#ue4-general

1 messages · Page 13 of 1

static viper
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and you can trust the timer, its serialized and more accurate then the delay

queen shuttle
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Those things I sent you to check, are good to always check as you import new stuff or to check what you already have. It keeps Everything running smooth and optimized as you build. I didn’t do that and I put myself in a bad spot hahaha😅

dawn flint
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thank you

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im trying to fix why it gets darker when i look away at light. haha one problem after another, garra learn it all

queen shuttle
dawn flint
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yeah im watching a video thats showing me that

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thank you

drowsy snow
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Asking for underground modding (without official toolkits) is against the #rules btw

oak patio
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We don't support modding here

static viper
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we support modding

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but not ripping assets

spice ruin
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Do we, though? We don't support game-specific stuff.

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We're not going to teach you how to mod a game. Unless you randomly find someone who's done it. More likely you're going to find someone in a modding community.

drowsy snow
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The problem is that reverse engineering one UE4 game can be applied to other UE4 games, even if the developers strongly against it.

spice ruin
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But you probably still won't have any luck asking about the mod kit or the game specifically, only about basic UE.

drowsy snow
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In that case that can be ignored, but I've seen many UE mod kits shares a lot in common with the regular UE.

spice ruin
rotund sorrel
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Maybe not too much related. I (being an idiot) mistakenly clicked delete on the folder of my project, than quickly canceled the deletion. Did canceling it restore the files canceled until then?how could i make sure?i'm on Windows btw

rotund sorrel
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Yeah i checked and it should be fine

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But what if .git folder would have been the first to die😬

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Yeah i have it on github of course

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Just didn't want to re download the whole project

fallow hornet
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is there a way to use a cine camera as an ortho camera?

placid cedar
#

hey, does anyone know if there is a way to access/edit or get a reference to a WaterWaveAsset inside a blueprint?

thin urchin
#

Is there a way to fix level references after migrating your content to a new project? My old project was broken and wouldn't allow me to successfully package my plugin so I have migrated the content to a new project which usually fixes the issue. But when I open the level in the new project everything is missing

coarse cypress
#

can anyone give me tips on behavior trees. im just trying to make this enemy move so i can set up patrol

median rampart
#

Hello!
Im trying to check UE4 Sample Shooter project and i am stuck in main menu. It is now allow me to host anything, double click or Enter not working there. What i am possible doing wrong?
UE version is 4.27.2

potent reef
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Hey everyone.. can UMG button triggering level sequence animation?

grim ore
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it should be able to as long as you can get a reference to the sequence player

wild crag
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hella useful tuts 👍

potent reef
# grim ore it should be able to as long as you can get a reference to the sequence player

Thanks! Is there any video on your Youtube about that? I watch several on your tuts but dont find any.

https://youtu.be/W-UWNNRuPwQ
I watch this but its running via editor utility widget, not via BP widget.

grim ore
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Its the same code

drowsy snow
grim ore
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one just runs in editor, one doesnt

drowsy snow
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The only difference is you're doing it in a User Widget subclass, as opposed to Editor Utility Widget

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No, that's where the usual evil plans monetization scheme comes in.

potent reef
drowsy snow
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You can be a prick developer by adding in-game ads bugging the player, or paid in game currencies and gambling mechanics gacha that affect gameplay.

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No

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If you want to publish a freeware, you don't expect money coming from it.

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No.

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Mobile game market is crap anyway, so I don't know which one is the best

potent reef
drowsy snow
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I would not repeat myself.

grim ore
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@potent reef

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works as expected and this is in the docs

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you need a player, and you tell it to play. if you dont have the level sequence in the world then you do it above. if you have it in the world, then get it and then the player out of it and play

potent reef
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@grim ore @drowsy snow It works! Thank you so much!

Once again, So now it works, i want to make a step by step animation, like “procedure how to get X”

Let say 2 buttons:
Button 1: play 1-5 frames
Button 2: play 5-10 frames

Is that possible with same sequence level asset and start with x frame? So it continous.

grim ore
#

There is a set play range node that should work

potent reef
# grim ore <@708105875478282281>

On the other hand ive got a problem with this, after it end, asset position came back to 0 frame position, Already checked “pause at end” in level sequence setting. But it reset to 0 frame after it finished.

grim ore
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works here when I set it to pause on end

potent reef
grim ore
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the sequence is 120 frames total, I only play the first 60 per the code

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yep and works the same for the code that grabs the level sequence player that is in the level if I do it that way

real stratus
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How can I switch to full screen mode in "Play" mode, in a separate window? I set the resolution I need in the settings, but after launch, my resolution settings change.

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Because there is a resolution cropping due to the window

drowsy snow
real stratus
grim ore
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its the first one

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PIE is just inferred since its the viewport in the editor

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F11 I beleive is the full screen toggle

real stratus
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If I understand correctly, then in full screen mode, I click on the Play button and the game is not displayed in full screen, but still in a small preview window.

grim ore
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choose selected viewport, hit play, hit F11

real stratus
potent reef
# grim ore code

Sir, which node is this? I dont have full setting like that.

Set play range works!

grim ore
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thats the create level sequence node, I just expanded the options struct

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but it should work if you check it on the level sequece in the level as well

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@real stratusweird, you might need to just use standalone then and use a console command to make it fullscreen at the resolution you want

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but F11 should maximize the viewport, you can test it inside of the editor as well

potent reef
real stratus
grim ore
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so when you are playing in edtor, in the viewport window, that hotkey doesnt maximize?

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@potent reefright click the options input pin and there is an option there

real stratus
grim ore
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but thats not the fullscreen you want? @real stratus if so you have to launch standalone then

grim ore
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because I end up with this

real stratus
#

wtf

drowsy snow
# real stratus wtf

WTF indeed. Ctrl+F11 to fullscreen the editor, with the viewport active press F11 to make it occupy the whole editor window.

potent reef
real stratus
grim ore
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if you go to the hamburger menu in the viewport, what does it show for immersive mode?

real stratus
grim ore
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yep so its F11, if you check it does it do anything?

real stratus
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yep

grim ore
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welp you could try going into it that way then alt-p for play mode

real stratus
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The fact is that I am working on a pixel game and the wrong screen resolution can break the display of pixels on the grid.

grim ore
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im curious if you might have a shortcut for your F keys instead of them being F keys

real stratus
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I think don't worry about it, thanks for the help. I'll just lower the resolution to compensate for this.

trail cloud
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Hi! Had no idea why, but I can't modify geometry throught Brush Editing....

potent reef
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If i click the button multiple times, The position got weird. Not resetting to start frame.

Any idea? Thanks!

@grim ore @drowsy snow

dawn flint
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how can I make the shadows in the ceiling look better without turning them off

potent reef
potent reef
spare trench
#

Hey,
I want to change the functionaly of "back" button according to diferent menus. Let me explain.
I have 3 menus - MainMenu, Settings Menu, PauseMenu. When I go to settings menu from Mainmenu, then the back button should create widget to main menu. But when I go to setting menu from Pausemenu, then the back button should create pausemenu.
I tried doing this from boolean but as I am a beginner Iam having some problems.
Can someone domenstrate this thing to me how can I do it

spare trench
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Button in the left bottom

real stratus
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Does the number of "Event BeginPlay" nodes in one Blueprint affect performance?

autumn flame
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Don't crosspost and #work-in-progress

rotund sorrel
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Where can i see/debug physics assets in game like i do with collisions in player collision?

devout dome
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i have a big problem i designed like 8 maps/levels in one project but i can no longer see it in my project list after signing into to epic games and updating this is so much work to be lost any solutions or ideas?

oak patio
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also don't crosspost

pallid olive
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hello if you spawn 100 zombies with this begin play

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will have it have to much impact on game performance ?

wooden eagle
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does anyone know how i can make a bendy themed game like with the black and white style in ue

elfin steeple
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is having blueprints with animation blueprints on them placed in the world in my game bad for performance?
even if is just a gun?

drowsy snow
elfin steeple
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so basicly not having to much weapons with animbps on them placed visible

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?

sudden escarp
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Hii

drowsy snow
oak patio
oak patio
spring delta
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does anyone know how to remove the auto light when it's dark?

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@shy nacelle this?

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It says requires compute shader to construct 64 bi histogram

odd swan
# spring delta

set max brightness and min brightness to the same number and it will stop correcting the brightness

spring delta
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@odd swan @shy nacelle ?

spring delta
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like i set it and it's still going bright

mortal jacinth
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hop in guys...

potent reef
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Hey guys! is there a workaround for using UMG for subtitle in sequencer? i found on youtube but it needs a paid plugin and only UE5.

drowsy snow
late parrot
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Hey guys im using function Get Actor of Class, how to check if the function succeeded in getting the actor ( im using this with event tick since the actor that needs to be found spawns midgame ).

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I just need a simple check if the actor was found than continue

thin tendon
potent reef
dawn flint
real stratus
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My character is looking to the left side, but UE thinks he is looking to the right side and doesn't give me the option to change that?

