impossible to read

#

jeez

lapis ore
#

I am trying to add custom LOD 1 geo to a Static Mesh in UE4. When I choose the dropdown option to reimport LOD1 and point at a file on disk, then hit the Import button on the file browser window, UE4 crashes hard, instantly. Is there a workaround? What am I doing wrong?

sage coral
#

Might be a weird question but do submaps impact fps at all?

sage coral
lapis ore
#

FWIW, it's getting stuck here - happens on some geo, but not others. I need to use a custom LOD in this situation...

#

...but if I open Unreal through Visual Studio I can just hit "Continue" each time it complains at this line, and force it to do what I need. WCGW, right?

viral void
#

is ue4 still good to work with as ue5 doesnt work for me or should i really try to switch up

thin tendon
storm dune
#

Hey, how can I create a landscape with c++? I tried with spawn actor, but i get Assertion failed: LandscapeGuid.IsValid() error.

spice ruin
#

Find the "add landscape" button or whatever it is in the editor. Use the widget reflector to find the button in code and see what it does.

#

Then do that.

thin tendon
storm dune
# thin tendon <#221799439008923648> is the best place to ask c++ questions. My best guess thou...

So I followed the advice of Daekesh and yours and I ended up with fixing the earlier error, but now I get another one.
Assertion failed: Pair != nullptr [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Map.h] [Line: 630]
I checked that line a it's check(Pair != nullptr); in

FORCEINLINE const ValueType& FindChecked(KeyConstPointerType Key) const
    {
        const auto* Pair = Pairs.Find(Key);
        check(Pair != nullptr);
        return Pair->Value;
    }

Any idea how could I go around fixing that?

thin tendon
drowsy snow
abstract wave
#

Hi there sorry if I'm using the wrong chatroom but I got a problem with projectile collision if anyone wants to please help me.

potent reef
#

Hi! Good day everyone!

Is there a possibility to Zoom In Photo /Image in UMG widget? If so, how?

Thanks before!

drowsy snow
thin tendon
thin tendon
potent reef
#

@drowsy snow @thin tendon thank you! Am trying to modify ArchvizExplorer, there is a menu button called Gallery. If you click that Image showed up. But you canโ€™t zoom in the photo.

Will try recommendation above. Thanks again!

azure plank
#

does anyone know how make an opaque object not overlap?

abstract wave
#

Alright so I'm making a beat em up and one of the power ups is a bow and arrow. I'm trying to make an arrow projectile collide a vase actor, but it only works within the playable character's AOE attack hitbox. It's really hard to explain through text and I'd rather just call someone.

#

Basically the problem is despite the arrow being a separate actor, it won't collide with the vase unless the player gets near it.

low thunder
#

Hiu guys im trying to create LOD's for a skeletal mesh in Unreal4 but I dont have the option to add LOD's to it like with a static mesh

#

does anyone have any advice?

real stratus
#

I want to move the capsule a little higher, but I can't find that setting. Where can I find it?

#

Or is shifting the sprite the only method? Will it interfere with other animations?

drowsy snow
real stratus
#

New animations created with Blueprints*

drowsy snow
#

I don't know much about Paper2D workings but unless you change the relative transform, it should be fine

real stratus
#

ok th

potent reef
#

Hi everyone! I made a Keyboard Shortcut in Level Blueprint when i press U, it display config setting.

I want make an UMG button on click that pressed U in the keyboard, but i dont find any in the web that works.

Is there any easier way to do this? Thanks before!

sage coral
#

Well this was probably the rudest thing someone has said to me about my "unfinished" work when they messaged me to volunteer

"I see no way how you can improve that to an even acceptable or even good level where one can be proud of" ๐Ÿ˜ฅ

thin tendon
#

This one is how to change the editor keybindings for shortcuts.

pallid olive
#

hello

#

if you have a 10 classes that makes up a array and do a random node and spawn one random the array starts from 0 till 10

#

do i need to do -1 on the index ?

