#ue4-general

1 messages · Page 14 of 1

drowsy snow
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Also IMO it's easier to attract someone to play a game on PC instead of on mobile

oak patio
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Mobile games are one of the hardest markets to break into purely because of the titans that pump out template games weekly

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Worst bit is, if your game even gets any traction they just copy it and there isn't much you can do

drowsy snow
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Looking from the profit alone it looks enticing, but people often forget what it takes to get there.

oak patio
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Yeah

drowsy snow
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Also maybe it's just me, but I'm sure reluctant to install an unknown game in my phone. It's too risky.

oak patio
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If you can successfully break in its very very profitable. But it is also the most challenging market.

Probably easier to sell a glass of water to the ocean

drowsy snow
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Even those in Google Play can pose some security risk, too much is at stake in a phone.

oak patio
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Also same. No name Devs concern me, especially seeing as a lot of mobile games realllly like permissions

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It's like the ol' "Calculator wants to make and manage phonecalls" meme

silver agate
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The UE Example projects + Migration are a Goldmine, so much good stuff! Wish i knew earlier 😄

still breach
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hey guys does anyone know how I can open the Undo History Panel?

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in ue4

spice ruin
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If it isn't in the menus anywhere, it migth be a keybind. Search the settings for "undo" and it might pop up.

spare trench
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Then whats would be a decent amount if targeting atleast 1k downloads?

drowsy snow
azure shore
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I just don’t know the exact question

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like shops involve lots of different parts and can be made in different ways

oak patio
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^
Shop is too vague. A clothes shop could mean a website, just an in game vendor that sells clothes, microtransaction skin store.

Then all of those have several different implementations, like stock rotation, inventory etc.
@spring abyss

limber pebble
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mayeb that?

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maybe*

sage coral
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any tips on making a hair material and making it easy on performance? I already have hair with hair cards

fallow hornet
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anyone know how to get an orthographic camera to rendering from movie render queue

fallow hornet
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Is there a way around it

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Kinda need it for a client deliverable

drowsy snow
fallow hornet
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what does that translate to in focal length, just going to use a cine camera then

drowsy snow
fallow hornet
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figured it out focal length of 412.268

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thanks for the help

stiff spoke
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Hey guys, I'm having some issues with some crashes from UE4, any idea why this is happening?

plush yew
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New to UE from Unity, how do i assign a child component to a variable in the parent?

spice ruin
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Are you creating this child component in the constructor using CreateDefaultSubobject?

plush yew
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(Oh wait, i didnt mention i'm doing this in c++)

spice ruin
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However, thje answer is just YourVariable = YourComponentPtr;

plush yew
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Not exactly going to work but i'll move there

modest trench
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in the top right

lament locust
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hia, i am doing a school project about a video game and i need to have people answer my survey? can i send that here or will i be banned?

urban basin
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unable to post on the forum An error occurred: Access Denied What should i do

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Am unable to make comment too xd

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oh

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well still access denied after i gained basics

little sable
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can somebody help me?

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@everyone

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there is problem coming

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main menu widget i created coming in main game when i start

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i use remove widget node, selected player controller to none change the gamemode everything nothing happens

real heath
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But it's important!

spice ruin
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I'm guessing he's using the same game mode or whatever for the main menu and his actual level.

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Probably a bad idea.

little sable
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bro somebody help

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its been 2 days

static viper
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bro

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dont ping everyone

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be patient

spice ruin
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I tried to help!

little sable
spice ruin
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Change the game mode of your play map.

little sable
spice ruin
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Open the world settings tab/window

little sable
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opend

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opened*

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@spice ruin

spice ruin
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So change the game mode setting

urban basin
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@regal mulch Hey Sir i been trying to post on the forum since this morning, i got gained basics but that is it every time i tries to post i get An error occurred: Access Denied i saw that you are a forum mod i said i would ask you ^^

little sable
spice ruin
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That's the one.

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What you'll probably want to do is create another game mode with another player controller

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And then use that.

regal mulch
urban basin
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well am trying to post here

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wait, yeah well are some parts more restricted that other where i can post first ?

little sable
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@spice ruin

spice ruin
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Not really. I'm going to sleep. I suggest you do some tutorials!

little sable
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@spice ruin

lucid grove
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Hey guys, cant figure out how to HIDE cursor in focused widget.

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Show Mouse Cursor from player controller not having effect if widget is focused

plush yew
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How do I quit the FPS game ?

drowsy snow
plush yew
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what key to take screenshots?

drowsy snow
queen shuttle
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Hello! I packaged my game in developer mode and now I'm trying to send it to beta testers. What is the best practice for that?

drowsy snow
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Though its internal uploader is limited to 1 GB

queen shuttle
iron linden
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Does anybody know if it's possible to have a Post Processing material still have the full resolution of your monitor if render scale is set to something below 100%? I have a speedline post process in my game and would like for the lines to stay as sharp as possible even if the player has lowered the render scale.

sage coral
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What whould you reccomend the cloth paint value of clothing? 100% looks way too lose and messes up the normals

fallow hornet
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I have event triggers that are keyframed in sequences if I simulate in engine they switch properly. When i render through movie render queue the event triggers are not triggering

plush yew
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I have wrote a script and damn this whole system sucks to animate it

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Really frustrated unreal user

past horizon
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Asking here, as well: Hello. Hope someone can help me - 4.27. Simply put, crouching animations are not replicating. Crouch itself does, the capsule height changes, debug variables print out, players can clip through low ledges designed to be crouched under. But the animations themselves will not replicate. I'd appreciate any advice/tips on where to look. Feel free to @

magic wyvern
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Does anyone know what could be causing the camera of my character to somehow be sideways upon play?

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Nvm it was the rotation of the mesh.

random owl
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oop sorry

plush yew
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Yay i got my first game crash .-.

spring abyss
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???

little sable
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widget is also coming in main game ;-;

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im frustrated and problem is not solving

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i change everything selected game mode to none, changed the gamemode changed the player controller everything nothing happend

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@maiden swift ;-;

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@modern root bro ;-;

maiden swift
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I know it’s frustrating but please don’t ping my staff for tech support.

little sable
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bro its been litreally 3 days problem is not fixing

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i need somebody help

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i have no friends to help with ;-;

maiden swift
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Where are you loading the widget?

little sable
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i made two levels main menu and main game and when i start the game from main menu click on play the game starts but the main menu widget also coming in main game

maiden swift
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Right. In which blueprint are you loading the widget for the main menu?

little sable
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oh you mean gamemode override?

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which mode i selected?

maiden swift
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No….

little sable
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so?

maiden swift
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Your menu consists of widgets.

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The play button, etc.

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Those have to be added to the screen somewhere.

little sable
maiden swift
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That’s the code that makes the widget work. I mean the code that displays the widget on screen.

little sable
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oh ok wait

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here it is

maiden swift
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Did you copy that level when you made the second one?

maiden swift
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That looks like the level blueprint for Main Menu. I’m wondering if you accidentally put that code in the level blueprint for your game level.

little sable
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no i didnt wait i show you the main game blueprints

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main game one 1st one is widget like health bar

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second one for ghost

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3rd one for lights off

maiden swift
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Hm… you’re sure you aren’t loading the main menu widget somewhere else?

little sable
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i made another level for 3rd level

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i show that level blueprint

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no blueprints in 3rd level

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is that any problem at game mode or player controller but i changed that and problem is not fixing

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@maiden swift what are thoughts?

maiden swift
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I’m not sure. You must be loading that widget somewhere else.

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You can run a test to find out. Clear the widget from the viewport before opening DarkBreath. If it still shows up in DarkBreath, you’ll know it’s loading from somewhere else.

little sable
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from you what do you think from where the widget is loading

maiden swift
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If I had to guess I’d say the player character, player controller, or game mode.