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Can I safely remove this item?

drowsy snow
real stratus
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Would it be an adequate solution to change the size to -1?

drowsy snow
rotund sorrel
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Why are the names of the actors different in dubug compared to their names in the scene in editor? how can i trace back who's who?

spare trench
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How to count and show in a widget that how many times an event was fired off.
In my case how many time I died.

thin tendon
drowsy snow
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I won't recommend using bind function as death counter doesn't need to be updated every frame.

pallid olive
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Hello guys if you have a large map which all is renderd does this consume alot of processing power

dawn flint
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how can i reduce my foliage light building time ?

thin tendon
pallid olive
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This is ticked waffle

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In the render section

thin tendon
cyan pine
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I would like to print the user's name on a wall in the background in the main menu (in a certain font). I know how to get the username, I figured it would have to be linked to a decal but I'm not sure how to do this. Anyone who can point me in the right direction? Just printing it on screen wouldn't be sufficient as the wall has a slight lateral view. I've been googling but I can't really find any useful answers unfortunately. Help would be very much appreciated👌

thin tendon
cyan pine
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I think so too, thank you for the quick response! Im a bit of a beginner so it's sometimes difficult to know what I'm even looking for haha.

thin tendon
steady vale
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how do i differentiate from this S key to CTRL + S key?
Both event are getting called apparently, even if i press CTRL S

drowsy snow
# steady vale

If you're trying to save the project in editor, there is different section for editor shortcuts in Editor Preferences.

steady vale
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what i want to do is, not fire the MoveUp/Down event as i press CTRL+S at runtime

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S has been bound with both the events

drowsy snow
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A hacky way to do it is to determine whether Ctrl is being pressed or release, you can set a bool in it and gate your input action events with the bool before running the logic.

cyan pine
steady vale
foggy narwhal
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Hey Folks im new around here 🙂 nice to meet you all, if i need some help with something is this the right channel to post?

spice ruin
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Depends on your problem.

#

Most of them should go in their appropriate channel.

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Also hi!

foggy narwhal
spice ruin
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And it'd depend on your callstack ofc

foggy narwhal
runic fern
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In EOS we have this Can i use it as a savegame ?

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Database **

spice ruin
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I mean, if you want a save game, surely you'd use the player specific one it mentions?

runic fern
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And if i want to save global variable like Map Stage or map mode etc

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is it enough ?

spice ruin
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Shrug

runic fern
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Shrug

hollow tusk
rotund sorrel
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For what do you guys use level blueprint?

spice ruin
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Generally it's a bad idea.

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Whatever you do in the level blueprint is probably better done in a re-useable system and put into the level as an actor or some other sort of object.

queen shuttle
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Hello, is there anyway to test if a static mesh is causing performance issues but in a level by itself?

spice ruin
#

Put it in a level and see?!

queen shuttle
# spice ruin Put it in a level and see?!

I thought about that but the issue is, since it will be empty, I don't think it will cause it. I think it is only an issue when I'm at my limit on performance. I could be, being stupid. Hahaha

spice ruin
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You could put 1000 of them in.

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Compare that with 1000 cubes or other asset.

queen shuttle
spice ruin
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Or use the lighting and shader complexity view modes

rotund sorrel
spice ruin
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In the editor viewport, at the top left, one of the dropdowns has them.

rotund sorrel
spice ruin
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Oh.

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Erm, not sure? I don't use them. Certain colours are bad. Google it?

queen shuttle
queen shuttle
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Light shader should be blue but with lights on it, it will turn green

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Between my door and frame, I have 54 Mesh draw calls. That's a little high huh?

queen shuttle
hidden dew
#

Hi all.
I have a C++ Actor class, call it Planet.
Now I want it to use an object of another C++ class, call it WeedManager.
I don't want WeedManager to be an actual Actor that can be placed in a scene, but instead just something another object can use.

Does that sound like the right thinking for creating an ActorComponent class? Pretty fresh with this stuff.

edgy roost
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is it posible to mod Satisfactory game to be capable of doing LAN without internet conection on two laptops? or to uhh authentication and communication server what ever that is?
im looking at a solution so i can play without needing to have internet 😐

i suck at coding btw so please dumb stuff down

spice ruin
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We don't do mod/game support here.

edgy roost
spice ruin
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Not to that extent, no.

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We don't offer support for specific games or modding.

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You should post on reddit or find a satisfactory community. 😦

edgy roost
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so what channel do i ask in?
and idk if its tooo game specific since this is a engine specific part, not the game code that is the issue

edgy roost
spice ruin
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The devs of the game have complete control over the engine/back end. 😦

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If it forces you to use steam or whatever for MP, you're screwed. Blame the devs.

edgy roost
# spice ruin The devs of the game have complete control over the engine/back end. 😦

CSS (devs)
dont control the multiplayer aspect since its outsourced to epic/ue4 servers stuff cause they signed an epic exclusive contract that forced them to use the epic auth thing or what ever the term is and have zero control over that

im way out of my league here ngl

as for steam you need to still be linked to epic acount even if you own it on steam to play the game online

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could you maybe help out with ue4 and how it does server stuff?
any info would be amazing at this point

spice ruin
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Then still blame the devs.

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It's entirely dependent on what they enable.

edgy roost
spice ruin
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Then blame them for signing the contract.

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Either way, you won't get support for your random ue4 game (though it's a good game) in this server.

edgy roost
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soooo you wanna talk about how UE4 handles multiplayer in general? non game specific stuff just engine functionality/capability

spice ruin
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Sure. The options available are based on the online subsystems they make available. The null one is probably for lan play. If it's not available in the options, you're screwed.

edgy roost
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define online subsystem?
is that something you make from scratch? is it interchangable or if i make a game one way to handle MP/Lan and then later on wanna fully change it, it will brake the game?

#

wdym null one? the one stock with ue4?

spice ruin
edgy roost
# spice ruin https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Online/

is there like a version of this kids could understand? like 8-12 yr old range.
cause from reading this i... feel like im a hobo from florida trying to speak chinese, on saturn, with 4dimensional beings. like woah this is complex.

just fyi i once took a coding job and after 2 weeks i quit and had to go to therapy... drank like 8 coffees a day by day 3 and had constant panic atacks due to not being able to understand or work with coding at all no matter how hard i tried and forced myself so id say me even trying imo is a huge step but asume i have 70iq when it comes to coding stuff

#

or should i just give up again and asume this isnt something i will be able to even understand enough to work with?

edgy roost
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welp time to give up, read that whole linked page 40 times slowly and still dont get it

pallid olive
#

hi is it possible to only render when its in certain range ?

gray tundra
#

Hello,

I have a question about poly count guidelines.

Are there any good ballpark estimations for poly counts on different systems available/known?

In particular, I wonder if I should worry about having say 100 000 - 1 000 000 polys on screen on the Nintendo Switch? I'd also be curious if that's considered a lot for iOS.

Any advice would be appreciated.

Cheers.

pallid olive
#

Will cull distance volume reduce render pool?

rotund sorrel
queen shuttle
oak patio
#

Multiplayer is complex. Modding a different kind of multiplayer in an existing game is infinitely more so.

And you won't get support for that here anyway

drowsy snow
potent reef
#

Hey everyone… asking for help again. I made a Blueprint Actor and assigned a widget button to it. When i drag it to the level, the widget button turned out black.

I do create a fresh new level and the button looks normal. Why the widget black in certain levels?

Thanks before!

ripe carbon
#

What would be the best way to set controls to a USB controller, in addition to the keyboard and mouse?

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I tried hooking a USB controller, but I can't seem to register it with Unreal Engine.

drowsy snow
ripe carbon
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True, but I can only assign keyboard and mouse buttons.

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So how do I add a USB controller to the list of usable peripherals?

drowsy snow
drowsy snow
# potent reef Hmmm…

Yeah, the SunSky system was meant for archviz uses, and they will complain about accuracies if it's not set to insanely high number (for games) like 75K lux.

BTW consider taking direct screenshots from your computer instead of taking photo of the screen with your phone. The added clarity will be appreciated JuliaPray

ripe carbon
drowsy snow
# ripe carbon I have a Logitech Dual Action controller. I'm sure I'll sound dumb for this, bu...

https://www.x360ce.com/

I used to use it before using a real DualShock 4 (and subsequently used DS4Windows)

ripe carbon
#

So I should download the one for 64-bit games, since my laptop has a 64-bit processor?

drowsy snow
ripe carbon
#

Okay. I'm just a bit confused on which one to pick, so the 64-bit option at the top of the page?

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I've clicked on the Download for All Games option.

drowsy snow
ripe carbon
#

Okay. I'm now installing the software needed for the virtual controller emulation.

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The program's not responding. Which means I should give it some more time.

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(And hope I don't have to force-close it.)

ripe carbon
# drowsy snow That'll do.

Okay. The buttons are all set up. So will Unreal Engine detect this controller, next time I open the project?

drowsy snow
#

It'll detect as yet another Xbox controller

ripe carbon
#

Okay. So the program would need to be open, too? The Xbox emulator one?

ripe carbon
#

Okay. But what about when actually running the program after it's been packaged? I'm really asking because one friend who tested the recent version was telling me he'd rather use an Xbox controller.

drowsy snow
ripe carbon
#

Okay, sounds good.