#

because i have one null class but im pretty sure all classes are set

real stratus
#

Do you know why my collider has a different value in the game and in the settings? Here is a demo:

potent reef
thin tendon
# pallid olive

Correct mate. When you are setting the maximum number in your get random number. You want to get the length of the array and subtract 1.

thin tendon
pallid olive
pallid olive
pallid olive
#

high level quallity

#

what about waffle

#

didnt test it but should also work ?

thin tendon
pallid olive
#

thank you kindly waffle

hidden dew
#

Hi all.
So I want to do grass with what appears to be the common methods of grass cards; this kind of thing:

#

And this guy shows a tip for making the grass normals work nicely with different slopes: https://www.youtube.com/watch?v=U94pwpZQsRY&ab_channel=PrismaticaDev

You CAN SKIP the part in 3:33 - 6:46 where we Duplicate the Mesh and simply put this in your Grass Material first (YOU STILL NEED TO MAKE UPWARDS NORMALS) - https://imgur.com/a/2LEZdEL

You can also skip when I mention creating Duplicate Faces in Blender from 9:33 - 11:38, basically just ranting about how the backfaces of Normals are always the ...

โ–ถ Play video
#

But what I want to do has 2 problems:

  1. I can't use a Landscape (because I'm on a sphere)
  2. The sphere changes shape, so the grass needs to move with the ground.
#

Like so:

#

(Ignore the jankiness, it moves much better than that now)

I'm only just learning how to do this grass now, and my understand so far is basically:

  • A. Make a grass "clump" by just chucking a couple of planes across each other with a grass texture.
  • B. Use Unreal's tools to "paint" the grass clumps wherever
  • C. Use a material to make your controls for how the grass looks and moves.

**The Questions! **- So my first two questions at this early point are:

  1. What's a good/efficient way to actually have so many grass clumps in the level, since I can't rely on Unreal doing that work for me? Is Unreal still able to efficiently deal with hundreds of the same mesh appearing everywhere? And if so, can each such mesh still have its own translation/scale/rotation?

  2. Any tips or buzzwords I could look up for actually putting this grass on the surface programmatically? Ie, I don't want to be placing them individually, and don't know if there's a way to still "paint" them that can still work with my need for a morphing surface.

coarse jetty
#

which is the most optimal way to create a mirror?

sharp willow
hidden dew
#

That first line is clarifying

#

So is this part of saying "Do your translation in the vertex shader, not on the object itself"?

#

That I get

#

(Assuming that's where that advice was leading ... ) I remember some vid of a guy rotating 300 items on the CPU -vs- in a material. The material one was obviously a lot faster. I don't understand the reasons behind that yet, but for now that's ok.

#

Right, cool

#

Is there anything special I should look into for optimising having so many grass clump meshes in the level?

#

But I'm guessing that uses a Landscape (from a super quick google)

#

So it's got a heap of optimisations running that I won't have

#

I just mean the problem of having a few hundred of the same mesh in the scene; if there's any particular technique or buzzwords I could check out

#

Instanced Static Meshes?

#

Thanks, learning about that

finite grail
#

How to imported level with voxel

#

Can you share YouTube video link

sharp willow
#

oh that's cool!

real stratus
#

Few people look at paper2d, so I'll ask here.
Save me somebody. My character is not displayed correctly, I will show how it should and how it looks in the game.

#

In Unity, this was fixed with camera resolution settings and setting pixels per game unit. I can't do this in UE? Come to think of it, if I saw pixel art in UE, it was very close to the player. Is there any way I can make it further without pixel loss?

slender egret
#

Having such a weird stupid issue.
I posses a vehicle. Possesion works, able to move the vehicle, able to unposses and re-enter previous character model.
Once I move a certain distance, and attempt to unposses the vehicle, I do not reposses my previous character. It switches to a different view in the world and I'm unable to control or input anything.. wtf?

#

at this "certain distance" i do not enter any box collisions, volumes, etc.

#

Any help would be appreciated, spent hours trying to diagnose wtf is causing the weird unpossesion

drowsy snow
real stratus
#

But it's very ugly, what's the point in pixel art then, if all pixel art is lost.

#

I understand that I'm trying to kill a fly with a bazooka, but I really liked the functionality of UE, I really don't want to change the engine.

drowsy snow
real stratus
#

I tried to play with it but nothing works

drowsy snow
#

r.ScreenPercentage ## in runtime

real stratus
#

It didn't work(

scenic lance
#

is there some reason manny wont post my revshare job?

jovial barn
#

guys i need help with importing a .uasset file

#

im the same version

#

i put in content

#

and nothing happens

mental gust
#

Is Epic going to provide an update for UE4 that works properly with Windows 11? I upgraded to 11 yesterday and it still has the issue of popup/right click menus eventually blacking out requiring me to restart the editor

spice ruin
#

I highly doubt anyone is working on UE4 right now.

