#ue4-general

1 messages · Page 16 of 1

fierce tulip
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I should have removed the one over here though, so I could have pinned the one in materials.
Having said that, you'll need a transformvector after all the rotaboutaxis nodes, else it wont take local rotation into account.
and "manually" as in just rotating the actor itself in the world, and not the any values you are passing onto the mesh trough variables.

hidden dew
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Oh I see... An issue of which space its happening in right?

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Well, the transform it's happening in anyway. I'm pretty sure I get what you're saying... thanks, never thought of that

plush yew
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Using a niagara particle, I want the particle to appear for few seconds and then stop, how can I make this. Making the particle infinite then making it visibile to invisible cuts the end off. How do I make it appear and then stop and let the particles clear (i hope this makes sense)

sage coral
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Hi Im using FSR 1.0 everything works expect it looks like my player models when they move for some reason are not AAed anyone know if there is a way to fix this?

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Like theres a weird ghosting effect going on around the player like this

wary gyro
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How could I do that SetRelativeRotation to each of the items in the Part Array? They're all getting the same Rotation value since it's doing it to the whole array

spice ruin
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for each

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Bear in mind that each time Random is used, it will return a different value. If you want them to have the same value, store the result first.

wary gyro
spice ruin
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Create a local variable and set it to the output of random and then use that random for your yaw input.

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Other than that, looks solid.

wary gyro
spice ruin
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Oh sorry. That's what I thought you wanted.

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Just undo that change!

wary gyro
spice ruin
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Yeah.

wary gyro
spice ruin
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Are you sure your arrays actually have the values you think they do?

wary gyro
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Thank you

spice ruin
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Lol. Oops!

latent sonnet
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Great to hear man. Ideally you woild be able to transfer scoring, and other elements between level, which will require some third party element like the game inctance, but that depends on what game you are making. finding you own solutions is the best way to learn regardless.

dreamy wasp
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Using the Nav Invoker, I am able to have the nav mesh thinking only about what is near my character.

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but.....

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It does not stop the AI enemies from thinking. Is there a way to shut them off, in a branch? How can I tell the character they are no longer inside the nav Area?

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I found that once they are out of the nav Area, they constantly do movement calls, and fails (because they can not reach the player). They look like they are turned off, but in fact, they are using more CPU, when out of bounds.

thin tendon
dreamy wasp
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yeah, but then, again, that is a constant tick.

thin tendon
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Just slow the timer down on the function so it ticks less often and its not a performance issue.

dreamy wasp
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seems correct, on paper, but if all 50 enemies are calling every one second, then there is a steady hitch in the game play every second.

thin tendon
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50 enemies are going to be running 50 sets of code anyway. 1 extra line isn't that big of an issue

dreamy wasp
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Its why I have a sphere around each enemy that detects the player, but now I also need to move the nav mesh around, because the player travels so far.
Now, once the nav is away from them, even though they are not touched by the player, they are doing movement calls.

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the spere does an overlap check, then brings them to life

thin tendon
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Just make a variable shouldmove? set to false by default. On overlap set to true on end overlap set false.

dreamy wasp
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its just a school project, i was doing an infinite runner, but i wanted to add enemy spheres that atack.

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yeah.

thin tendon
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Its not a big issue you just got to tell it when to move and when not to move

dreamy wasp
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yeah. it was working fine before i started moving the nav mesh around.

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I have to recheck my code. see where the move is being called.

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Slimwaffle is a cool name btw.

thin tendon
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Thanks mate. What I do for my AI is I created a population control actor to handle this. Loops over a list of AI. So that way I can check things against a list of entities instead of looping over the world.

dreamy wasp
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...

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That sounds like Star Trek talk

thin tendon
# dreamy wasp ...

The basic idea. Spawn or kill enemies add or remove them to a list. This way if I need to check all my enemies. I already have a list of enemies without having to get references to them all again.

dreamy wasp
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so is the list in the level blueprint, game mode, or you have a single actor that everyone is casting to?

thin tendon
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Nah I created a single actor to handle it. For me the main motivation was. If the enemy is x distance from the player. remove it and add new ones. So I can have a dynamically filled world. But only have a small amount of actors spawned at once.

dreamy wasp
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are you useing event dispatchers to tell them to die?

thin tendon
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There isn't any need because I just destroy them by accessing them from my list

dreamy wasp
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thanks. will look into it. need to run.

true ridge
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Is there a way to hide the actor billboard (the white sphere you see when placing an empty actor on the map) without setting EditorBillboardScale to 0? I want to remove the sphere, but I don't want to hide any child billboards.

vast totem
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when i simulate physics, the camera stop following my actor, any ideas?

drowsy snow
true ridge
dreamy wasp
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looking at action mapings.
Is there a way to do "on release"?
All the mappings i see are 'on press'

spice ruin
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replace IE_Pressed with IE_Released?

dreamy wasp
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My guess youa re talking about C++

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I dont see that in the Input setting menu

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there is only a check box for Ctrl, Alt, Cmd

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OMG... I'm blind...... ugg... sorry...