#

Thanks!

hidden dew
#

If I have a C++ Actor that I don't want rendered (and its collision is disabled), what's the right way to say "Spend no processing effort on this"

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Is it just MyComponent->SetVisibility(false); ?

drowsy snow
hidden dew
#

Thanks

#

On that note.. if this actor is only being transformed around the level, ie., basically a mesh that other stuff moves around, can its Tick() simply be disabled the whole time?

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Its own Tick() will be empty either way

vivid ether
#

Anyone where /how to access FGraphAStar in engine files ? I can use it but not view the code

sudden escarp
#

Hi somebody have a tutorial video of infinity runner?

drowsy snow
real stratus
#

Hello, I have encountered some very serious error in the program.
After I try to run my level. When I close the window, I start to have very strong lags and slowdowns in the project.
Where do I start to understand what could be the matter?

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I restarted my computer and everything is fine now. But it was very scary. I'm tired of solving such problems in Unity, I hope such bugs are a huge rarity in UE.

drowsy snow
#

Narrow down to what thread taking up the most time frames

drowsy snow
#

Yup, that one double_nod

normal oxide
#

Does anyone know why this is happening? 😅 I'm using the base UE4 mannequin and a couple of root motion anims for attacking, for some reason the characters jump/fly off when they overlap...

drowsy snow
normal oxide
#

Any idea what I should check to fix it? This happens with pretty much every RM anim and has plagued me across several projects

drowsy snow
#

I don't know for sure, mine works just fine HaruThonk

normal oxide
#

This is what I have on the enemy NPC, if it helps...

#

Enemy/player also gets stuck at weird angles after overlapping 😓

Edit for anyone else that has the issue - it was the collision on the sword itself, not the pawn 😅

real stratus
# real stratus Hello, I have encountered some very serious error in the program. After I try to...

I'm answering my own question in case anyone has a similar experience.
I'm working on a pixel game and didn't think it could work that way.
When I opened "Play" in the "Secect Viewport" mode everything was fine, but when I used the "New editor window (PIE)" mode, when I closed the game mode, my UE started to lag and slow down terribly.
The reason was the resolution ratio of the camera. (I'll point it out in the screenshot) And this happens even without any objects on the screen. That is, with a completely empty project.
Does anyone know why it works like this?

#

That is, it would be a LOT logical if the lags were in the game window. But the lags only start in the UE interface, after closing the window with the game.

flat trail
#

So when i have a second viewport, why cant the show settings keep the way i set them? I have main viewport where i do selections and changes to the scene, and i want a second viewport which doesnt show selection or the gizmo tool, but for what ever reason when i disable this in "show" settings under the viewport, it resets the settings i changed in the second viewport and shows selection + gizmo again..

hidden dew
#

Hi all. I have this code in a C++ class's header. It's a child of AActor.

    UFUNCTION(BlueprintImplementableEvent, Category = "Cell Functions")
    void TestCalledFromBP2();

I'm expecting to be able to right-click inside a blueprint and find an event node called "TestCalledFromBP2".
But I'm getting nothing...context sensivity on or off.

Any ideas?

strange bear
#

I'm not really sure where this question fits best (please tell me if I have to move this)
In Unreal, it's possible to import a file by drag and dropping it in Explorer into a folder in the project. Unreal will then detect a new file and ask to import it into the project.
Is is possible to import new files added through explorer using CMD without having to load the editor/project?

hidden dew
#

I'm after an Event node though. This kind of thing:

UFUNCTION(BlueprintImplementableEvent, Category = "AI") 
void StartPartrolling();
#

ah

#

I'll try that

rotund sorrel
#

is there some option to autoformat blueprints spaghetti?

hidden dew
#

The only thing I know is the Q key

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aligns nodes you've selected, if they're connected

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Will always move the 1st selected, to line up with the 2nd selected, if you select with Ctrl+clicks instead of a drag

rotund sorrel
gaunt tide
#

So I understand that upon removing a specific index from an array of objects that it shifts the other indices inside the array up. What Im failing to understand is how editing an object and switching it with another object in that array causes the array to keep removing indices with each iteration of switching the items until there are no longer any indices in the array. After picking up 4 objects you can see they are in the array for my inventory. If I than proceed to move the objects to different slots and assign them to array elements not only are they not assigned to the proper value but there previous indices are removed all together. Am I misunderstanding "Set Array Elem" node?

night birch
#

How can I use Marketplace URL's e.g. com.epicgames.launcher://ue/marketplace/content/1d2dc261d8124217ab2f2023c7ea54b6

I can't just copy paste them into browser

gaunt tide
# sharp willow Show your code please

Yeah sorry didn’t wanna post too many pictures. I found what was causing the issue after more digging but the “Remove Index” didn’t appear when I searched for some reason.

digital lynx
sharp willow
oak patio
gaunt tide
gaunt tide
#

Yeah. Also this is in the wrong chat lol.

keen holly
#

Can you convert beam module particle data to a mesh?

pallid olive
#

is it possible to bulk edit lod in static meshes

wary gyro
#

I'm making hand poses for my vr game. I want to layer them though, like when you touch trigger, and hold grip, each one of those has their own animation, but they overlap on each other. How could I do this? Whenever I try to play multiple at the same time, only one of them plays

neon bough
#

this probably doesn't happen in PIE because PIE has it's own screen percentage setting

timid notch
#

Hi all! I'm working on creating a map for my randomly created mansion. I want the map to be created as the player explores the mansion. My plan is to have a collision box for each room so that when the player enters a room it'll trigger to show the room on the map. However, the mansion has approximately 52 rooms. Will having so many box collisions cause a performance issue? How expensive is a box collision?

grim ore
#

its not

timid notch
spice ruin
#

The engine is pretty optimised when it comes to collision and traces.

timid notch
# grim ore its not

I practically started learning Unreal Engine from your youtube videos 😄 those are great 😄 thanks a million for those videos 😄

grim ore
#

Awesome, glad to hear they were useful 🙂

hidden dew
#

What's the sensible way to use the C++ API documentation? I just never really know what I'm doing with it.
For example, I know there's a functions along the lines of "find actors" by class, tag, whatever.
So if I go here: https://docs.unrealengine.com/4.27/en-US/API/, I don't know how to look for it. The search feature seems to just go all over the place.

#

Or is it just me?

#

A good example is that searching for "getactors" returns 1 result, which is deprecated. And doesn't find "GetActorsFromWorld"

grim ore
#

how do you know that function exists?

hidden dew
#

blueprints

grim ore
#

so that is how you should go about it

#

look at the code for that blueprint

#

it would give you the C++ code

hidden dew
#

Good advice

#

But still what about using the documentation?

#

Like, just in general, how do people use it?

grim ore
#

it is what it is, API references are just that.

#

well what do you mean by how do they use it?

hidden dew
#

Hmm

grim ore
#

there is a getting started page that gives you the high level overview of the API, you would just browse and find something you wnt

#

API references are normally just hierarchial lists of "stuff"

hidden dew
#

That's probably my issue

grim ore
#

the documentation itself would be all the stuff NOT in the api reference

#

and then, you might not find anything C++ specific as it might be an editor thing or just no code in C++ for that topic

#

it might be weird to say but when programming for something like unreal C++ its less about learning what you are doing and more about just finding what you need to do what you already know how to do which is why the API reference is just a reference. That and you just kinda jump in and go.

hidden dew
#

So let me pose what is probably a dumb example. If I want to check out the functions that are in in AActor, is that webpage a good way to go about it? Or is the typical approach to go into the code itself (or something else?)

grim ore
#

the API reference is pulled out of the code itself so both would work.

#

in your case since your not going at this blind, but from the blueprint side, going at it from that direction would work better since you can do a 1:1 comparison

#

5.1 even lets you see c++ header code for blueprints in the editor now

hidden dew
#

That's pretty cool

grim ore
#

so kinda like now you have an actor in blueprints, then you drag off of it and it gives you what you can do with it, you would do something similar with C++ code by looking at the actor header and seeing what functions it exposes to you. theres alot more "work" involved in C++ which blueprints hide

hidden dew
#

I hadn't seen the Getting Started page, that looks helpful too.

#

Yeah, that I get

#

I think half of my issue is I was probably hoping the search feature was better; ie., trying to use it to just search for a term and perusing what comes up.