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I have to go to bed now. Try running that test and good luck.

little sable
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ok good night brother

little sable
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@maiden swift hey bro when i change game state class: game state base to game state the widget wont come but the player dont move

lusty spire
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Hello, The Callisto Protocol is out, and its laggy, digital foundry says its shader compilation problem (like on some console emulators), new object or particle appears and it take time to compile shaders, but I never sow it in my packaged games. I think unreal makes shader prebuilt for directix rhi.
I found only PSO caching in documentation

ember holly
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Hello guys im trying to move this basketball out of the couch and bounce lil and keep rolling but i dont really how to do it ! Is there anyone can help me or send a tutorial that will be very helpful !?

ember holly
little sable
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wait let me search some tutorial

drowsy snow
little sable
little sable
drowsy snow
drowsy snow
little sable
little sable
latent sonnet
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HELP PLEASE I have a texture that is not showing for some reason idk why

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It should be applied right above the black space

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Right here

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Should look like this!!!

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If anyone can help it would be much appreciated. This project is due literally in the morning and I’ve been up for days trying to fix it

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Ik it’s late but I am begging for anyone to give even an once of advice

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I’ve tried everything online I could find

drowsy snow
muted crater
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Question; does "use less cpu in the bg" impact shader compliation at all? Seems like it runs full-power regardless of if it's the active window.

drowsy snow
muted crater
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That's what i figured, just wanted to make sure. Thanks!

pallid olive
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any one in idea why this tile is not flikkering but the rest is

drowsy snow
pallid olive
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Must be the case

stark talon
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So now everytime i try to open this happens. And i cant think of anything to make it start.

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The name of the file has cpp written in it, but i didnt do anything in cpp yet

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I only need to recover 3 actors from this project

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okay i recovered the important files:

drowsy snow
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PROTIP: Asking for hurry can lead to people waiting longer for giggles

static viper
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stop double posting man

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one channel is enough.

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you posted for the 3rd time in 2 channels

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i can literally see it in your search results XD

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stop that its against the rules

serene oak
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Sorry

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You're right

drowsy snow
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Nope.

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You'd better off setting things up from scratch and learn in the process

upper karma
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This is a weird question to ask, but does anyone know what unreal engine version was available on November 25th 2021

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UE4 specifically

drowsy snow
upper karma
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Just curious

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A game I play released at that time so I was wondering what UE4 version was available that day that it released

drowsy snow
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Reverse engineering? AnnaKnife

upper karma
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Yuh

drowsy snow
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Then it's up to you to figure out
This server don't condone reverse engineering UE games

upper karma
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Wait hang on

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What does that mean

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Cause if you think Im trying to pirate or whatever thats not the case

drowsy snow
upper karma
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Thats not what Im doing

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I’m just wondering what UE version was available. Not doing any of that mess lol

drowsy snow
upper karma
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Gotcha. Thank you

pallid olive
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hi

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i have 3 objects that are not childers of master object

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its not possible to make an array of 3 different objects?

plush yew
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Does any one have an idea of how i could make a static mesh's vertices/points move ingame?

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Like take a cube's top vertices and moving them together

oak patio
plush yew
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Hm, i'll look into it then, since i do need to convert them to procedural mesh's anyways

astral rapids
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how would i lock an axis with world position offset?

thin tendon
astral rapids
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im trying to do this in a material to avoid event tick

thin tendon
astral rapids
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oh would that be possible?

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ive never heard of that ill look that up thanks

thin tendon
shut fog
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Hello all,

I am trying to create a vehicle with omni-directional movement capabilities (e.g. pressing W moves forward, pressing A moves left, and so on). Similar to the Batmobile's movement in this video: https://youtu.be/f1CCgeSEyWU?t=19

Can this be achieved with the existing UE4 wheeled vehicle component system? If not, are there any helpful pointers to setting it up manually?

I have tried googling the issue but haven't found any answers. Any help would be greatly appreciated!

VZX

The Tank Battle Outside GCPD. While Taking No Damage in The Batmobile.

If you Enjoyed the video, Pls Like, Share & Subscribe!! And comment down below what you Thought of the Video :)

This Channel is dedicated to the In-Depth analysis of Games Old & New. Uploading Game commentary, Analysis & Walkthroughs of Games is the target so Subscribe for ...

▶ Play video
plush yew
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I have wrote a script but I am not able to create a video for it

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Like really confused with the whole concept of the video

wild crag
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You need to be more specific with what you mean

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are you trying to record a scene, are you trying to import a video, etc....

drowsy snow
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You're welcome

plush yew
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But to create a video over the audio is really confusing and tiring

drowsy snow
plush yew
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I mean I have a comedy script and to create a visualisation like its damn complex

drowsy snow
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Ever done video editing before?

plush yew
spring abyss
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.

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Helllooo

wild crag
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yooooooo

spring abyss
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Fix the Replication when you enter a match . Run the event where you change /equip dress on server

wild crag
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sounds about right replication is interesting

spring abyss
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?

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Is it ..

wild crag
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That's my way of saying it's annoying kek

spring abyss
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Yeaaaaahhh

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It's complicated , I wish I could punchhhhh it

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Ok came here with a prob

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Not Actually a prob

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Just wanted to know

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Dammit I forgot

terse oracle
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Hi, I have a strange problem. On my map only static lights work, stationary don't cast any lights or shadows on the level geometry, both point and directional lights. However, in the editor it looks absolutely fine, this problem only happens in the built game. I googled and didn't find anything that would help. Did anyone here have a similar problem before?

lunar hornet
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Hello friends! such a question, is it possible to make support for the game steering wheel for Unreal Engine?

lunar hornet
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do you know a tutorial on this topic? it's just that Unreal Engine doesn't see my steering wheel

lunar hornet
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how can you find out?

still breach
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Hey guys, is there a channel where I can specifically ask a question relating to HTTP requests and the use of the Remote Control API plugin?

queen shuttle
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Has anyone messed around with "WasActorRecentlyRendered"? I'm seeing it as a helping hand along side tick for some things

errant horizon
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I need some help with smart pointers. I'm trying to instantiate a BP of USpawnManager and assign it to a class member called SpawnPointer, of type TSharedPtr<USpawnManager>. Unfortunately, I can't figure out the last step of assignment. I have a USpawnManager* and can't figure out how to assign it to the shared pointer. Here's my code.
ConstructorHelpers::FClassFinder<USpawnManager> spawnManagerClass(*(FString("/Game/") + SpawnManagerBluePrint.ToString()));
TSubclassOf<USpawnManager> smClass = spawnManagerClass.Class;
SpawnManager = smClass.GetDefaultObject();

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I get the error AccidentalDungeonGameMode.cpp(34): [C2679] binary '=': no operator found which takes a right-hand operand of type 'TClass *' (or there is no acceptable conversion)

pallid olive
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Hi how can i use nav mesh bound without a world. The world is created with blueprints

spice ruin
zealous ginkgo
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hey slackers, im doing a simple retarget IK for some animations and i notice the character receiving new anims is not showing the movements and does the anim in place. is this normal?

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so the root motion and inplace anims

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whats the difference and how does that work

errant horizon
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What would the type be? Tsubclassof<>?

spice ruin
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Or just UClass if you aren't picky.

spice ruin
# errant horizon Why not?

Because they aren't designed to work with them. You should use either a UPROPERTY with a raw pointer or TStrongObjectPtr or TWeakObjectPtr. Note the Object.

delicate fractal
terse oracle
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well I only have three lights on the whole map :D

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and even if two are static and only one is stationary, it's still the same

plush yew
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Is there anything like "selecting" or automatically getting the vertices forming a specific face of a procedural mesh?

delicate fractal
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This question is kind of specific: I was told before that "Cast To" nodes are very memory intensive, so I replaced them with interface calls (like the bottom instead of the top in the pic). But looking at the Memory Sizemap, it looks like these interface calls also bring up that actor and it's children into the memory.

Is there a better way, memory-wise, to check for actors for things like overlaps?

plush yew
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does anyone have any idea on what a good baseline game tick time would be? when reading from stat unit and stat game for example, ours is reading at 3ms for game and 13ms for GPU, just trying to understand what the ceiling should be to aim for around 100fps average

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so 3ms for game is pretty good I take it?

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our GPU is at 13ms however

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so we have too much GPU wise then

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to get to 100fps

real heath
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Also, obviously, it matters on which machine you choose to make these frame budgets

delicate fractal
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about the interface question, it seems like the memory calls every blueprint into memory that is referenced by every class interface that's hooked into it, even if that function isn't called. Do you guys make like a bunch of different interfaces?