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It in the action itself. The node has Pressed and released outputs

spice ruin
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🙂

timid cloak
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Hey, sorry to bother, but I've been into Unreal Engine 4 for 1 year, and this has never happened to me. I try to package my game, and it opens https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing. Is there any way to remove this thing, since I can't package with it. Thanks

EDIT: I fixed it and if anyone has this error, just reinstall Visual Studio (no matter which version), since there are missing files that prevent it from packaging the project

unique knot
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Hey, silly math question, but how can I get a vector velocity from rotation and speed?

real heath
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Rotation.getforwardvector * speed

unique knot
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Of course.

real heath
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Could be .getxvector, I forget

unique knot
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Thanks Boris, you cleared my brain fart

real heath
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Lol np

stable bane
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How do i download UE4 via epic games launcher ? i can't find it there

stark talon
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@shy nacelle You tried to help me with the flickering issue some days ago.
So far i wasn't able to solve the problem.
But i created a small simple project that shows the problem.
Its just the unit blueprint with the WPO movement, and the update of the position (to correct the bounds).

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you are my last hope

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Could you please take a look?

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I also tried posting on the Unreal forum and still no luck

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It would be so good if i could make this work

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I tried one frame earlier and after. I also recorded the positions, and tried different last positions.

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I will convert it to UE5

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Also. The flickering doesnt happen if im zoomed in on the unit. so the position is 100% correct

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Its that white flash

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yes. the position is 100% correct when updating

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its just that there is a white flash flickering in that frame

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that only happens when zoomed out

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i will show you on video

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you can see that zooming in the position is updating 100% correct and there is no flash

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the units are moving in the wpo

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but when they go above some meters in the wpo, i update their position

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the units disappearing?

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ignore that

drowsy snow
stark talon
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that is fine

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im okay with everything except the flash/flickering

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the units disappearing in the corner of the screen is ok

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i can just increase the times they update

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okay will try there

plush yew
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how can i make my niagra particle appear then disapear only for a short moment, right now if I do visibility it will cut off suddenly but i want the particles to keep flowing after it turns off (i hope this makes sense)

drowsy snow
plush yew
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I am unsure what that means

slim gyro
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Hey folks! new here!
just wanted to ask a little something:
Can i open a game project extracted from an Unreal Engine 4.16 game and run it in UE 4.27?

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I tried that but... it actually gave me some errors and crashed out

spice ruin
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Potentially? You could try upgrading it, but it's likely to fail.

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You might have more luck upgrading 1 version at a time.

drowsy snow
spice ruin
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But that's going to be just as risky.

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Oh I missed that part.

slim gyro
spice ruin
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"Restoring" ?

drowsy snow
spice ruin
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Do you have cooked assets and you want to "uncook" them and go from 4.16 to 4.27?

slim gyro
spice ruin
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Yeah, that's not something that's supported here... or even legal.

slim gyro
spice ruin
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Reverse engineering games is against the rules here. Even if you own them.

slim gyro
neon bough
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if you watched a video about it, you should know what to do

neon bough
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also, considering the little chance that you really are author of the pak... make backups

slim gyro
neon bough
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then do it with the same version...

slim gyro
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ok ok got it, let's just end this conversation up i guess

sudden vault
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How to fix this when I press play it only starts as a viewer

marble iris
spring abyss
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Heyyyyy My Client Player Cannot Move properly , and jitters while jumping only in mobile preview

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Why?

stark talon
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How do i disable frustum culling for a specific actor?

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I need the red meshes to still be rendered

neon grove
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how can i save/load a save game into the game folder where the executable is and not the user save files?