#

But it's not very effective, so I guess (and from what you've been saying), that's just not a good way to go about things

grim ore
#

well thats kinda the issue

#

it works, just while you think "get actor of class" the actual code behind it is ```AActor* UGameplayStatics::GetActorOfClass(const UObject* WorldContextObject, TSubclassOf<AActor> ActorClass)
{
QUICK_SCOPE_CYCLE_COUNTER(UGameplayStatics_GetActorOfClass);

// We do nothing if no is class provided
if (ActorClass)
{
    if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
    {
        for (TActorIterator<AActor> It(World, ActorClass); It; ++It)
        {
            AActor* Actor = *It;
            return Actor;
        }
    }
}

return nullptr;

}```

#

of which well TActorIterator<AActor> It(World, ActorClass); It; ++It this is the actual part that is doing the heavy lifting of getting the actor

#

which basically involves you knowing the underside of the engine and how it stores stuff and how it keeps track of stuff for you to write this code to "just get an actor of a class"

#

the nice part is since its exposed to blueprints, you can either steal the existing code and make your own local function(s) for it or if you are lucky its already there for you to use in a helper library

hidden dew
#

Yeah, i's just something I want to use, nothing complicated. My focus in this chat is more just about trying to use the webpage API reference

grim ore
#

but yes, if the docs had pages like "how do I do XXX in unreal engine" with C++ and BP code, your search would probably work like you wanted. Unfortunately thats a huge undertaking 😦

hidden dew
#

For example, a search for "Getactorofclass" gives no results.
A search for "get actor of class" gives 50 results... without a clear winner and a lot of unrelated stuff

grim ore
#

honestly its a cop out but the docs for C++ is the source code, for example I generally just use github search lol

#

this is what I did for example

hidden dew
#

Ah yeah I hadn't thought of github searching

grim ore
#

the source is going to be the ground truth for C++, its part of the job when doing code work

hidden dew
#

yeah

#

I guess my impression then is to use the API reference page when you either know what you're browsing towards, or the Getting Started page can help guide you there

grim ore
#

you can also double cheat as the BP nodes will give you the class the node is in in the tooltip

hidden dew
#

Ah that's a tip I didn't know

#

ta

grim ore
#

it could be but I personally never use the API docs page. Its always literally github

hidden dew
#

screen clip, paste in notes hehe

#

yeah, I think that's understandable

grim ore
#

I used to use it, but in the end is just a scrape of the actual C++ code so no real use for me

#

it is nice to see the hierarchy of classes, but you can see that in the editor so shrug

#

mm... ok I take that back, it IS useful to see the required modules section

#

I guess I do use it when crap breaks when I forgot to include modules, like this for example

#

lets me easily know I should have added UMG as a required module when I need CreateWidget

#

lol I guess using C++ in unreal is just knowing all the places you have available to you to find what you need 🙂

hidden dew
#

yeah

#

I always seem to run into difficulty with that. Just learning my way around still

#

I don't think to just jump into the code often enough

#

Thanks for the advice & tips

grim ore
#

yep and if you ever get actually stuck #cpp has some really smart people

hidden dew
#

Cheers for the youtube stuff btw hehe, it's really good

ripe carbon
#

I'm thinking of creating an animated material, like one to create an illusion of moving water through a pipe, for instance. What's the best method?

grim ore
#

material + uv + time + magic?

ripe carbon
neon grove
#

why when enabling fullscreen mode in a packaged build using the Set Fullscreen node in BPs the user interface becomes buggy?

#

like the mouse arrow wont click the buttons on the ui

queen rivet
#

I am working on a project and my task is to add a new character and replace it with default manequinn. I successfully replaced it and retargeted the animbp of the project. The default animations like jump, crouch and sprint is working but other animations which were added by other person before I added a new character is not working which are animations like death, grenade throwing, stabbing, etc. I did everything I could in the blueprint and animbp but its still not working. If anyone know how to fix this please let me know. (I am beginner in unreal engine)

thin tendon
queen rivet
thin tendon
#

You need to give it a value before you can use it.

hallow glade
#

What are the better drivers for Unreal stuff? Just the latest gaming driver or the Studio driver? (If it's relevant, asking for AMD cards, RX 6900 XT specifically)

hallow glade
#

Oh! Didn't see that channel! Thank you!

tame marsh
#

Trying to change a value in a .ini file in a packaged game but I can't remember how I do that

#

I tried changing Game.ini in WindowsNoEditor/<PROJECTNAME>/Saved/Config/WindowsNoEditor but that doesn't work and my changes get wiped out after running

#

Ah I was forgetting the double white space on the bottom after the end of the ini

thin urchin
#

Would there be any reason why I can't see the spline editing handles in the viewport?

thin urchin
#

Literally just realized it was that as you sent this 😄

tame marsh
#

Haha, I've had the same thing before countless times

#

Sometimes they do just disappear and pressing G twice brings them back

thin urchin
#

Any way of snapping spline point to the ground?

west merlin
#

Destructible mesh issue, anyone has an idea?

#

The fractured faces have random mapped materials, the texture is a map with a bunch of stuff on it

west merlin
tender rose
#

are the forums broken?

#

how do I report a bug on the forums? this is way less than ideal :(((((

strange bear
#

Is is possible to import new files added to the project through Explorer using CMD without having to load the whole editor/project?

slow rover
strange bear
#

Right but doing so requires starting the project to actually import let's say FBX or other files into the project.

slow rover
#

Nope

strange bear
#

I'm wondering after putting such files in the project folder you described, if i can somehow import them without starting the project

slow rover
#

If you have the fbx files you can do it without it being open

strange bear
#

I cook my game using CMD, but non-uasset files don't get cooked. PNG/FBX files etc only get imported after clicking Import when I have the project open (sorry if i misunderstand ^^')

slow rover
#

Yea man idk I’m not that advanced in unreal

#

Sorry :/

strange bear
#

All good! thanks for trying ^^

visual zephyr
#

How to allow cooked assets to my project?

#

I am a complete newbie to UE4

unique knot
#

I think in the project settings for packaging

wild crag
#
    [/Script/UnrealEd.CookerSettings]
    cook.AllowCookedDataInEditorBuilds=True
    s.AllowUnversionedContentInEditor=1
#

That being said, if you're new, this is something to generally be avoided

night birch
#

How can I deal with such errors?

#

I remember that someone once said something about downloading debug points, or something like that, so it would be less useless

oak patio
#

debug symbols, can be installed in the launcher

#

modify your ue install and tick "Editor Symbols for debugging"

#

should be 20 - 50 GB

night birch
#

Also, I can't find much information about these, aren't they just breakpoints?

oak patio
#

and not sure on a source build. is it a github source build or a launcher build with source added

night birch
#

github

oak patio
#

hm not sure about getting them on a github build. i would have assumed the pdb's are included/generated when building.

but the editor symbols aren't breakpoints. They are function names. they map the memory address of the function that is being called to a name. Without those symbols it's just gibberish

night birch
oak patio
#

are you debugging a packed game?

night birch
#

yup

oak patio
#

then i would follow those steps

ripe carbon
#

Anyone know of any good tutorials on how to make a water particle system?

coarse jetty
#

hi, why when i add a new action input in project settings -> engine -> input, then unreal have to compile 200/300 shaders, which is the relation?

visual zephyr
#

How can I import .uasset files into my ue project?
It says that .uasset extension is not supported

drowsy snow
visual zephyr
#

Like it is not there

pallid olive
#

anyone tips how to check crash logs

wild crag
visual zephyr
wild crag
#

Did you do the needed manual ini change, also what engine version are you using?

#

using cooked content is not possible in every engine version, and for some of the earlier ones, you would need to make source changes and recompile

desert umbra
#

hello does anybody know how to fix this error. it just keeps happening when im opening the level that im editing and i really need to fix this for my project

potent reef
#

Hi everyone! Its a umg button again.

Can we have 1 umg button but fire 2 actions at the same time? I want to click the button to play animation and move the camera position.

Thanks before! 🙏🏼

drowsy snow
potent reef
drowsy snow
proper dove
#

disable actor

visual zephyr
#

Also never heard of manual ini change

hallow glade
#

Soooo... I did a compile of a small scene and the compiled game is 7,5Gb.. On UE5 that very same scene was only 1,5GB. Did I do something wrong?

hallow glade
#

UE4 Puts everything into the compiled game, regardless if it's being used or not?

spice ruin
#

No

#

It works the same as ue5 in that regard.

#

You've probably just linked to something accidentally and it's pulled in a load of extra content.

#

Like you've got extra maps with starter content or whjatever that it's packaged.

hallow glade
#

I do have the Starter content enabled.. but I don't remember pulling anything from that folder... I guess... I'll just delete and see what happens >.>

spice ruin
#

Apparently you can use unrealpak to view the contents of the pak files. Go check what was packaged.

hallow glade
#

Thank you! I'll take a look to see how that UnrealPak works

spice ruin
#

I just happened to read that the other day, so that's all the info I have. 😦

hallow glade
#

Found the UnrealPak on Github. Let's have a look

#

Also.. deleting the starter content leads to a crash x3

spice ruin
#

Lol

honest spire
#

guys how do i change world origin point?

fierce tulip
unborn nimbus
#

oh will try there, thank you

fierce tulip
#
  • removing the unpacking tool post.
hallow glade
#

Oh? Bad tool?

fierce tulip
#

nah, but its generally being used to rip content

hallow glade
#

Aaahh~~ Double Edged swords. Fair!