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so like, the sizemap for memory shows this projectile pulling all sorts of BPs into the memory, like a guitar BP...

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but there's no reference to these actors in the projectile

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the only code is an interface check...

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and the interfaces that are hooked up. If i search for something, like the guitar, it's just referenced in an interface, even if it isn't called.

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So this is where that guitar is called from.

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in that same BP, just from the interface. I guess I'm asking if you guys use a bunch of different interfaces to keep memory down.

Also, Karen Char BP is heavy as heck bc of it's references too.

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BP object reference?

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so you check for whether or not it has the interface, and make an interface call if it does, and then make the logic in that blueprint?

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I just replaced my "Cast To" nodes with interface calls, and I wasn't aware that those were also hard references.

I think I'm starting to understand. Thank you so much.

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What would you use instead of the Get? The interface call is in that spot?

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I just found a big tutorial on soft references: https://www.youtube.com/watch?v=K0ENnLV19Cw&feature=emb_title

so I'll do a little more homework. I thought using the interface call instead of the Cast node would be enough and I'm clearly way off LMAO.

I appreciate your time 🙂

This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

▶ Play video
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wait so "get karen" is a function that is inside of an interface, that references Karen Char BP, which is a hard reference. So if you call "get karen", you pull everything with it.

You put another interface inside the interface?

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I think you broke my brain 🤣 You put the interface call in the interface output?

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oh wait the first interface is useless sorry trying to follow.

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i cant verbalize it but I think I know what to do now. Thank you! 🙂

azure shore
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how would I even go about finding people to help out with my game? I cant pay anyone, I dont know what Im doing, I cant do it all myself and all I wants a little help. but it seems I just rant at a brick wall because I dont know what to do about it. I dont see why anyone would care when theyve got their own game projects. I feel like I am capable of making a game but the more I try the more it drives me insane and I cant get anywhere and I dont even have anyone to simply just give me ideas or proper feedback on how things should be

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not even a big game, I just cant do it all. I dont know if something looks right, if its a good idea, I cant be the only one to make all the decisions I cant stand it anymore

grave nebula
azure shore
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didnt I just mention that

delicate fractal
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do a little bit every day. I know you can do it too.

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Solo dev gets frustrating and lonely at times.

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I just try to limit the scope of my project as much as I can... and I try to do game jams to work with new people. So far, not much luck in their category.

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But I found this discord so next game jam might be more successful.

azure shore
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yeah Ive already tried to come up with ways to make this more manageable, such as make it a simple 2d look, but now Im having so many problems even trying to make it look any good like that, and I dont know what looks right, and this should be manageable since its my smallest project yet but Im still in this same position as every other

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thats just what every project ends up being. I want an actual game for once, not even some huge polished game just something thats worth playing

tulip marten
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"Why would anyone help me"
To get some experience. Wether that is simply to work in a team or their lack of ideas for games.

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Totally not talking about myself btw

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Very good advice. Did exactly that

delicate fractal
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Offhand, is there a way to search the Size Map without zooming in on every little square?

I'm trying to see if I figured out that interface thing! (I guess not seeing it on the sizemap anymore is a good start though!)

azure shore
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I dont use tutorials much anymore tbh, used to watch enough to be able to work most things Im doing out for myself

delicate fractal
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thank you! 🙂

azure shore
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I guess in all fairness I havent had a job for a while so have just had a lot of time to work on this and not a lot else to do

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wasnt that a reply? I swear I replied to your previous message with that

plush yew
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How do i get the section index of a procedural mesh from a line trace?

errant horizon
spice ruin
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Correct.

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That includes USTRUCTs (i.e. you can use them for USTRUCTS)

fallen wing
#

Any reason why all of my levels in this one project look like this?

marble iris
drowsy snow
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It's a common sorting problem with translucent material.

fallen wing
past plume
#

Anyone know why I can't paint foliage on a new landscape?

fallen wing
marble iris
fallen wing
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Is that possible if I'm not using Git/any source control?

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If not I guess I could just copy my BPs into a new project and see what happens

marble iris
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Well now you know

fallen wing
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Thanks

marble iris
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Np gl

neon grove
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how do i get the local normals in the material?

drowsy snow
neon grove
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i need the local ones

drowsy snow
neon grove
drowsy snow
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Yes, named TransformVector

neon grove
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i need the inverse of that one

drowsy snow
half shoal
#

Hello guys, a few weeks ago, I made a game in unreal engine and the idea is play with glasses reality virtual but the problem is that when I connect the glasses does not work the controls.

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Someone can help me?

neon grove
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i didnt know a single material node can have multiple types functions

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usually bp nodes have one for each

winter marsh
half shoal
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And when I try to move with the joystick I can not move

winter marsh
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can you screenshot your code in your character/pawn bp? @half shoal

half shoal
winter marsh
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ok

languid dune
#

Hi,
I'm fairly new to UE. I've been trying to create a scene, but when I import my textures from Quixel Mixer, they all look very flat.

  • The modes of the Normal & RDAO maps are changed when I import them.
  • Everything looks fine in Quixer, the textures also look alright when I look at them outside of any softwares, but once it's in Unreal, they just look... so bad.
  • I thought perhaps it came from my material functions, so I tried to import them in a new project with nothing else in it, and they also looked flat.
  • Tried importing a random Megascans material, and it also looked flat.
  • I'm fairly sure the Normal & RDAO maps are detected, because if I uncheck their boxes in the Material Instance, something changes. It's not very visible but it's definitely doing something?

I'm pretty stuck with this problem and I would gladly use some help if possible!

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Here is the exact same texture in UE vs Quixel Mixer. It's doing that with every single texture in my project

drowsy snow
static viper
#

ue5 doesnt have tesselation any more

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so yes

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you need 10K triangles

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and WPO

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would be better to use pom

languid dune
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I'm so sorry if my questions are silly, I need to try to add more geometry to my landscape then?

median estuary
#

Does any one have experience on nDisplay's mGPU feature? I'm using 4.27. I followed the instruction on UE4's official document and set 6 viewports's GPU Index to 1 (I have 3 GPU totally, I'm trying to force 1 GPU to handle all the viewports), I then successfully start the application by using Switchboard. Yet, I haven't found any particular changes on each GPU's status, they all in heavy use. I wonder if the mGPU feature is not working at all, or is there anything that I do wrong?

drowsy snow
fierce tulip
#

@plush yew we have a job board, you can read the #instructions on how to post there. Its also the only place where job-related posts are allowed.

fierce tulip
#

good luck!

pallid olive
#

is it possible to transfer 1 parent object class to another project or will this alwas result in corrupt/null

drowsy snow
pallid olive
#

o wow thats alot of references

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its making a copy or export it

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its making copy or the orginal object migrates ?

fierce tulip
#

copy

languid dune
# drowsy snow Yes. Help it with static meshes.

I tried with more geometry but nothing changes. I think the problem has to do with my Displacement maps, I'm gonna try to work with my Tessellation function and see what I can do from here

#

Thank you for the help still!

languid dune
drowsy snow
languid dune
drowsy snow
languid dune
lusty carbon
#

Question about distance culling. It makes sense to me that all this poping in and out will have some performance overhead

#

Is that correct?

thin tendon
wild crag
#

level streaming is also worth looking into depending on what you're doing

little ingot
#

When in the editor, how do I view the list of all child blueprints that inherit from a blueprint? I thought Reference Viewer might do the trick but it feels like I'm missing something obvious :). Thanks

#

Hmm, I can start creating a new blueprint, type in the parent class and then see the hierarchy. That seems a little long winded though, any alternatives?

unreal linden
#

Hey, I have a large creature in the game and the player character should be able to walk on it, but atm the character just keeps bouncing on the collision. I'd appreciate any help. 🙂

pallid olive
#

hi

#

need some help with small equip system

#

but if the socket, weapon is valid i want to destroy the weapon and pick other up

pallid olive
#

where

marble iris
#

Use the one with the question mark icon

pallid olive
#

i know how to get the is valid? node, but where to put the node

marble iris
#

Before you set the reference

#

If it's false you would do what you have rn

#

If it's true you would drop the actor or whatever and then set it

pallid olive
#

oke found it

visual zephyr
#

I modified the extracted .uasset file (.tga) in gimp, imported it in unreal, and saved as .uasset
After that I put it in an unpacked pak folder, and repacked it into a .pak file
And replaced the og pak file with the new one
Also I noticed that the new pak file is a few hundred mb smaller then the og one
(this is me trying to mod a game, with full devs support)

spring abyss
#

Helllooo

#

Is Anyone There ? Active Ready to Help me?