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or put the save file in the content folder itself?

quaint torrent
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does anyone know how to disable this popup? i have 17k more normal maps to import and this stupid fucking popup is slowing my computer to a crawl.

neon grove
quaint torrent
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because i have a lot of textures that need normal maps lmao

neon grove
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what sort of game needs 17000 textures?
dont you reuse some of them?

quaint torrent
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most arent even getting cooked its pretty much just huge packs being used to reference one or two things for no real reason (im not the lead here)

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trust me i realize how fuckin dumb it is lol

drowsy snow
quaint torrent
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yeah just dug through all the settings and realized thats probably the only way to go, thanks

silk flare
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imagine if Unreal had Blender-style modifiers

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array, simple deform, mirror, ...

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I know there's a plugin that's supposed to do this but I'm not sure if it's actually out on the market

spice ruin
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A plugin, you say?!

silk flare
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lemme find it

#
#

this

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I'm afraid it's dead tho

silk flare
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that's what I was thinking

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geo scripts seems super cool

proud abyss
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could any one explain why at certain angles, my mesh disapears? same pose and no clipping, turn around and the arms poke right through

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all good ^^^ was a displacement issue in the material

plush yew
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hello I just edited this on my fire function but why after doing this fire is being 1 shot? it was auto shoot when it was only input fire. please someone help me

drowsy snow
plush yew
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so is the button pressed and released function is here

real rain
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Hi, I was wondering if it's possible to disable step down but not step up?

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I have a fast character, I want them to enter falling state if they run over a hill for instance, rather than latching to the ground

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@plush yew are you looking for a way to do auto fire like a machine gun?

plush yew
real rain
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ah ok, im not sure which one you want, autofire or single shot?

plush yew
real rain
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ok, you can achieve that with a looping timer. Use SetTimerByEvent in blueprint, set it to loop, and make a custom event (right click -> create custom event), hook that up to the timer. Then promote the timer to a variable. On FireButtonReleased, clear the timer

plush yew
real rain
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no problem!

plush yew
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is there any way to test mobile game without export?

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like the unreal remote that works in ios?

neat marsh
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Hello Guys,

I try to integrate Oculus SDK to my project with Online Subsystem Oculus.

I created my app in developer dashboard get my app ID and revise my "DefaultEnine.ini" and "Build.cs"

But when I open my project with StandAlone game, the entitlement is failed and cant get cached achievement and write achievement.

Does anybody can help me for this hell situation?

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Or somebody have tutorial for integrate oculus SDK?

thin urchin
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Does anyone know if there is a way to delete references in UE4? I am struggling with some assets in my scene when I package the project. Because I migrated them from another project there references from the other project still remain making it so I cannot package the project. Any ideas?

plush yew
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is there any way to test mobile game without export?like the unreal remote that works in ios?

thin tendon
thin urchin
marble iris
dreamy wasp
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QUESTION:
In any blueprint, on the left there are lot of variables under the blueprint tab.
I want to start organizing them, but I can't figure out how to add a folder or group.
rtClick just allows me to add more variables, functions, macros and graphs.
I like things to be together, that go together.

thin tendon
dreamy wasp
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thanks again, waffle. you rock.

coarse jetty
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hi im facing this problem when launching for android

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can somebody give me a hand?

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an animation bp that his parent class is a c++ class

wind mantle
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Okay hello I'm new here! I got quite a problem I've been stuck at and I do not understand why it's acting this way. I'm trying to do a functional test and when I do it breaks by a warning it looks like. Should the test really break because of this?

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and for a newbie, what it is that's actually breaking here...?

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Would be truly grateful for any help

plush yew
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I made a cannon but the cannonball is falling through the floor, how can I add collision to it

proud abyss
thin tendon
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Or you can just open the static mesh and add a sphere or box collision from the settings at the top of the screen

plush yew
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seems to be fine

hidden dew
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Is it ok performance-wise to send a 1024 x1024 texture parameter to a Material Instance Dynamic every update?

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Is that a normal thing?

drowsy snow
plush yew
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can i import starter content into my existing game which started with none?

drowsy snow
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Streaming from disk right away can cause hitches

hidden dew
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What about a runtime texture

plush yew
hidden dew
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Wait, that might be the wrong terminology

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.. a Runtime Canvas Render Target

drowsy snow
drowsy snow
regal fog
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Hello!