#

HUh ... appearently it's part of the standard install anyway :o

spice ruin
honest spire
#

yeah

hallow glade
#

Okay.. so the UE4 packer really did compile everything that was in the content folder -.-

dusk ingot
#

Hey guys, is it possible (in the interest of both my games and other games) to (with existing tools) inject cpp code and paks into a running game while leaving the main binary untouched? I'm exploring the possibilities for both official and unofficial mod supports

drowsy snow
#

There is SimpleUGC plugin that could ease things a bit when it comes to making content mods

dusk ingot
#

Ah, and would it be possible with regular dll injection?

drowsy snow
#

But yeah, giving away Unreal Editor and project files through Epic is the supported, official way to provide mod support for your game.

Even Fortnite will go this route later on.

dusk ingot
#

Okay, thanks a lot

glacial oak
#

Hello,
If I wanted to share an image of my UE4 marketplace assets that are on sale at the moment, which channel would be best for it. Released or Marketplace?

drowsy snow
#

I legitimately didn't know about this HaruThink

#

Is that a thing in the engine API?

dusk ingot
#

I'm also evaluating options for modding a certain game I don't have the source of, but this is most likely what I'll use for my projects, thanks for telling me about that

drowsy snow
#

I guess one would still need to know what header in the game code to call and stuff

#

SimpleUGC was limited to content only, but can UnrealEd serving as mod kit for the game compile C++ classes?

#

Guess that was side effect of UE being open to the public

also SimpleUGC broke in UE5 anyway, so yeah...

#

Guess for UE5 we'd have to wait for Fortnite to do it first

wild crag
drowsy snow
#

inb4 not reading it again ChupaHoops

hallow glade
#

Okay. Got the Project down to 1,14GB. Installed "safe Delete" and deleted everything, including the old Compiles

wild crag
#

afaik there's nothing stopping you from uploading the compiled mod build to github under a proper fork, just have to make a nice gitignore

rustic bramble
#

is it possible to override On Component Begin Overlap events?

drowsy snow
rustic bramble
# drowsy snow Uh, it's always overridable

i kind of got it sorted. Mine wasn't overriding the way i wanted it to i guess. it was doing event fron the parent and the child. so i just duplicated the parent and changed it instead.

dusk ingot
#

So back on the topic of modding, where can I find documentation of a "Modular Unreal Engine build"? I was told Satisfactory uses that nowadays, and that it's standard UE stuff

ripe carbon
#

Can anyone point me to a good tutorial on how to make a water particle system? Like, spraying ones and flowing ones?

dusk ingot
#

I mean like that you can put a file in a folder and it will automatically load it as a mod

drowsy snow
dusk ingot
#

Without a special implementation by the game developer

#

Not necessarily as a functioning mod, but as something that can execute code

deep eagle
#

Hello guys. I have a model with a body & armor but id like to separate each individual piece of armor from the body to make it modular, without losing the morph targets.
I've looked online but cant see how to do that. I can only separate it as static meshes.
Can anyone help please? I can do the BP part once i have them all as static meshes, i just cant see how to seperate them from the FBX

hidden dew
#

Character can run over an animated surface flawlessly, then I wanted to add grass.
Now I just need to add about 1000x more grass and make it literally hundreds of times faster.
To dos (that I know of):

  • disable collision entirely (character doesn't use colliders to track the surface, but they're still switched on in this .gif)
  • shift all surface vertex movement to the shader
  • and grass transforms to the shader
  • and use Instanced Static Meshes
  • oh and turn off grass shadows
    Any other large optimisation moves spring to anyone's mind?
#

This is the same thing, running over terrain that's a bit more messed up

sage coral
#

Why do my blood particles only collide with the landscape?

This is the setup

sage coral
#

Nvm Figured it out make sure you check your particles have both world static and world dynamic under actor collision

thorn river
#

any easy way to convert cascade assets from 4.18 to 4.15? or does it have to be done manually

drowsy snow
#

But I'm more surprised to see someone using 4.15 in this year.

thorn river
#

ah well its a 'special' project, im mostly working in 5.0 these days but um yeah

#

old project i still keep updating

#

i remember i remade one FX from scratch and holy shit that was annoying at least considering i dont really understand how they work much so i had to eyeball everything real close to make sure i copied everything correctly

dusk ingot
#

Hey guys, what special considerations does one have to make to make it possible for mods to prefix/postfix the game's methods?

regal elm
#

Is there a way to set unreal app fps limit (not game in viewport, just unreal editor, like when looking and blueprints and stuff)

sharp willow
#

have you tried this?

drowsy snow
regal elm
regal elm
# sharp willow https://forums.unrealengine.com/t/ue5-fps-limit-ue5-editor-capped-at-60fps/26570...

I believe those fps settings are meant for game - saw them and accessed in other ways, but it didn't work either. I basically wondered if there is some separate setting (like you know, i might wan to cap may game at 13 fps and my editor at 21 separately). Thanks for the ideas tho. I achieved wanted result (kinda, it was not perfect) by playing arround with nvidia driver but after some more search Im positive that unreal wont allow me to set this from the app itself

pallid olive
#

anyone an idea how to get refference of a widget inside a actor

#

i get accesnone from this node

serene oak
#

Hello, how can I get a Sims game style graphic as seen in the photo?

visual zephyr
#

I think my .uasset file is broken, is there a way for me to fix it?

drowsy snow
amber shuttle
#

cant i remove this message? it says it doesnt support but it clearly does and that node fixes my problem 😄

visual zephyr
drowsy snow
#

Whoa, a deep lore of friendship and betrayal out of the blue? MeguWah

visual zephyr
#

Kinda

drowsy snow
#

But anyway, if you don't have something to revert to, it's pretty much done.

wild crag
wild crag
visual zephyr
#

Or maybe it is the problem with my ue, since when I click umport I can not see any .uasset files. And when I try to drop it in it says something like, .uasset extension not supported. And when I drop it into my contents folder it doesn't show up

wild crag
#

if the asset is from a packaged game pak it is -cooked

#

you should maintain the hierarchy of the folders when you put it in content, but iirc it should still appear, just not work properly until a move/rename then a fixup

drowsy snow
visual zephyr
wild crag
#

the main root or one of the sub roots?

visual zephyr
#

Project name- contents- asset file
I don't remember exactly but something like this

#

Main root ig

wild crag
#

Are you sure you're using the same engine version as the asset?

visual zephyr
#

100% sure

wild crag
#

How are you sure?

#

maybe they upgraded the proj or something

drowsy snow
#

Who knows if the former friend bumped the engine version at the last minute out of spite

visual zephyr
#

He sent me the game, which I found an asset I like, and by what it says on the exe file it is 4.27.2

#

Which I use

potent reef
#

Does anyone know how to fix this? I export animation from blender to UE4, but the animation is not exactly like in blender. I can export every keyframe with .DAE. I baked with fbx.

It turns out the exported file is having gap like this after export. You can see the white boat is actual animation and red boat was the exported one, the exported file is always sliding when the actual animation was stopped in place.

Thanks before!

drowsy snow
potent reef
potent reef
#

I think this is the same issue

hoary inlet
#

would it be good if I used "Animation Starter Pack" and a gun pack together?
cause that's what i've been using

thin urchin
#

Any idea why the viewport just goes bright white when changing to topdown with the lit shading setting?

#

Presume it's the environment blinding me

drowsy snow
thin urchin
#

Ah poop, I wanna be able to see my decal placement better. Oh well

sage coral
#

Anyone know if a website exists for looking up the best values for making materials realistic? I swear i saw a guy use something like it in his youtube tutorial but I cant find the video

dusk ingot
#

Hey guys, how probable is it for a medium-sized codebase to have no constructor with parameters?

fierce tulip
plush yew
#

how do i hide these widgets on the viewport

lusty niche
#

I built my game this early today, everything worked fine, and some time later I suddenly get this error : "ObservedKeyNames.Num() > 0". I didn't change anything in my bt nor ai controller. Anyone knows how to fix it? I really tried everything but can't get rid of the error

fiery flint
real heath
drowsy snow
wild crag
#

try looking at the bounds in the details panel of the mesh

sage coral
#

No idea if this is possible but I'm tryin to figure out how to remove only some decals from the map that spawn in with an emitter and only if they overlap to much but I'm not sure if this is possible

#

Example I have a blood emitter that works and spawns decals but eventually alot of them overlap depending on the splatter effect besides giving a lifetime I'm trying to make it so that if to many decals overlap that it despawns the overlapped decals

wild crag
#

In unreal engine, you double click on the mesh in the content browser, then type bounds in the search bar

#

The way you package your content is irrelevent to your problem unless you somehow packaged files incorrectly

#

This flickering you mentioned, the problem would be easier to identify in video, than a picture

sleek field
#

Oh ok I’ll grab a video and I’ll try the bounds thing again, I can send short videos on here?

wild crag
#

long as they're relevant/follow the rules yeah

fiery flint
real heath
#

On the new one it is slightly different, but I think there is the same sort of thing if you search/sort by course

fiery flint
#

Thanks for the tip!
I was looking into the DOCS of UE5.1, but don't see docs related or about Films/Cinematics... Any other place where I can see

real heath
#

William faucher on YouTube has some decent vids in that area

wild crag
drowsy snow
#

Just a heads up, underground modding is not supported on this server.

west merlin
#

Assuming that I'm trying to make a data table / struct where the info is always going to come from a specific table, is there a way to remove the step of selecting the table and have the only input needed be the row from said table?

potent reef
potent reef
thick rover
#

Good afternoon, what could be wrong. Everything works in ue4, but when I packaged the project, walking and moving the mouse does not work at all. The character cannot be controlled.

compact timber
#

alrighty boys, I'm about to have a mental breakdown. Having an issue with displaying a health bar. moving the progress percentage makes it fill, but upon playing I'm getting a blank bar

thin tendon
#

That will fix your error messages

compact timber
#

Am I hooking Cha Ref straight into Is Valid ? or am I connecting the pin on the float / float to it?