#

I have a problem

#

About Mesh not changing - When Start ( Create/Join Session).

#

Not Actually a problem

#

Doubts

proper kindle
#

Hi, I need to screenshot UI of my game the only problem HighResShot command or Shot doesnt work. I tried "Take automation Screenshot of UI" and taht doesnt work neither, what am I doing wrong or anybody has any idea?

tardy flume
#

I'm still working in UE4, modding for Conan Exiles. This is UE4.15, I believe. I'm trying to make a lute that when equipped, starts playing music. I've got the animations and the sound mostly working. I'm just running into some issues.

  1. I want the animation to only impact everything above b_spine_1 bone. But right now it's animating the entire body. Any way to fix this?
  2. The weapon, which in this case is the lute, isn't visible in the hands of the character. Any way to fix this?
oak patio
tardy flume
#

That makes sense. The community there is somewhat slow to reply but I've got an update to do this week. x) Figured I'd simply try my luck eitherway. Thanks anyway!

oak patio
#

No problem, hope you can solve your issue!

drowsy snow
drowsy snow
scenic nebula
#

What does it mean when you unpack a pak that works in game, a model/texture mod, and unpack another one that doesn't and the one that doesn't has no folder directories just ubulk etc. Files, whereas the one that worked has folder structure. With a ubulk file outside each folder you go inside.

I don't get what I am doing wrong. Are ubulk files supposed to be outside, I seem to misunderstand how to properly pack paks and also there is the question of pakchunk mismatch, isn't copying the base games sig file and simply renaming it to your pak mod the right way to get the mod to work?

drowsy snow
wild crag
#

I wouldn't exactly call that reversing, and modding is allowed if the devs of the game allow it

fierce tulip
#

then its best to join a discord server that's related to that game's modding

wild crag
#

Not every game is popular enough where asking there would make sense, sucks to be the only one to mod a game that you enjoy lol, rule 5 says it's aight pepeshrug

drowsy snow
wild crag
#

that's built in functionality of unrealpak, not something they'd need to invent

oak patio
#

....and its also explicitly not supported here

drowsy snow
#

Don't get me wrong, I'm also an underground modder, but I understand where the rule came from

#

Not every dev are consent or waiving for it

oak patio
#

oh i love the work a lot of underground modders do, and have always found it interesting.
but i respect and support where that rule came from

wild crag
drowsy snow
oak patio
#

yeah

drowsy snow
#

And discussing broader topic of modding

oak patio
#

if you have to reverse engineer a specific pak im gonna hedge my bets that its not supported and is indeed underground modding

#

which isn't allowed

#

plus im firmly in camp "find the modding community"
general unreal devs are gonna be useless at helping you mod a specific game implementation

wild crag
#

it's not reversing, they're basically fancy zip files, and unrealpak is basically fancy commandline 7zip

oak patio
#

it is though.

#

even the mod said its best to join the community rather than have it here lol

wild crag
#

I'll agree to disagree PepeKek

slow pulsar
#

Hey I don't know what channel I need to exactly ask this in but with unreal 4.25, is it possible to do shader precompilation before the player does anything in game to prevent compilation stutter? Sort of like how no mans sky or call of duty does shader pre compilation before you can play smoothly? Any documentation or tutorial available to implement precomp? Thanks in advance!

drowsy snow
#

Otherwise if you use DX11 only, you don't have to worry about this.

#

The whole #StutterStruggle thing is only relevant to current gen graphics API, not last gen ones (DX11, OpenGL)

slow pulsar
#

hm, glad we have the flexibility of using DX11 I guess. Its odd that something this annoying has existed for a while

#

and yeah 5.1 hasn't exactly ironed everything out

#

Thanks for the heads up!

#

will do a toss up and see what happens in comparative baked builds

drowsy snow
#

Also PSO caching should be done on the tail end of development, as it relies on you gathering all materials that will be used in your game.

slow pulsar
#

oh no, will on two identical PCs without a cache

scenic nebula
#

So where can I find these "underground modders"? Sounds like my kind of people. Add me if you can help in either way.

drowsy snow
#

Also "underground modding" is pretty much a term I coined lol

#

Just to differentiate from those using official mod kits

wild crag
#

I just call it unofficial modding, though I've had some of the template modding stuff I made, end up making it's way officially into games before, always a nice feeling

delicate fractal
#

Hey guys, I was trying something out today and I'm not really understanding fully what's going on. Yesterday, I was posting about optimization and blueprint interfaces, and today I was working on replacing hard references with soft references just to see if I get it right...

#

Looming into my player character on the Size Map, before, it was weighing in at about 380 MB on the size map. The largest reference was an Anim BP, that was only referenced once if I change the character mesh to the skel mesh that uses that AnimBP...

#

So I swapped out the code for the soft references...

#

This removed that AnimBP from the box in the Size Map for memory... but it ballooned the memory size to 416 MB, a gain of about 36 MB total.

#

But at AnimBP in question isn't there in the character's size map box anymore, it's outside of it.

So I was originally thinking it was a good thing it wasn't referenced anymore, bc the Character would be taking up less active memory... but IDK what to think anymore bc of the size being so much higher.

autumn flame
#

I mean, there's NPC_Animal_Modular that was not there before, so at this point i imagine some other edits too

delicate fractal
#

it was there before, it was just a much smaller box. I wish I hadn't cropped the time out of the 2nd because it was like before + after.

#

but you're saying that there must have been a reference in the 2nd that wasn't in the 1st that I added in somehow that I just need to look for what the discrepancy is.

#

i'll start digging. Thank you 🙂

#

sorry sometimes I need to talk this out 🙂

zealous ginkgo
#

hey guys who knows the setting in post process that makes it darker? my night time is now super dark and i cant undo it lol

delicate fractal
zealous ginkgo
#

i just deleted everything lol

delicate fractal
#

did that help at all?

#

no files, no problems 🤣

zealous ginkgo
inner tusk
#

Hey does anyone have an unreal engine project with an enemy ai that i could borrow. I was gonna sumbit one for my class but i installed unreal engine 5 and my amd drivers crashed and that affected bootcamp in some way so repartitioned my hard drive(wiped my windows side of my mac)

#

also hope i wasnt super abrupt. Do me a favour and react to my message if you'd like to let me know if I am being out of place or breaking rules

deep basalt
#

The Action RPG demo provided by unreal has enemy ai you could learn from

glacial pecan
#

Grr, I have to vent for a sec: Distance field generation has to be the buggiest god damn thing in Unreal! 😤 😤 😤

#

Like, I turn it on for one mesh, and it generates the distance field for a completely different mesh!

#

So I double check that it's off for that mesh, and increase the resolution (and even replace the generation mesh) for the one I want... still nothing. Still only the old (wrong) mesh shows up in the view mode.

#

👺

ember totem
#

hey can someone help me, i'm trying to connect 3 skeletal meshes (Hair and the rest of the body) but i don't know how?

wild crag
#

Assuming they use the same armature, and are already painted and all, you could just unparent the mesh from the one armature, then parent it to the other with empty groups, then it should carry over the painting and you would have both

#

you could do that in something like blender

ember totem
#

they have different armatures

#

and i don't want to delete the 3 armatures

drowsy snow
ember totem
#

thanks figured it out!

#

although after adding them they just won't move they just sit there so the main skeletal mesh clips through the other 2

ember totem
#

while the animation plays

slate matrix
#

so i was wondering if i could try and mod a single player free game, and this happened:

drowsy snow
wild crag
#

that's not the problem there

#

that's a freaking zip file

slate matrix
drowsy snow
wild crag
drowsy snow
# slate matrix

Which led me to think he doesn't properly repackage the pak file, which is expected for underground modding, and a no-no for this server.