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I need some help with something

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How do I make a 3d menu background that can change like ex: beat the game

plush yew
drowsy snow
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No black magic there

regal fog
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I know that, but the background actually change as your progress through the game, that what i meant

hidden dew
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I'll have to find out how many is too many

drowsy snow
floral solstice
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Hi is it easier to make a game using a smart suit pro by Rokoko and use plug in

drowsy snow
floral solstice
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Yeah but I don’t have to rig it il be making my own moves

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Won’t I?

young crag
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Any solution ??? unreal engine 4 c++

spice ruin
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Launcher version?

stark talon
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Im trying to package UE4.27 and i get this error:

LogPluginManager: Warning: Plugin 'VertexAnimToolset' is not compatible with the current engine version (4.26.0)

The vertexanimtool is working perfectly in 4.27 in the editor. How can i go around this issue?

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Its just not letting me package it

hidden dew
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Our aircon broke

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Hard to do any of this for 10 minutes when you're hot

stark talon
hidden dew
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Sorry, that wasn't helpful for your question hehe
And yeah, basically.

hallow ivy
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i mean this question in the most respectful way.
why do people still use ue4?

drowsy snow
hallow ivy
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cant upgrade?

drowsy snow
hallow ivy
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i expected ue5 to be backwards compatible

drowsy snow
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See, more sophisticated projects have more C++ code, and often times modifying the engine source code for the project. Upgrading to new version means adjusting the game code to the newer API, and bringing over engine modification to newer version, which doesn't always work first try

hallow ivy
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but it cant be THAT much of a pain in the ass, can it? because blueprints are basically the same, meaning most functions even in c++ are the same? im no expert and i have no idea about anything im just asking

drowsy snow
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Newcomer projects or BP only is not that consequential moving to newer versions.
Also BP is higher level scripting and on top of C++. One can have lots of valid reasons to program the game in Unreal C++ and went their way to modify the engine source code to modify their needs.

And no, it can be PITA.

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My engine modification still doesn't fully work in UE5, even then it doesn't work at all in the first try

hallow ivy
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thanks

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i have no idea what this is but thanks for the info anyways

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i know the quest

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dont know why it needs a fork tho

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really?

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ue5 supports vr though

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its listed as an option

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dont know if it works

drowsy snow
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People still cling to Unity for XR needs

hallow ivy
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are they really basing their engine on the needs of fortnite?

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doesnt seem like a smart business move

spice ruin
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Are they really basing their engine needs on their highest grossing product? Yes? OMG WHAT A SHOCKER.

hallow ivy
spice ruin
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No they don't.

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They already attract all the ones they need to.

hallow ivy
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lol

spice ruin
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They don't need to attract business that comes from companies below 1000 employees.

hallow ivy
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bigger fish to fry

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probably subnautica?

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i think subnautica was made by unity

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raft

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oh right

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the unity ads platform sucks

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most of the time the ads dont even load right

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i think they cancelled it

drowsy snow
hallow ivy
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yep

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stupid imo

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and makes the people think of them as a bad company

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mainly because they are the only good game engine

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and also because c# can kiss my ass

drowsy snow
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Also talent

hallow ivy
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i hate it

drowsy snow
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More people studying UE since UE4 went publicly available

hallow ivy
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no logic behind it

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i am

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i actually have a beginner certificate

hallow ivy
drowsy snow
hallow ivy
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not even from a well known course provider

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but i still didnt go to college

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hopefully a degree would be a enough to get employed

drowsy snow
hallow ivy
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dude that was more than a year ago

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or dudette

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no offensiveness meant

drowsy snow
hallow ivy
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oof

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why did i only recently hear about it?

drowsy snow
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Full suite of UE3 editor wasn't available to the public.

Sure, UDK is a thing, but it's a little bit watered down

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Before UDK you'd have to piggyback a moddable UE3 game, like Unreal Tournament 3

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UE4 is available to public for realsies, initially (2014) you have to pay $19 per month, until Epic made it free to use a year later

hallow ivy
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but it still has a cut right?

drowsy snow
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I still remember how hyped I was first time seeing UE4 become free to use.

hallow ivy
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once you reach 1m profits they start taking 30%

autumn flame
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Actually 5%

split tundra
drowsy snow
hallow ivy
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only?