mental gust
#

ok. I figured that was the case

drowsy snow
mental gust
#

Is that fixable via a driver update? Of course ... I'm taking advice from a talking potato

drowsy snow
mental gust
#

{not filled with confidence}

#

There is a new driver available today ... going to see if that helps ...

split tundra
#

I've been trying to get Quixel's Megascans Plugin to work but every single time I've installed it, the MS_DefaultMaterial is literally broken with unconnected pins and "Unspecificed Function" calls.
I've uninstalled and reinstalled it multiple times, both by using Quixel Bridge and also by downloading the .rar from the Quixel website, to no vail.
Any ideas? I'm using 4.27

jovial barn
#

if someone actually guides me how to do it , we will negotiate a reasonable price i will give you

drowsy snow
jovial barn
#

what do i need to do

drowsy snow
#

Pull up your backup of the project.

jovial barn
#

i don't have the project

#

its from another game

#

i just got the uasset file from the game

drowsy snow
#

Then you can't.
points at #rules no. 5

jovial barn
#

thats unfortunate

#

So theres no way i can get and import like a whole level from another game?

#

even if i got level.buildata and uasset file

rotund sorrel
#

What is the best solution for saving data nowadays?ex: player state, where are enemies,box triggers which haven't have already triggered, locked/unlocked door and so on?could you just save the whole scene or do i have to make some structured data to save all of this?

drowsy snow
rotund sorrel
magic helm
#

My enemy characters models saw of clip through walls a bit if they go up against them, what's the best way to prevent this?

drowsy snow
rotund sorrel
low sonnet
drowsy snow
rotund sorrel
fierce tulip
#

@gentle wyvern no need to link to other channels. (against the rules), people generally active in the channel you posted will take a look and reply if they can help out.

gentle wyvern
magic helm
#

What does 'Make sure ES2 DDC data will generate (not used)' mean? I can't find ANYTHING about it.

lapis ore
#

Does anybody know why importing an custom LOD mesh will cause UE to crash? I'm guessing there's something about my FBX that UE does not like. Are there any known 'gotchas'?

mental gust
#

FYI, Nvidia driver update does not fix the blacked out popup menus in UE4 on windows 11. I guess this is just a hassle I need to deal with unless I upgrade to UE5.

digital lynx
#

and that is completely ue5 focused

lapis ore
keen holly
#

how do i find includes of materials or shaders as cant find em Addditinal Includes

potent reef
wary gyro
#

I added VR hand physics to my project, but the fingers are just limp because of the physics asset. I want to keep the detail I have on the physics asset, but I want it to be โ€œstaticโ€ instead of the fingers being like limp. How could I do this?

wary gyro
#

I basically just want it to be more stiff

drowsy snow
#

Considering you only give it 1 element

plush yew
#

I imported an FBX file into unreal, the meshes were fine but the animations were sideways, i exported out of blender, does anyone know why this happens?

drowsy snow
plush yew
#

my computer is a litteral potato so its taking a while

drowsy snow
plush yew
sage crystal
#

dis you find a solution on this on Quest 2?

plush yew
#

for some reason when i use this, it doesnt change my character speed, would anyone know why

harsh tiger
rotund sorrel
#

Any user?

real heath
#

I think Steve uses it

drowsy snow
sage crystal
spare trench
#

Im using blocking volume on every 4 side of the car to avoid the vehicle thrown away problem for now

rain badger
#

Working on collision with projectile and enemy. The projectile is going through the enemy except for when the enemy starts to move toward the player (enemy is a mine with a box collision that gets activated when the player overlaps it) I want the player to be able to shoot the mine to blow it up when it isn't moving too, but I can't seem to set the collision up properly?

rain badger
#

Collision is complicated.

static viper
#

yes

#

ey

#

there is a function

#

that you should turn on for bullets/projectiles

#

CCD you can find it below the collision presets

#

its continious collission detection

#

this will give your projectile a much bigger chance to overlap/hit

plush yew
#

hi, new to unreal 4 here.