#

Also of course it's freaking FNAF game.

slate matrix
#

yep

drowsy snow
#

I swear FNAF fanbase have come over and asking on underground modding in here several times

slate matrix
#

ikr

drowsy snow
#

Last time it happens it was Security Breach, which IMHO a subpar UE game by itself.

wild crag
#

I was unaware that more than sb was ue

wild crag
past cliff
#

I have a question about the Niagara plugin...

#

Cool, I'm here for less than five minutes and already messing up, thanks.

marble iris
drowsy snow
#

Also against the server for attempting underground modding

rotund yew
#

Theese variable are only used in runtime, how can i indicate that (for others on my git) is there a naming convention?

or otherwise can someone give me a good Variable chatagory to put theese in

drowsy snow
oak patio
#

The category won't matter much if the variable names are good

drowsy snow
#

Also exposing variables/making them public is a thing

#

Also also BP is not that great for source control, lots of conflict and losing prior changes

wild crag
#

Reversed Backwards Oh_Jeez

#

try naming them questions like bInAir, bIsDashing, etc...

drowsy snow
#

At least for BPs you can omit the b prefix

wild crag
#

it will strip them in the previews, just like how it adds the spaces that aren't there, I would still follow it

light vigil
#

if I convert a bunch of actors to a single static mesh, can I undo that and break them apart somehow?

oak patio
spice ruin
#

Habits are hard to break.

#

Unlike habbits.

plain bough
#

Hi hello! I don't see a specific channel in here about streaming volumes. We are using 4.26 and I have a few questions about the best practices for using streaming volumes (I've read all the documentation on unreal's website, and it doesn't quite answer what I'm looking for). If anyone has some knowledge or can point me in the right direction, I'd greatly appreciate it! (please ping me with responses)

spice ruin
#

Actually asking a question will help.

plain bough
#

We're having a few different issues:
-loading volumes are taking forever to load like they are stuck in a queue and causing performance problems: how to help this?
-What do the different Streaming Usage drop downs mean? There's no documentation for this anywhere
-It was mentioned on the documentation that fewer streaming volumes is better, but we are making an open world game and need things to unload for more things to unload. Seems like the items in streaming volumes don't actually unload, just stay in the cache, and that's why the load times are longer?
-Just wanting general best practices for streaming volumes

spice ruin
#

Sadly I cannot help with these. 😦

#

You might try running the gc manually to see if that unloads the streamed objects (obj gc in the console)

plain bough
#

What does gc stand for?

spice ruin
#

garbage collect/ion

plain bough
#

I'm confused how this will be helpful

spice ruin
#

Well you say items are hanging around in a cache instead of being unloaded? It might be that they are just waiting on the garbage collector to get rid of them.

#

It's just a wild stab in the dark.

royal arrow
#

Running the garbage collector manually seems like a great idea... but players can't do that... so how does this affect a live game?

spice ruin
#

It may find your issue, but it won't necessarily solve it.

#

You can enable the gc every tick, but that's probably a bad idea.

royal arrow
#

I mean, I'm sure the gc is working... if not there's a much larger issue.

#

Streaming volumes don't destroy sublevels either. They simply cache them for later loading.

spice ruin
#

The streaming usage thing can probably be resolve by reading the source code. Unfortunately that's a fallback for a lot of badly documented stuff. 😦

royal arrow
#

Lol yeaaaahhhhh

plain bough
#

Which is why I was looking for someone who knows about streaming volumes

#

and best practices

spice ruin
#

Good luck!

royal arrow
#

Prefabricator is pretty neat as long as you don't try to move engine versions. We lost a lot of our prefabs in the process and it was a mess to clean up.

light vigil
#

In this case I'm converting them to a single static mesh to reduce draw calls, not just for organization / moving them all as one, so regular grouping doesn't quite get me what I need, not sure if Prefabricator would or not

spice ruin
#

If you're moving things, each individual component will still update their own transforms, even if you have 50 components in a single actor.

#

I'm not sure grouping them into a single actor will affect the # of draw calls.

#

Unless you use something like an ISM.

#

I may be wrong. Test it out before you spend a week on a potentially fruitless endeavour!

bronze glade
#

where do i go for questions

#

with 4.27

drowsy snow
bronze glade
#

does the ue4 animation starter pack sprint animation not loop properly? if anyone is familiar with that

plush yew
#

Hey what's the difference between texture and materials like how once make them from scratch I saw some texture and they are used to create material but I didn't understand how they are getting these texture what's the story and logic behind this

spice ruin
#

A texture is a set of pixels. A material is a program that runs on your gpu that takes inputs, like textures or vectors, and processes them to provide an output.

plush yew
# plush yew Hey what's the difference between texture and materials like how once make them ...

Texture's are usually pre-made images that are used as a source for Materials. MAterials can collect and add all sorts of new properties to this source image. Say you have a picture of a stonewall, you load it into a material and you can make that stone wall react to in-game lighting so it may seem Wet or Dusty, but also move it, extrude it etc. etc.

Check out this video where they teach in detail a bit more about materials and textures 🙂

https://www.youtube.com/watch?v=sIMmDVLqh1s

We now continue our Material creation process by adding some textures into our Material.

A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Materials_Tutorial:_Adding_Textures_to_a_Material
(00:05) - Intro and Normal Maps
(01:45) - Creating a Wood Material
(03:50) - Inside the Texture and Materials Editors
(0...

▶ Play video
covert bridge
#

[HELP] Having this error on 4.26.2 while building for android... and unable to find anything about this anywhere.. Need Help..

oak patio
#

Don't crosspost

mortal kayak
oak patio
#

Cool cool!

dreamy forge
#

Hi

#

To package and publish for ios is it necessary to install UE4 for Mac?

#

I'm looking to buy Mac Studio. But it has 2 models. 512GB and 1TB.

#

512GB won't be enough for source version of UE4 right?

#

300GB will probably won't fit in

spice ruin
#

512gb will be enough if UE4 is the only thing you have on there.

grim ore
#

I have a m1 mac mini with 256gb and I can fit UE4 on there without issue. but I dont know how large your project is. with that said you can use external storage without much issue if needed

spice ruin
#

Fitting UE4 and an OS on 256gb is impressive!

#

I guess it's gotten a lot bigger in UE5...

marble iris
#

For source?

#

Damn

gusty hamlet
#

Hey guys is it possible to use UE4 with Visual studio 2022?

#

When I'm trying to create an application with UE4 it is asking me to download VS 2013 for some reason

#

Is there any way to change the target VS ?

#

oh

#

Will 4.26 support web export?

#

I want to export my game to web too

#

tons of what?

#

oh okay

spice ruin
#

I think 4.23 or 24 were the last versions to support web export

grim ore
#

4.24 is the last supported version to have webGL support, there are newer but community supported

gusty hamlet
#

Does 4.24 target VS 2022?

#

Ah damn okay

#

I had UE 5 installed but then I realized it does not support webGL export

#

And my project requires to be exported to web

spice ruin
#

It's basically one of the support dancers in the Friday music video.

dreamy forge
spice ruin
#

I hear 200 to 250gb for UE5.

grim ore
#

its ~160gb for a fully built UE5 from source right now

#

UE4 is less, and thats fully built you can trim it down if you want

spice ruin
#

Is that from p4 or git? I get much smaller sizes from the p4 install than I hear about people doing it from git.

versed rivet
#

UE5 is 60 GB?

#

why is yours so big

grim ore
#

from github directly

versed rivet
#

what would be the difference?

grim ore
#

source code + intermediate files + final build

versed rivet
#

fair enough

#

why can't you just use the launcher lol

grim ore
#

no one said you cant, that was a question on the source build size

versed rivet
#

no no no

#

that's not what I meant

spice ruin
#

There are things you can't do in the launcher version, like build dedicated servers.

versed rivet
#

makes sense, thanks :))

grim ore
#

also you need source to build apple silicon native versions of the engine right now, and up until a few months ago pre compiled linux versions did not exist.

versed rivet
#

so people just take the source code and make ports?

#

that sounds like a lot of work damn

spice ruin
#

You don't need to make ports yourself.

#

You just have to build it in different configurations that aren't avialable on the launcher.

versed rivet
#

yeah that makes more sense

drowsy snow
vocal laurel
#

Hey I have some problem ,

I followed this tutorial https://www.youtube.com/watch?v=1sV5Q8Yn8i8 and here is my code

I have 6 objects in the game , so If client 1 destroy any object it will destroy it and it will print (5) so if client 1 destroy 2 objects the number will print (4) , But if client 2 try to destroy any of the objects (even is there already 2 objects destroyed ) it will count it as a new one and the print number will be (5)

Is there any way I can solve it ?