#

Oh wait I figured it out. Ok, error message is gone but progress bar still isn't filling up. Just as an fyi I'm positive I'm actually controlling the correct character and not the default 3rd person one

#

it looks like the health bar is bound to the function I'm using too

thin tendon
#

@compact timber try "current health" / "max health" > * 100 > clamp 0,max health

potent reef
#

Hey everyone! Is it possible to change sun position with UMG button? I’ve got a tuts with slider but it doesnt work when i change to a button.

Thanks before!

compact timber
#

nah we still chillin with no actual progress on the bar itself. I've made sure every variable is defaulted to 100 just in case

thin tendon
thin tendon
compact timber
#

If you're talking ab the edits I waited until you made your last one before I tried it, still nothing. could it be an actual issue with my UE4 itself? A reinstall wouldn't take me long but feels absolutely unecessary

thin tendon
#

Probs not mate. It will either be your math. your widget or your references.

compact timber
#

That's just where I'm confused. I'm sure I'm doing something wrong but 30 videos later after copying every step from a new project it just will not fill. I had done this no issues a few months ago

potent reef
compact timber
#

Even doing something as simple as removing the max/current health math and just plugging straight current health into it doesn't do anything

thin tendon
compact timber
#

ohhhhh my god

thin tendon
#

take your event construct code. Drag out from your bind's is valid failed part. Put that code there in a do once. Then once its valid again reset the do once. Then drag out from both chains and return a value.

compact timber
#

I fucking found it, excuse my language, no regrets. It was, for whatever reason, an issue with the Accessibility tab that I've never touched before. The moemnt I turned on "Override Accessible defaults" it worked with no issues

potent reef
drowsy snow
potent reef
hidden dew
#

Question... creating a new C++ class. When do I use an Actor Component?
I want it to be a class that can have members that are editable in the Editor, but I don't want it to be a full blown Actor / thing that can go in a level.

Does that sound like the right use case?

spice ruin
#

Depends entirely on where you're going to use it.

#

You can edit any uclass pretty much, depending on where it's placed, rather than what it is.

hidden dew
#

Ok
I have a Planet::Actor C++ class; that's the main object. The planet will involve thousands of plants... they'll be using an InstancedStaticMeshComponent themselves, but I want a class that manages all that; the logic of the plants and the ISMComponent with it.

#

If I just have a UCLASS Foobar, and the planet contains an object of Foobar, will Foobar's UPROPERTYs be visible in the Editor?

#

Haven't tried it before

spice ruin
#

Yes

#

If it's set to visible*

hidden dew
#

Right, thanks

young axle
#

Guys when i try to import from daz to unreal engine 4,27 i get this error it says error on creating materials

#

any help?

cunning hatch
#

Good morning, I’m trying to design a ledge climbing system which encompasses climbing sideways, but some how need to handle scenarios were the character needs to follow an uneven surface. Currently the player can hang and climb sideways using root motion, but I have no way of handling vertical deviations. How could I solve this issue?

sage coral
#

Is there anyway to limit how many decals will overlap?

#

Or I should say is there a way to tell the decal if it collides with another decal to not spawn

exotic vortex
#

I need some help. I have no idea what is going on. I've been using UE4.27.2 just fine for while now, and then suddenly I start getting the dreaded "D3D11-compatible GPU is required to run the engine" message. BUT only sometimes. Graphics drivers are up to date. A fix I saw online was to add r.GraphicsDriver=1 to one of the console config files, and to add -dx11 to the end of the shortcut arguments. This lets the engine run, but it is unusably slow and is running 100% GPU. I've looked everywhere. Any ideas?

fierce tulip
rugged fjord
#

Me when I hit the max material things for the landscape mats and I'm not even halfway yet 😅

real heath
drowsy snow
#

You can go nuts with shared samplers, and the caveats are insignificant

drowsy snow
rugged fjord
#

ty for the advice

#

this is how it looks so far 😂

drowsy snow
#

いただきます

rugged fjord
#

Believe me or not, I'm actually trying to organize it

drowsy snow
rugged fjord
#

Interesting

#

I'm really trash at materials so yeah

#

This is how it looks

rotund sorrel
#

an actor literally blocked my trace channel even though its response to that trace channel is set to ignore(i checked in the editor). Unreal bug?

wild crag
#

Most likely you missed something in your setup

marble iris
#

how to import a uasset without migrating?

#

it's literally just a single uasset

fierce tulip
#

if it does not have anything connected to it like materials, links to other blueprints whatever, its fine copy-pasting it trough explorer.
but if it has dependencies, they will break.

cunning hatch
marble iris
fierce tulip
#

what kind of asset is it?

marble iris
#

uasset

#

@fierce tulip

#

it's a bp

fierce tulip
#

not my forte, but migration would prolly be best, with the reference viewer you can check for dependencies.

marble iris
wild crag
marble iris
#

maybe it got corrupted or something

#

wait nah

#

even importing a font doesnt work, looks like I'll just migrate that then

potent reef
#

Hey everyone! How to connect a progress bar when level sequencer is playing? Is it possible?

Thanks!

drowsy snow
potent reef
drowsy snow
potent reef
rotund sorrel
#

is there a way to have an actor mimic exactly position(with some offset) and animation of the player in every moment?

thin tendon
rotund sorrel
# thin tendon Use this and make the acceptance radiance your offset value

I need to make a mirror. I heard a trick old games used to make it with almost no performance loss. It was to just duplicate and invert the room, the mirror is just a see trough surface. The player reflection is actually an actor which does EXACTLY what the player does but mirrored on the other side. So my question was: how do i create such a mesh that mirrors everything the player does?

orchid lodge
#

Then just use some funny math to take the center of the room. - vector some stuff to get it 0.
Then take the relative position of the player to that - vector 0 and multiply it by -1 to get the exact opposite location (of x and y but not Z)
Rotation is just opposite of players x and y again

thin tendon
rotund sorrel
drowsy snow
rotund sorrel
drowsy snow
rotund sorrel
orchid lodge
#

I thought ue4 would do the funny and somehow desync if you just invert the controls

thin tendon
#

you know if the things you are trying a really performance heavy. You could always set some code up. So whatever your try shuts off when the player is a certain distance away. And instead of doing it in real time. Just slow it down to update every 0.1 or 0.2 of a second.

orchid lodge
#

tho I guess that depends on the complexity of the enviroment

rotund sorrel
rotund sorrel
orchid lodge
#

Gl to ya fella, if all else fails try doing some c++ functions to speed the big per frame bits up

pallid olive
#

Static mesh actor has NULL StaticMesh property

#

anyone an idea how to give the staticmesh its property

fierce tulip
#

means there is an actor in the scene without a static mesh applied to it.

pallid olive
#

i read that 10 times but how is it fixable

fierce tulip
#

find the static mesh actor that does not have a static mesh applied.

#

it should have an empty slot

pallid olive
fierce tulip
#

well, that actor does have a static mesh under the static mesh tab. find the one that doesnt

pallid olive
#

sendone also have one

#

i have deleted it multiple times and replaced it into the world but still get the error when building lights

marble iris
#

why is the search details bar completely bugged lol

exotic elbow
#

Hi!

#

Where is the project for this game?

#

I can't find it.

#

Thanks!

marble iris
exotic elbow
#

Thanks!

marble iris
#

np

#

I dragged 3 different .uassets into a folder in ue4. None of them show in the engine...

#

maybe it's because they are from a different version?

exotic elbow
#

I don't know a lot about Unreal but, have you tried to import them instead of dragging them?

oak patio
#

Unless it's going back versions in which case there is no option

marble iris
marble iris
#

it's likely because the engine versions though

oak patio
pallid olive
#

does someone know how cinematic tutorial is made to have player set his character name and explain test or buy items before game begins

spare trench
#

How can I market my mobile game with no budget (or I cannot)?

deep eagle
#

Does anyone know why when I switch to mobile mode my skeletal meshes are only rendering when I check "Render Static" in their optimization settings? I don't get why they arent showing up normally

astral haven
#

Is there anyway to get my Xbox output into ue4 onto a texture?

orchid lodge
oak patio
pallid olive
#

ouch how do you event set a variable text at runtime

spice ruin
#

From what source?

pallid olive
#

dakesh u meant my question ?

spice ruin
#

Yes

marble iris
night birch
#

So, my project is crashing when I want to change the level, and it fails assertion at

FORCEINLINE void MarkPendingKill()
    {
        check(!IsRooted());
        GUObjectArray.IndexToObject(InternalIndex)->SetPendingKill();
    }

In UObjectBaseUtility.h

How can I found which object/actor is failing this?

spice ruin
#

Launch with/attach a debugger like VS or Rider

night birch
#

And make brakpoint at this moment?

spice ruin
#

The check will automatically cause a break

#

(in debug configuration)

night birch
#

Which one is this?

spice ruin
#

Where it says "Solution Configuration" select Debug Editor.