#

how on earth do i make a wedge lmfao

plush yew
#

How do i move the menu you get when you right click. my screen is not so big and the menu is at the top of the screen when i right click a asset so i can only see half of the options.

queen shuttle
#

Alright, Iโ€™ve found so many tutorials but have no idea. What is the best practice for using controller on a main menu? The game functions with controller and uses everything perfectly. Soon as I open the main menu, I lose all function and it doesnโ€™t work.

steady vale
#

Yooo is this some kinda issue

#

look how everything's tilted a bit, altho they are not rotated

drowsy snow
steady vale
#

pls mention during replying :).

toxic lily
#

trying to package, but getting these 2 errors, anyone know how to fix this?

spare trench
dawn flint
#

when I try to build light only, it takes around 1 hour and then when its done this error shows out saying out of memory. i have gtx 1650 4gb. my scene doesn't have that much, just a house and only added 3 lights. it used to take longer when there is grass but i removed it while working on this. so how can I fix it?.

toxic lily
queen shuttle
# steady vale

Have you tried opening another viewport and if its not tilted, closing the one that is?

drowsy snow
spare trench
clear narwhal
#

Hey guys I'm looking for a but of help. I am currently creating a VR project and after adding hands my teleportation is limited to just a bit in front of my character pawn. Has anyone encountered this issue before?

steady vale
toxic lily
#

if your using a set skeletal node, its the bool tick on the bottom,

#

also double check your collisions, it could be a query issue

queen shuttle
spare trench
#

I set collision body to sphere on tires and multi convex on root body of car in physics asset

#

Also I was having car floating problem so I used Vehicle Wheel blueprint to adjust the size of tire.
Im using seperate Vehicle Wheel blueprint for every different vehiocle mesh as they have different tire's radius

#

Having a lot more problem with vehicle Idk how to fix them๐Ÿซค

toxic lily
#

well, just make sure all your collission presets are uniform, check all the collission settings on a skeletal mesh thats working and apply those same settings across the board, 50% of issues like this that i have are related to collisions or query

keen holly
#

Anyone know ho to find the location of these includes in shaders

dawn flint
#

when I try to build light only, it takes around 1 hour and then when its done this error shows out saying out of memory. i have gtx 1650 4gb. + 8gb ram. my scene doesn't have that much, just a house and only added 3 lights. it used to take longer when there is grass but i removed it while working on this. so how can I fix it?.

queen shuttle
dawn flint
#

Yes I did

dawn flint
queen shuttle
dawn flint
#

I remember using something about light from a tutorial to show green blue and red stuff and everything was green.

#

It says in the error I should lower resolution or something how can I do that?

queen shuttle
#

Thats in settings that is left of your megascans plug in. It will show like quality and stuff like that in there

dawn flint
#

I'm confused haha

queen shuttle
#

Hahaha it's okay, so on the top tool bar in your viewport there is a gear that is labeled settings. Click that and there is some options in there that you can lower. It's under scalability

dawn flint
#

one sec doing that.

#

i had to delete data cashe thinking if it redid the shaders it could help haha

#

i opened the project and its doing the shaders again, haha

dawn flint
#

they lowered it from 2048 to 512

queen shuttle
dawn flint
queen shuttle
dawn flint
#

you mean these ?

queen shuttle
#

Yep!

#

Shader complexity and Lightmap Density should be green for the most part. Check your glass on the house. Those things are expensive because of translucency

dawn flint
#

i ll try to use them when its done shadering, and if im stuck on how to i lll google it haha, it really confuses me i thought its because of my pc build but i found people on the internet with way better pc builds but get the same error

dawn flint
queen shuttle
dawn flint
#

what should i do if everything was green and well ?

queen shuttle
dawn flint
#

it will take hours for my pc to build 6000 shaders haha so i may have to try it tomorrow.

dawn flint
#

for taking the time to help

queen shuttle
dawn flint
#

thank you, i found i can try it now instead of waiting for shaders,

#

this is shader complexity

dawn flint
#

lightmap density

queen shuttle
#

It will look light this with lights on

queen shuttle
# dawn flint lightmap density

Can you click on something else so we can see the house. It turns pink/purple when you click on the object and it hinders you from seeing what it is reading

dawn flint
#

it turns pink like this

#

when everything selected

queen shuttle
#

Yeah, we can't see the information until the shaders finish.

dawn flint
#

but to be honest im not sure if its the cause because even with all these glass and items it was building light in less then 15 seconds but just yesterday did this, or when i add foliage

queen shuttle
#

This is what the lightmaps look like

dawn flint
#

i added 10m verts grass and it build light in like an hour but no error but when i add forest it takes hours and show error

queen shuttle
dawn flint
#

wow.