Hey guys, in today's video, I'm going to be showing you how to replicate destroying actors. This can be used to pick up items, kill enemies, and much more.

Blueprint Interface Interaction: https://youtu.be/m90ZkbtPA9s

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:1...

▶ Play video
rough olive
#

how do i disable one single key ( like 'G' for example) when i have a animation playing in my character?

rough olive
#

okay, ty!

#

nice! ty!!

urban dust
#

SceneCaptureComponent capture depth in vr not working as it is in standard mode.
Any solutions?

#

should I enable mobile hdr?

#

ohh ok I think that will work.

ebon nova
#

I'm trying to mod a game that was developed using 4.27, when i try to load the project file it states that I need OnlineSubsystem "PS4" plugin, but I can't seem to find that anywhere... any idea how one gets that plugin?

ebon nova
#

Azur lane crosswave

peak hare
#

Make the actors you destroy replicated, and those replicated variables should be set on server

drowsy snow
# ebon nova Azur lane crosswave

Yeah, no. The game don't have mod kit, so there's no way for you to mod it. Not to mention console libraries are only available to registered devs under NDA.

Also this server don't support underground modding endeavors. You should look elsewhere for the game's modding forums, if any.

floral solstice
#

Hey how can I change a default gun given to me with a custom gun but still do what the other gun did

ebon nova
#

That's why I can't find it. Ok thank you

floral solstice
#

But that project is first person too I want my gun to be a third person weapon

dreamy forge
drowsy snow
violet jungle
floral solstice
#

How do I make the guns attached they are in pieces

spring abyss
#

Hey hey hey

torpid ginkgo
spring abyss
#

Hellooooo

#

I have a Doubt...

#

If someone knows it answer 👍

#

Like A Variable stores the name for clothes (In game instance) ( To Equip) , but when the player selects more than one cloth like ( selecting shirt and pant) . How get this variable, with this two names to equip dress?

#

Is the question clear?

low mica
#

Does anyone know how i fix this? When I am far away The light map quality is low, and when i get closer the quality will be good

stable tendon
#

Hello, everyone.

#

I am very happy to meet all here.

#

I have a problem to package ue4.26 project to ios build. I need to add NSLocalNetworkUsageDescription to plist file, but I cant find the way how to do it.

#

Who can help me?

sleek delta
#

Hey all - has anyone packaged a build from UE4 to the Steam Deck?

drowsy snow
queen shuttle
#

So UMG is breaking my brain and it took me all day to figure out a back button option. Now I'm stuck on sliders being used by controller

drowsy snow
queen shuttle
oak patio
#

It's not hard to add c++ code

queen shuttle
# oak patio It's not hard to add c++ code

I mean at this point setting up menu options on blueprint is terribly hard and I might swap to C++. I have it set up where the buttons work but soon as I get into the options or control, its a nightmare!

drowsy snow
# queen shuttle I mean at this point setting up menu options on blueprint is terribly hard and I...

This snippet of mine implements remappable input for UMG's focus system, and it's not a hard implementation. It'll make your life easier implementing it.

https://dev.epicgames.com/community/snippets/7Wy/custom-remappable-slate-navigation-config

Epic Developer Community

Custom UE4 Slate navigation, customisable with input action mapping (Project Settings -> Input)

queen shuttle
drowsy snow
wise dirge
#

stupid question: if i set a mesh to invisible, does it still count as a draw call?

queen shuttle
drowsy snow
bronze glade
#

does anyone know what the simplest way to see character movement speed for debugging

#

or would i have to make a widget that has dynamic test

drowsy snow
bronze glade
drowsy snow
neon bough
#

wait... 0 works? why am i using 1/60 😭

#

why is your hat red and not green?

floral solstice
#

Where do I put my migrated file

silver agate
#

Is there a way to edit these labels? i never use the sequencer label, and i cant seem to remove it's very anoying, i dont have 8 screens 😦

drowsy snow
dreamy wasp
#

I got a question or rather I'd like some input on guns.
tilting down to reload is common in lots of games, but I actually found it easier to do the button press, eject mag, place new mag near opening, and pull action, to reload. lol
Tilt down, is giving me a headache.
I tried putting the angle on tick, but the numbers go so wild, it's not possible for me to detect a good range for 'if it's inside this range, then reload' type of thing.
What i am doing now, is ... I placed a ball on the front sight of the gun, and another on the bottom of the grip. If the nose ball, goes below (in world space) the grip ball, then it reloads.
This works, but requires tick chugging the locations all the time.
also, if you hold the guns gangster style, it takes a minimum movement to reload, soo... there is that problem.
Anyone have a less bloated solution?

drowsy snow
silver agate
dreamy wasp
drowsy snow
dreamy wasp
#

arcade also does it in every pistol controller game.

#

but they use acceleraomitors

drowsy snow
#

Arcade is a different matter entirely

dreamy wasp
#

yep

#

but i chose this, so now i have to go through with it. uggg.

#

I was thinking I could put a collision box around the base of the player, and if the gun tip goes into the box, reload, but it does not have the same 'flick of the wrist' feeling.

shell quest
#

Anyone published anything google play store from UE4?

#

needed some help

#

with exporting the files

#

too many errors

opaque seal
dreamy wasp
drowsy snow
#

Or you can also weld them right inside the editor

oak patio
#

Right click > merge actors or something like that.

Or modelling tools, forgot they exist. I use the merge actor tool personally, that always solves my light seams with modular assets and I don't typically need to resize a level, although to be safe I keep a folder with the original layout in it

drowsy snow
#

Modelling tool in UE4 is a bit half baked, but somewhat expected for tail end addition to be finished for UE5

oak patio
#

Yeah. Honestly I wouldn't be surprised if it's always half baked. I'm firmly in the camp of "one software shouldn't try to do anything" and that "dccs will always be superior"

drowsy snow
#

Though on that note I have since stopped sugarcoating Control Rig on UE4 due to lack of constraints and tweening

plush yew
drowsy snow
plush yew
heady quartz
#

Anybody knows how to fix audio playing in slow motion when playing in a packaged game? (Only 1 cue is doing that, everything else is fine)

queen shuttle
heady quartz
#

It works fine in editor

#

I tried ticking prime on load, changing priority and changing the whatever its called to “Match the Device”

cloud granite
#

had a weird issue where when I saved and exited my project, the project settings did not save. so I went into the project settings again and set up my default gamemode, map etc again
this happened two times in a row--basically all settings went to no default maps n modes on the next load.

It works now, but not sure which of the two things I did fixed it

  1. I went to Editor Prefs and clicked the "Set as Default" button
  2. I made sure to exit the project settings window before exiting the project

The next time I loaded the project, the correct gamemode and level, etc... loaded

So my question is this: Do Project Settings save when you close the Project Settings window, or when you go to your editor settings and Set as Default? Doesn't seem like it would be the second case.

fading monolith
#

Hey sorry to dredge this up. Do you happen to know how I can make the background of this transparent? Rn even if I set the alpha of the background param it still shows up as fully opaque...

drowsy snow
fading monolith
crisp moat
#

anyone here ever had issues with linux vulkan where scenes become darker after a while ? not only the editor but a shipping build also

mossy tangle
#

You guys know the eye adjusting to light thing... Like walking inside from a bright day and things take a few seconds to lighten up? How do you stop that in the engine, so you can accurately adjust lighting?

queen shuttle
#

This is a computer my packaged game in development mode was just played on and it was running 4-6 FPS and my target is 30 FPS. What is going on?

spice ruin
#

Does it have a graphics card?

queen shuttle
spice ruin
#

That's probably why.

queen shuttle
#

So doesn’t market it for people with computers like that? Hahaha

spice ruin
#

Attempting to play games with an integrated gpu is never going to end well.

queen shuttle
#

Trying to figure out if I need to pour more weeks into digging for a better way to optimize it. My laptop is running it at 100-120 FPS

spice ruin
#

I would get a comparison.