#

If that isn't available, well, you aren't using a source build and you can't get that particular check to even do anything. check only works in debug configurations and DebugGame doens't compile the engine in Debug.

night birch
#

Am I blind or it doesn't show object's name

spice ruin
#

Check the local tab.

night birch
spice ruin
#

I don't use Rider. That's Rider, right?

night birch
#

yup

spice ruin
#

Ask somebody who uses Rider how the debugger works. Or doesn't. #cpp

magic helm
#

what do i do if my mouse keeps glitching into my game?

#

like it's set to not appear.

#

but as i move it, the cursor sort of glitches and appears flashing on the side of the screen for a second.

night birch
#

It shows me different variable states during different function calls

livid wolf
#

anyone know how this works? it's definitely been more than 7 and a half hours

night birch
#

Source version?

livid wolf
#

it's from the epic games launcher

#

in the library section

drowsy snow
runic needle
#

hey, i made a character in blender and exported it to unreal, nothing problem. But then I've done an animation for it with a different export for each animation. And then i tried to import them to unreal but unreal just crashed while loading the fbx. What can the problem be?

#

I named the armature to "skeleton"

regal mulch
#

No crossposting please.

regal mulch
runic needle
tame marsh
runic needle
tame marsh
#

I don't immediately see anything, but I also don't see anything related to an FBX import

#

Have you started another instance of the project after the crash?

runic needle
#

are we sure that this shows the crash report?

runic needle
#

when importing them seperatly

tame marsh
drowsy snow
runic needle
#

Unhandled Exception: EXCEPTION_INT_DIVIDE_BY_ZERO

libfbxsdk
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_AssetTools
UE4Editor_AssetTools
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

this is all in the crash report

drowsy snow
tame marsh
#

Don't worry, your animations are being imported correctly in a different dimension

runic needle
#

if I can't fix it, I'm gonna try another skeleton mesh

tame marsh
#

When does your import crash? Before or after the import dialogue?

runic needle
runic needle
#

idleanimation %100... crashes

#

it's like a terminator

wild crag
silver agate
#

Hi, I'm using BP_GoodSky for a Dark Night with Clouds and Rain.
In the simulation it runs fine.
But when I render the video the Rain dissapears, but the fog and other effects do work.
Does anyone have an idea what is wrong and how to fix it?

lucid kite
#

why do I spawn a character? I want to make a scene with a menu, but a character appears. How can I remove him from this scene???

mystic barn
#

Hello. I would like my materials in my level to match how they appear in their material and blueprint viewport. They appear within my level (and in Play Mode) washed out. I'm looking for less realistic lighting and more stylized art appearance. I'd prefer colors not washed out by lighting, the environment, etc.

The first image is the material as it appears in a blueprint's viewport. The second image is how it ends up when placed in the world.

silver agate
mystic barn
#

I'll try to clarify. I'd like the lighting in my game world to match what I see in the BP Editor. In Game World, shadows created by normal map are too dark, colors are washed out/desaturated. I'm playing with the light intensity settings for the Directional Light, The Skylight, and even the settings in the PostProcessVolume.

I was hoping there was an easy way to exactly mimic what i see in the BP Editor within the game world and am feeling a wee bit frustrated with playing 'hit or miss (usually miss)' with the light settings.

#

I've searched online for different solutions, have messed with tone mapping, light intensity, even tried messing with lightmap resolution settings for a mesh but not having any of the desired effects.

dusk ingot
#

Hey guys, any idea what could cause this?

blazing topaz
#

I turned the collision display mode, there is nothing from the outside to prevent the flight, but still, when I gain altitude, the plane crashes into something

silver agate
mystic barn
#

The Sky Light and post process material gets it closer, as does tampering with tonemapping in the world settings and changing some of the properties in the project settings for rendering, but its very much hit or miss. I'd be less worried about tampering with the project settings if I knew how to reset it to default if i mess it up.

#

(There's a lot of settings to try and remember which I tweaked)

silver agate
pastel latch
#

Y'all, I need help.... I tried to move some folders with BPs and assets to new subfolders, but UE4 did not delete the original folders (the assets were not inside, just an empty folder in the browser).

#

So when I try to go and delete these empty folders, I get an error saying I am deleting object redirector assets

#

With a force delete option

silver agate
#

@pastel latch hmm not sure, but i always hit this one when im restructuring things:

pallid olive
#

hi guys quick question everytime i have to set asset editor open location to mainwindow and when i reopen the project it goes back to default

#

many other things are set to default if i reopen project, any suggestions ?

latent sonnet
#

Hey there. I simply want to have a string of actors along a spline for the player to collect. Anyone know how to do this?

plush yew
main tulip
#

How do you deselect a layer in Unreal Engine? I want to deselect Post Process Volume so it doesn't get deleted. I am a beginner so I literally don't know how to do the simple things

main tulip
#

It seems like every time I get help, the opposite happens

silver agate
main tulip
#

I figured it out, It was Command+Left click

#

I tried that the first time and it wasn't working. Unreal engine fraustrating

silver agate
main tulip
knotty owl
#

Unable to load plugin 'OnlineSubsystemSteam'. Aborting.

#

getting this when trying to open a packaged build

wild crag
#

You can't open a packaged build

#

oh, when I inititally read this, I read it more as in, you were trying to open someone else's packaged project in editor
not when your packaged project is loaded it results in that, not sure actually

drowsy snow
knotty owl
#

it IS enabled

#

advanced sessions and advanced steam sessions

knotty owl
#

i've noticed something weird

#

when i enable advanced steam sessions and package my game

#

it skips the build command

urban sapphire
#

Hey, I've just got a new laptop. These are the specs, do you think it will be able to run ue4 smoothly enough?

wild crag
urban sapphire
grim raft
#

how do i fix theses dark walls

#

Light radius is big enough to reach the last wall, but side walls are getting that weird darkening effect

main tulip
#

Why is my rectangle light not working? It doesn't light up

wild crag
#

I actually have this one myself, and it stays cool which is great for gaming laptops

#

also seems like the better cpu option for the link above is only 7 usd more rn, maybe some sale stuff but def worth the 7 usd

main tulip
grim raft
blazing drum
#

Was hoping someone could explain to me how this happens and why. Any tip appreciated, been at it for some time now. This project uses the Monolag asset "MRPGv2" so I'm going to try and ask the question without referencing the Custom Events and such that it uses. Basically I am trying to simulate just "knocking out" a character and then having them "wake up" after so many seconds. To do this I used copies of the npc death code with my own bool check to split a KO from a KILL. On a KO the only bits I used were Simulate Physics, Add Impulse To Bone [used pelvis bone], and the Pause Animation bool to drop the body in place on KO like in death but without any of the code that "kills" the NPC. All of that works fine.

The issue is when the montage to "get up" plays and the NPC stands. The animation is playing right and the NPC resumes their aim and at rest stances, but it seems like the mesh rotation is whacked somehow. This is the stumper for me...there were some before and after differences but you can see that this will (should?) occur a little because of the rotated position of the knocked out mesh before wakeup. I would appreciate any nugget of wisdom as to how this may have happened so I can better understand what I seem to have broken and set it right...

earnest robin
#

Who can tell me how to solve the following problem: I made an animation in blender, I wanted to transfer it to UE4, but this tab (screen) is shown when transferring, and when I try to import, the engine reports errors and writes "mesh contains default bone as root but animation doesn't contain the root track" . How to solve this problem and transfer the animation?
Is there any tutorial? Game - first person view.

unique knot
#

You have to name your root bone "root" in blender

#

Or make another root bone named root to put everything on

sleek fable
#

Hello guys I have a question about materials, I have this Master material for our characters, it has emissive, dynamic patterns, invisibility, elemental effects etc.. Every time I want to change my effect I need to create a new dynamic material instance so which one is more proper, creating different materials for each effect and set this material for the character or using single master material and create effect functions in it and changing parameters only, thx in advance

rich girder
cursive sky
#

How come animations I import to ALSv4 project aren’t working when I try to use them, the look fine when watching in the editor but at runtime they don’t play

lethal oyster
#

If I were to make a 2D gun sprite bob as I move (I'm using Blueprints BTW), how would I do that with something like a Timeline? I'm developing a boomer shooter, inspired by games like Doom and Blood. I tried using sequence player, but it's experimental so it works half the time.