#

any idea on how i can fix it ?

queen shuttle
dawn flint
#

4.27.2

queen shuttle
#

My wife helped me with my errors because she doesn't want to throw everything out of the window. So what I would suggest it, put the trees in another world and build the lighting and see if the error is still there. That way its an object of elimination type of thing

dawn flint
#

so i build the forest tree type and rock type at a time and the build light each time to see whats causing the problem

queen shuttle
dawn flint
#

quick question is there a way for me to select an object and hide it or make it so that when i build lighting its excluded? so i can do that to the building and see whats causing the lighting error ?

queen shuttle
dawn flint
queen shuttle
dawn flint
#

yeah, it hurt haha, thanks . and good luck to you with your work

queen shuttle
dawn flint
magic helm
#

What do I do if the windows mouse keeps flickering visible at the edge of the screen when playing my game when it's set to not be visible?

queen shuttle
magic helm
queen shuttle
magic helm
# queen shuttle \

OOOOH! This might be it! I have it but the 'Set show mouse' is before the 'Set input mode'. I'll try rearranging it, thank you!

pallid olive
#

hello was curious if someone know some tutorials about how to make a progress bar have a slider with a sphere object

queen shuttle
# pallid olive hello was curious if someone know some tutorials about how to make a progress ba...

Hey guys, in today's video, I'm going to be showing you how to smoothly drain and fill or regenerate a progress bar for your games. This works for anything you want, I.e. a stamina system. (It will slide/wipe instead of jump through.)

Sprinting And Stamina: https://youtu.be/cUAvmje9Pyg
Creating A Progress Bar: https://youtu.be/KrkYzeBzZ_U

#Ue4...

โ–ถ Play video
pallid olive
#

more like with a touchinput to set float value

#

from left to right

pallid olive
rotund sorrel
#

How to add collision to skeletal mesh?i want to use the mesh, like "use complex as simple" in static ones

drowsy snow
rotund sorrel
#

It's expensive at runtime or to calculate only once?

rotund sorrel
austere smelt
#

so iv been kinda tinkering around in the unreal 4 engine for a bit, mostly making small enviorments, but i wanted to start making a playable game, any good advice on where to start?

sage coral
#

How can I make it so when I use a line trace it interacts with a box collision instead of overlapping the player?

#

Im just unsure what to cast the box collisions overlap to get the linetrace going out

thin tendon
thin tendon
silk sundial
#

theres plenty of resources and questions answered on here and on the forums along with tutorials online though the quality of some of them may not be the best

sage coral
#

@thin tendon I think I had my trace on the wrong channel

steady vale
#

ad i was able to reproduce the issue on a new level

#

i am using the Universal Camera Plugin (Free on this month) and it comes with a default pawn

#

when i spawn any object at rutime

#

it spawns tilted

#

ad i f i stop play, then the viewport dont get tilted

#

but if i press f8 during playmode and stop the game pressing escape, the viewport gets tilted (Only in that level)

queen shuttle
steady vale
plush yew
queen shuttle
steady vale
spring delta
#

Does anyone know this variable type?

thin tendon
spring delta
#

how fuse 2 integers like that?

drowsy snow
spring delta
#

so it's a integer struct?

spring delta
#

Thank you

violet jungle
#

Ndisplay : Set up the ndisplay for ue5 using Switchboard settings !!!

Issue : we can't render the game UI ( While playing in stage character only moving ?? )

Note : Currently...using with switchboard settings to connect the 4 screen

empty prism
#

How do you rename a packaged game automatically? Don't want my released game to be named "CombatGame" in file explorer xD

drowsy snow
dawn flint
#

@queen shuttle I wanted to let you know ho wit went, nothing helped until I copied everything and pasted it in a new level, now even if i build lighting in production quality in doesn't take more than 5 seconds. thank you so much for your help

rain badger
#

Need help setting up simple collision between projectiles and enemy

static viper
#

oh nonononono

#

do never ever attach a delay to a tick

#

give me a minute ill make something for you

opaque seal
static viper
#

this is how you should do it

#

but i would go a bit further

#

this is very clean

#

it will count exactly one serialized second

#

and then when it reaches 360 degress

#

it will reset itself

#

mh we could use the same logic for the hour pointer

opaque seal
#

still same bug

#

it doesnt fixed

static viper
#

my clock works

#

oh no sorry

#

it doesnt

#

gimbal

#

a second

#

A CHALLENGE

#

ok you can use combine rotators here

#

forgot that node

#

this will go in the right direction too

#

my clock was inverted in the world

opaque seal
#

ok let me try it

opaque seal
#

@static viperit works thank you so much โค๏ธ

static viper
#

and this for the minutes

#

i checked it at full speed

#

no glitches

#

Why i gave you all the solutions? Because i thought it was fun to make XD

opaque seal
#

XD

#

tnx