#

Play a released game and compare the performance.

#

Even a f2p one.

#

If it's god awful on that machine still, just pretend it doesn't exist.

#

I would find a game made in UE for the test.

queen shuttle
#

I’ll tell him to try that since he lives 500+ miles away hahaha

#

How do these people find out the minimum you need to play the game when you release it? I’ve always wondered that

odd swan
grim ore
#

@queen shuttleyou test on lots of hardware till you get it running how you want it, or you just guess alot and extrapolate

spice ruin
#

I imagine a lot of it is guess work too.

real heath
#

I should clarify, it's common to update/revise that minspec throughout development. But it's still not a "ok, game is built, what's the lowest it will run on?" kind of deal.

queen shuttle
#

I really appreciate all the input!

marble iris
drowsy snow
#

Also you can modify what sg. scalability level does. e.g. by default low shadow settings disable dynamic shadows

#

it's not easy to implement good graphics settings, but if you do, your players will love you for it.

spice ruin
#

I think love is a bit of a strong word.

#

They will hate you slightly less when ranting about bugs! 😄

drowsy snow
quartz marsh
#

can somone help with my eror

rotund sorrel
#

Any ideas on how to make a simple inventory system?one where the player can just see a list of items he possesses and see their description/rotate their 3d model?

nimble ibex
#

someone know how to fix that?

queen shuttle
queen shuttle
#

It’s an integrated GPU inside of the processor on the computer

#

Yeah, I think I may just find the best low end computer to run it and then set that as the lowest settings needed to run it

spice ruin
queen shuttle
spice ruin
#

Ah

worthy elbow
#

Anyone know how to fix tis?

#

"An item with the same key has already been added."

#

when packaging

jade shell
#

Anyone who can help me with my project. My bp_floortile is not spawning

oak patio
#

Need a little more info than that. How are you trying to spawn it. Where. Screenshots?

jade shell
#

@oak patio can u help me ?

oak patio
#

Actual screenshots help, taking photos of your screen is not the best

jade shell
#

Ok wiat

oak patio
#

It doesn't actually look like you are setting next spawn point anywhere though

#

You have a function to get the attah point location but aren't using it

jade shell
#

Currently i am trying to spawn one single bp . The attach point is for next one to attach at that point

oak patio
#

Yes I know that

#

You aren't using that value though

#

You have a transform var that holds you use for the next spawn point. Nowhere are you actually setting it to the location of the next attach point though

jade shell
#

Oh so basically it cannot find taht attach point that's y it's not spawning

#

I am sending full ss

oak patio
#

It's not that it can't find it, it's that you arent setting it

jade shell
jade shell
oak patio
#

Use your GetAttatchTransform function

#

You made it but you aren't using it

jade shell
#

Get attach function in my floor tile bp ?

oak patio
#

Yes

jade shell
#

Instead of get world transformation

oak patio
#

No

#

You aren't using the function that tells you where to spawn the next floor tile

#

You just have an empty transform hooked up to it

jade shell
#

Oh

oak patio
#

You made a get attach transform function, this tells you where to spawn the next tile. When you spawn the tile however, you don't use it.

jade shell
oak patio
#

Nooo

#

You have a function that tells you the transform of the spawn point. You do not need to change this. You just need to use it when you spawn the tile

jade shell
#

Sorry i actually getting confused or not understanding. I am new to ue4

#

Can u tell me again

#

On event being play ?

oak patio
#

You have made a function called GetAttachTransform. This function tells you where the spawn point will be, but when you actually spawn your tile, you don't use this function. Instead, you tell the spawn function to use a different transform.

To fix your issue you need to use the function you have made on the transform pin of the spawn actor node

#

There is no way I can explain it clearer

jade shell
#

From what i understood my function called get attach transform is not getting used instead it using get world transform

oak patio
#

No it is not getting used because you have never dragged the node in to use it. The function will do what you want to do if you call it

jade shell
#

Can u take remote control of my system and help me ? @oak patio

#

U mean to add it here?

#

what happen ?

#

can anyone help me ?

#

@oak patio what happend

#

i am watching video and doing it, but in my one its not working and the video shows it woks

opaque seal
#

@jade shell
ok so you say it doesn't spawn
just try this spawn actor on level blueprint

jade shell
#

how ?

opaque seal
#

i think you used on gamemode and that's the reason why it doesn't spawn

jade shell
#

yeah i am using defult third person game mode

#

bp

opaque seal
#

i mean from your level

jade shell
#

i am making a infinity runner game

opaque seal
#

wait

jade shell
opaque seal
#

ok

#

click on blueprint on top of engine

#

then click on level blueprint

jade shell
#

then ?

opaque seal
jade shell
opaque seal
#

ok now write or call your spawn function

#

then tell me the result

#

and sorry for bas english

#

if my english is bad

jade shell
#

no no u are perfect

opaque seal
#

❤️

#

thanks

jade shell
#

yay it spawns it but i have one more question

#

so here after how will i code adhead

opaque seal
#

god help me how can i watch this video in iran. iran internet is disaster

jade shell
#

oh its ok

#

is it okk if i dm u if i get any issue adhead ?

opaque seal
#

yeah

#

just let me to send friend req

queen shuttle
#

Alright so I'm trying to cheat a little bit. I want a little help if anyone wants to help me figure it out. Hahaha

#

I'm trying to implement the input action mapping from the Lyra Project on 5.0 into my project on 4.26. Thoughts on what to look for and how to go about recreating it?

spring abyss
#

Hello

#

( I did some in Player controller run on server event whichs calls a Boolean rep notify which has that equip codes. But this only makes the first one to create a session for match , equip the dress , and second doesn’t equip the dress and couldn’t see any changes)

#

??

oak patio
oak patio
mental shale
#

o man, does anyone know what this error is?

#

im trying to play my build for a jam and it gets to this at a certain point in the game

#

im frantic rn

oak patio
#

Don't use the level blueprint for it though

woven horizon
#

Does anyone know why the heck all my lightmap resolutions reset to 32 when I set the LOD groups????

jade shell
oak patio
jade shell
#

oh

#

my this command is also not getting exucuted

oak patio
#

Anything that can go in a level bp can be better done elsewhere

#

Your cast is likely failing

#

If I had to guess you aren't using that game mode in the level

jade shell
#

but its not getting exucuted is not its origanal place so when i put that spawn command in level blueprint then only works

oak patio
#

Again because you likely aren't using the game mode

#

What is the game mode set to in the world settings

jade shell
#

let me check

#

u mean project settings ?

oak patio
#

No

jade shell
#

gamemode override ?

jade shell
oak patio
#

Yes

jade shell
#

it was different i changed it to my rungamemode

#

perfect now it is deleting and making new also thank u @oak patio

oak patio
#

No problem

jade shell
#

i am getting

#

two different players

#

only one is controllable and as showed before it should loop making these road but it is not only deletes . it should create and delete

#

@oak patio

oak patio
#

Do you have a character placed in the world?

jade shell
#

can u tell me why is my this code of creation not working ? my deletation is working but it is not creating

oak patio
# jade shell yes only one

That is why then. The game mode spawns an actor and you have one placed in the world, hence 2 characters

#

And your creation code should work if you set it out as I described

jade shell
oak patio
#

For creating a new tile you want to GetAttachTransform > SpawnActor

jade shell
#

Ok

#

Thank you

peak hare
#

I have a widget component of a character and I am running the following nodes directly after begin play

#

I am getting warnings in the log that the cast is giving an accessed none error. My health display component has 'health bar' as its widget object preset

#

Is this because it takes a little bit of time to draw/initialise/whatever? This has me confused because I thought all components would be initialised before begin play

grim ore
#

which blueprint is this begin play in?

gray mesa
#

is there a simple way to invert the exported alpha channel in a game? right now my render is transparent and scene depth infinity is opaque in OBS with transparency on the source. 4.25.3 . please @ me, and thanks in advance.

valid inlet
#

Alright this is gonna sound super dumb but it's getting really annoying when trying to follow tutorials... how can I alt tab in Blueprint Editor? I can't alt tab while in Blueprint and its driving me nuts

gray mesa
# gray mesa is there a simple way to invert the exported alpha channel in a game? right now ...

okay, I figured it out through trial and error. For those of you who are here and want / need to know :
1- post process material, domain post process, blending mode opaque
2- allow alpha in tonemapping (experimental) setting in project settings.
3- take the sceneTexture:postProcessInput0 and 1, break out float4
4- oneMinus both alpha channels (to turn the luma matte to an alpha transparency), then combine both masks how you need to (probably add them then saturate, but if you have fancy smooth edge blends you'll need to take some care here)
5- MakeFloat4, RGB in and combined alphas
6- check output alpha in the post process material setting on the material and put the mask into the opacity.