#

Mind you I am not using a skeleton mesh or spring arm considering it's a 2.5D FPS

drowsy snow
lethal oyster
lethal oyster
#

Alright, I think I understand

#

I'll check it out

silver agate
#

Is there a thing like Mixamo, but for MetaHumans face expressions?

lethal oyster
#

So I created a world position offset in the event graph targeted to my pistol flipbook or am I supposed to be in the view port/materials section of my pistol?

drowsy snow
lethal oyster
lethal oyster
#

Okay, so when I pick my pistol up, it clips in and out depending on what direction I am looking, what could be the problem?

magic helm
#

Is there a solution to the mouse cursor escaping in fullscreen mode? Apparently it's a common problem?

lethal oyster
#

Okay, so after placing the vector parameter and transform vector in the material graph, and editing the RGB values, the gun doesn't bob.

lethal oyster
#

I'm not sure I quite understand, I'm editing the RGB values but my weapon remains static, how do I make it bob? I was using the Scalar Parameter and that worked, but it was wild and clipped on and off when I turned in a different direction.

magic helm
#

What happens if I don't build lighting? Will it just package the game in it's current state?

autumn flame
#

I imagine it builds it when you package

lethal oyster
#

Okay, thanks for the help 🙂

vocal rune
#

what console command shows you how many skeletal meshes are loaded into memory at start/

#

?

rough olive
#

why is the animation invisble when i import the fbx?

gleaming linden
#

Timer vs Event tick for turret projections of bullets

rotund sorrel
#

How to make a pawn go trough doors, but not floor and walls

pallid olive
#

Is orbital market url offline

pallid olive
rotund sorrel
slow hornet
#

Where do i set the default analytics provider?

gloomy crystal
#

So I got a command console for gotham knights and one of the console commands is "Summon [Class Actor]" anyone know what would be an example of that or where I would be able to find a list of this? I don't even know if this is even a command to be spawning/ summoning npcs in front of me

oak patio
#

We are more focused around creating products here

plush yew
#

Why is my model big after importing but when i put it's animation on it gets super small

plush yew
#

Well i half fixed it, the scale is constant now but switching to the animation moves the model downwards.

plush yew
#

Yeah

drowsy snow
#

Make sure the unit scaling is set to 0.01, and scale everything up 100x (and apply it) compensate for it

plush yew
#

Seemed to have fixed it somehow, think i was setting the armature up wrong.

peak hare
#

@rough olive possibly makoto advice is relevant to you as well

nimble dragon
#

Hello, I keep getting this error everytime I try to open a project
How do I fix it?

earnest robin
#

Who faced the same problem when transferring animation from blender: "FAILED TO MERGE BONES:

This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?

WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA."
How did they decide?

drowsy snow
fast bobcat
#

I just reinstalled my windows and got a few projects for my UE, are there any way i can load them into the 'my projects' tab faster than opening them all one by one?

marble iris
#

how can I create input actions for ui?

drowsy snow
#

This will make use of the existing input action system

marble iris
drowsy snow
marble iris
#

Alright thanks

limber pebble
#

Can someone help? Whenever I try to simulate physics with this pawn the collision doesn't not allow it.

spring abyss
#

Hey Guys how to create - Buying a thing( cloth) from shop and adding it to inventory?

exotic elbow
#

Where can I find this menu?

#

Thanks!

azure shore
azure shore
limber pebble
# spring abyss Hey Guys how to create - Buying a thing( cloth) from shop and adding it to inven...

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night birch
#

Hi, is this possible to export whole character's mesh with other meshes attached(e.g. clothing) as FBX at runtime?

marble iris
#

... @drowsy snow is there anyway I can close the ui without having to implement a game instance via C++?

#

I literally just want to close the ui

#

but it consumes the players input (obviously)

long garnet
#

Hi everyone!
Does anyone think it is possible to achieve something like Unity's CCD in unreal? Essentially, what I would like is, to let my players be able to download their avatar models from cloud and play as them so that I don't have to include all avatars in my packaged game.

drowsy snow
long garnet
marble iris
#

@drowsy snow

drowsy snow
marble iris
#

rn I am setting input mode ui only

drowsy snow
# marble iris examples?

With the C++ code I made snippet off of, it's the matter of binding the back event to remove from parent the widget

#

(though GC with that in BP can be quite iffy)

limber pebble
#

Anyone know why physics doesn't work when I have complex collision on a static mesh?

faint bone
#

I have problem in casting. when casting it is showing twice. I have checked content folder there is only one pawn. I can't understand this bug.

rain badger
#

Looking for opinions:
After defeating enemies, you receive money/score. However, one of the enemy types is a 'mine' (so if you trigger it, it will chase you until you destroy it or it gets you, blows up, and damages you).
I am wondering what you think would be better for the player and their experience as to whether or not they get money/score from the mine enemy when they get hit by it?

steel leaf
#

Do you think it's better to have a bad translation in a specific language using an online translator or no translation in this language ?

fierce tulip
#

i think that depends on the kind of game and how funny the translation ends up being. but iirc there is at least one gdc video about it.

steel leaf
#

It's a pretty simple game, nothing text based / stories

steel leaf
#

thank you !

drowsy snow
steel leaf
drowsy snow
#

If you want to be accurate, do consider hiring a translator.

steel leaf
#

but yeah if my translations doesn't make sense it's better not to have anything

drowsy snow
#

IMHO just having it on English is far more tolerable. Bad translation will put off native speakers.

I know because I had to witness one in my native language, a game that's shoddily translated. Not exactly GT, but it's cringe worthy with awful wordings and unnecessary text emojis.

steel leaf
real heath
#

Yeah while Google translate is okayish with sentences, UI's tend to have lots of single words or phrases with no context. I would imagine that trips up automatic translations big time

fierce tulip
#

in saints row 1 you could get a blunt. which is slang for youknowwhat.
the dutch translation turned it (when translated to english again) into a blunt weapon.

#

not sure what that dutch translator was smoking, but it wasnt that XD

jade hemlock
#

Hey..How can I have nav mesh on wall to my AI walk on Wall?

deft sparrow
#

Is there a way to do a search in content browser along the lines of "all assets in this folder with reference to X uasset"?
I can filter in reference viewer by the path name but you can't make a collection with just your selected nodes (which seems an oversight) so I can't make a collection with my filtered list of referencers.

inner mesa
#

Hello. I haven’t started with unreal engine yet. I have only done unity but from my research I see a lot of people using blueprints for unreal engine. Doesnt unreal engine use c++? Why are so many people using blueprints isn’t actual scripting better? I have always been skeptical about visual scripting but I’m starting to think maybe it is not as bad as I used to think.

inner mesa
#

Thanks. The article helped a lot.

smoky timber
#

Hey there guys! I'm getting this issue: " LowLevelFatalError [File:Unknown] [Line: 2915] RecastNavMesh
RecastNavMesh-Default was found in memory and is an export but does not have all load flags" and the game crashes after I die (packaged version). Anyone got any idea?

spare kernel
#

whats the console command to dump loaded assets

#

i am mind blanked right now, and not on my work pc

plush yew
#

anyone know if unreal supports animatedpng. files?

fierce tulip
#

not out of the box. i think there is a plugin of sorts that can handle animated file formats.

glad eagle
#

Just had a quick in case anyone knows, volumetric clouds are practically washing my shadows out to the point they are not visible. im wondering if theres any particular setting where i can make them not impact the lighting of my scene

drowsy snow
west merlin
#

Is there not a 'remove action' to go along with remove action mapping? Can't find a way to remove the entire action when it's not longer used in a project
Once the input action map is removed, it has no binding, but can't find a way to remove the action altogether when resetting the keybinds

spare trench
drowsy snow
marble iris
#

probably not, you'll realistically have to pay for advertising unless you have some god tier idea and get exposed by youtubers

drowsy snow
#

Consider that top mobile games have very aggressive advertising and/or alluring waifus

marble iris
#

😂

#

If I showed like any of these mobiles ads I get in here I'd get warned

spare trench
#

Which platform will be best to display advertisment on?

#

For (low budget)

mighty copper
#

Not sure if anyone knows but for UE4 for there was a content example which shows a metal ball you can heat up with a flame thrower and cool down with water? as well as a wood ball you could burn and catch on fire and put out with water? Does anyone else remember this? and which one it is?

fierce tulip
#

kinda sounds like something that happened in the UDK release video.

oak patio
glacial yarrow
#

Hey, does anyone know if Instanced static meshes support culling in 4.27?

opal walrus
#

I don't think so

#

I know hierarchical instanced static meshes support distance culling though

spare trench
spare trench
drowsy snow
#

Well, profitable, maybe, but you'd need agressive marketing prior and after release.

#

Otherwise not many people will download it, let alone buying a microtransaction.

#

Consider that Genshin Impact is backed by agressive marketing and following from miHoYo's prior game Honkai Impact. Not to mention the characters give enough incentive to gamble for.

Similar goes to other hit mobile games like Arknights, Call of Duty/PUBG Mobile, etc.

oak patio
#

Advertising costs thousands

#

$6 worth of ads is not worth your time honestly, it won't even get you a full day