(walking through it you might need to composite the postprocessinput RGBs with their respective masks and combine their values, but it's 4am and I've been doing this hour hours, good luck and godspeed)

jade shell
#

@oak patio as showen above it creates the 10 floor tiles but after that it just stops ]

#

or if anyone else can help

naive thorn
#

greetings, i recently bought a model for unreal 4 on artstation and wanted to use it

#

they said it was fully modular, i saw them change materials and use blendshapes

#

but one thing i havent figured out is how i can edit part of that character model and say replace the hair for example

plush yew
#

You can do it in house in UE I think, but that's all I know. I don't really do that side of modelling

naive thorn
#

I'm sure it's possible

#

ty anyway

plush yew
#

Yeah sorry I wish I had more help

#

Maybe try leaving a question on the pack you purchased

#

Someone here can probably help for sure but they're probably offline rn

naive thorn
#

fair enough it's late at night

#

for me anyway

#

it was one of those ida faber models

muted glade
jade shell
#

Then how can I fix it

muted glade
#

what are you wanting it to do?

jade shell
#

To delete the old floors and create new one

#

So that i can continuously run

muted glade
#

that particular section that is attached to Event BeginPlay is doing the setup of the starting tiles

you will need some other logic to keep track of your position or how many you have ran past and move the tiles that are now behind you back to infront of you

#

depending on your run speed you will probably run into garbage collection issues if you are constantly spawning and deleting the tiles

#

so some sort of pooling system that can hold onto like 30 tiles at a time and just move them from behind to in front of you would probably work best

jade shell
jade shell
muted glade
#

what does your Add Floor Tile look like? are you sure its working correctly?

jade shell
#

U mean my model ?

#

It does make 10 tiles when i start and destoryes it

#

One by one

muted glade
#

you are calling an "Add Floor Tile" function that is in RunGameMode

#

what is the add floor tile function doing

jade shell
#

Wiat i will show u

muted glade
#

that is your BeginPlay event, not the AddFloorTile function

jade shell
#

oh sorry

muted glade
#

if you are using the "Get Attach Transform" to offset your "Next Spawn Point" variable, you arnt doing that in your "AddFloorTile" function like you are in the first BeginPlay

#

which means its probably spawning them in place at your 10th tile each time

jade shell
#

but it should at the last tile using the arrow but it does not

muted glade
#

you do the Get Attach Transform and set Next Spawn Point after every tile is being spawned in your BeginPlay, which means its getting shifted by the time the next loop happens and it called SpawnActor again

jade shell
#

sorry if i wrong i am new to ue4]

muted glade
#

you arnt doing that in the AddFloorTile function or in your BP_FloorTile

#

so that value is never changing like it is during those first 10 tiles

jade shell
#

what could be the possible fix

#

i am watching this and trying to make

muted glade
#

put that after the spawnActor in your AddFloorTile function

jade shell
#

shows a error

muted glade
#

you need a target for the function, connect the return value of the spawn actor to it

jade shell
#

yep now its creating new tiles and deleting old ones thank u so much @muted glade 👍 ❤️

muted glade
#

aww yeaaa glad to hear it

jade shell
#

is it ok if in future i get question i ask u ? like in few upcoming hours ?

muted glade
#

you can post it in here and @ me, if im awake ill try to answer it if someone hasnt beat me to it

jade shell
muted glade
#

no probs

jade shell
#

@muted glade hey bro why there is no white string for get reletive transform

muted glade
#

it may have been changed from a standard to pure between that video and now

#

since there is nothing changing in a pure function it just does a call when it gets used by another node, so itll technically call that function when whatever you hook it to gets executed

jade shell
#

hey @muted glade i bricked my game now

#

idk why and how]

#

my tiles are now not spawning , only one spawns far from player.

muted glade
#

i feel like you should read over this, breakpoints are going to be able to tell you exactly what is going on when you get into those situations
if not you end up flying blind trying to guess what is happening
like in your current situation, its probably your collider event not happening or something if its not spawning anymore
but you would be able to place a breakpoint in your AddFloorTile function to see if its even trying to do anything, if not, place one inside your BP_FloorTile after the event and see if its firing, if not then you know it has something to do with the collision event not happening

https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Debugging/

Pause execution using Breakpoints to inspect graphs and the values of variables.

jade shell
#

so basically i spawn before the tile far away then i changed the location but then when i fall down in void i get this error

muted glade
#

im assuming you have changed something in your AddFloorTile function

#

since it was working last that is

jade shell
muted glade
#

i havnt looked at the tutorial but im assuming those dont supposed to go in your BP_FloorTile

#

looks more like a game mode type of thing

muted glade
#

im not trying to brush off helping anyone here but I feel like you are missing some stuff in the tutorial or trying to go too fast on most of these problems you are asking about

Feel like that tutorial especially since its an official one is pretty spot on with the way its doing things minus a few small engine change type things depending on your version

jade shell
#

what i start this from starting using there engine ver ?
\

muted glade
#

what version are you using

jade shell
#

4.27.2

muted glade
#

most of the stuff its using should probably transfer over, there are a couple of things in the youtube comments that are asking about version differences that will probably help

#

if you try to do it in a version that old you are gonna have way more issues later on with other stuff that has been fixed

jade shell
#

i guess its better to install that perticular version and then prodeuce the game

jade shell
#

i am facing break points '

muted glade
#

i think you should just take it a bit slower and rewatch any parts of it that you are unsure of, tutorial videos have to go a bit faster than usual so rewinding and pausing a bunch is a normal thing for anyone to do

just make sure you are placing the functions and stuff in the correct classes, which is easy to mix up which one you are clicked on sometimes

jade shell
#

and i will try installing that ver and then try that too

muted glade
#

skimming through the video, it looks like you put those spawn blockers in the correct class, so disregard my previous comment about those

jade shell
#

ok

drowsy snow
jade shell
#

i have a way around i will delete all spwan controls then i will indiviuly make two more block with rock

jade shell
muted glade
#

im not sure how often this tutorial series does it also, but if you run into a problem and you feel like you followed the instruction exactly, watch a bit more ahead in the video

sometimes they will do the error in the tutorial and show you how to fix it after it happens, so if you stop right as the error happens then you dont get the answer and are stuck troubleshooting something they fix 30 seconds later

I see this happens with the explosion effect, so it may be a thing in a few more spots

drowsy snow
#

Literally no point, no matter how you try to validate it.

jade shell
#

why ?

drowsy snow
# jade shell any reason ?

Older tutorials are mostly applicable to 4.27, and newer resources are made with newer versions in mind.

#

There's no real valid reason to stick with 4.7 as a newbie in 2022

muted glade
#

that version is literally 20 major releases behind your current version, you are going to run into way more problems that have already been fixed than the few changes you are hitting in these tutorials

jade shell
#

ok so i will try to make it in the 4.27.2 but then what about changes that i have faced eriler

#

or i find a newer video

muted glade
#

the changes you have showed so far hasnt been anything major, thats just how it is with engines and older tutorials, you gotta figure out what the difference is and what to use instead

make sure you look at the youtube comments in the tutorial videos when you have a problem, alot of times they ask the same thing and someone answers them

jade shell
#

ok thank u

#

https://www.youtube.com/watch?v=2W0_33rwpEo @muted glade do u have any idea in which version he is making ?

I've made a simple endless runner game a while ago. And I've seen some people were asking me to make a tutorial for that project. So, here I am making an endless runner game tutorial.

In this video we will make a project setup for our runner game.

Chapters:
0:00 Introduction
0:18 Create a third person blueprint project
0:50 Create RunMap with ...

▶ Play video
muted glade
#

the video was posted in 2021 so im assuming 4.26 or 4.27