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wow

autumn flame
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Yes

drowsy snow
hallow ivy
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wait so every 10k i make per quarter they take 5% of?

autumn flame
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Of course you gotta consider if you publish on launchers, they take their fee from the start

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Steam is 30%

drowsy snow
hallow ivy
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oh

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that makes better business plan for unreal but it sucks for us devs

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not like ill reach 10k per quarter anyway

drowsy snow
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You pay nothing if you didn't reach that threshold.

hallow ivy
autumn flame
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No, you pay 30% to Steam

hallow ivy
split tundra
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No, that's Steam's cut @hallow ivy

hallow ivy
split tundra
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You pay both Epic's and Steam's cut

hallow ivy
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but i think epic at least discounts the cut if you release on their launcher?

autumn flame
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Epic is still 5%

drowsy snow
hallow ivy
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ohhhh

autumn flame
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No, just they take less of a cut on the Epic Games Luancher

drowsy snow
autumn flame
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12% iirc

hallow ivy
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thanks

hallow ivy
drowsy snow
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If you're going to sell your game, be prepared for spreadsheet action to count the sales.

hallow ivy
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yeah at this point if i sell for 10 dollars on steam ill probably get 6ish

split tundra
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My Paper2D characters are using a custom billboard material and I was wondering something: if the light comes from behind the character (which would actually be their front), since they're billboarded they'll always be facing the camera, showing their front, and thus their back'll be affected by light, but since they're billboarded, I won't even notice.
How would I make it so that light on a billboarded sprite affects the front and not the back?

hallow ivy
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anyways i gtg

split tundra
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If that makes sense

hallow ivy
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thanks guys

drowsy snow
split tundra
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Hopefully this is clear enough ahah

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And I'd need the light to "somehow pass through" and light the front as well

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I know I can just change the light direction, but I was wondering how I'd deal with something like this

drowsy snow
split tundra
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I guess that is it

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How would I achieve that? Since my sprite is always facing the front and it isn't affected by light if the sun is coming from behind it

drowsy snow
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I'm thinking of doing the old trick of duplicating the sprite, making it unlit, and slightly offset it according to the light direction.

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Though it's only going to work well on per scene basis

split tundra
visual slate
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can someone please help why the translucency greyed out?

arctic carbon
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is there a way to loop a video in unreal engine ?

split tundra
visual slate
spiral schooner
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Hi. Have any Tips for a dual computer setup? I daily drive on one Windows 10 machine but would like to include a 2nd to test multiplayer projects. Just wondered what other peoples experiences were given UE offers some options for doing remote work. I guess I could go the physical route and invest in a KVM switch, yada, but if Unreal 5 has something that works more ideally I'm all ears.

plush yew
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how can I make niagara particles fade away instead of disapear (setting visbility makes it suddenly go "poof"!

real heath
spiral schooner
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yeah I remember parsec, moonlight and vnc...

real heath
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i'd use parsec and moonlight for unreal work. VNC is great for remote administration, but in my experience, not so good for interactive stuff

whole turtle
#

Hey everyone! Has anyone released a free game on ItchIO using ue4 before? I've just finished a small prototype that I wanted to release on my itchIO page for free. Does anyone know if I still have to fulfill any of these requirements for that (https://www.unrealengine.com/en-US/release) ? Do I have to add Unreal Engine logo, state in the credits that it was made using the engine and fill in the form to notify epic games about my tinny free prototype that I'm publishing in my ItchIO page as a portfolio piece?

young crag
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Any solution ??? ..

oak patio
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at the end of the day its a product

mellow coyote
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Howdy, I'm used to creating buildings with bsp then converting to static mesh in ue. Is there a better method? I like using bsp since I can correctly size and material everything in-engine, but I've had issues in the past where if the DDC cache folder is cleared, the material slots on the converted mesh are completely jacked up and no longer allows me to change the materials within such slots. Any tips or advice for me to use a more efficient method? I'd like to get in a groove with something new before I start another project.

oak patio
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whatever you are doing in bsp is likely better and more easily done in a dcc

mellow coyote
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Damn, that was a quick response. What dcc do you usually use for ue?

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What do you prefer?

oak patio
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blender. prett ymuch has everything that maya lite has, is free, and has a less steep learning curve imo

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also feels less dated

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have used maya, 3ds max, and blender, must say blender is by far my fav

mellow coyote
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Nice

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I deal with a lot a building work. What approach should I take when creating something in blender and hoping it stays true in UE?

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Or vice-versa

oak patio
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it will stay true as long as you dont rely on blender materials and use proper unit scaling

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apart from that its just setting up units correctly, then making sure you measure things properly

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personally for my modular assets i make sure everything fits nicely in a 2x2 meter grid

mellow coyote
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So I should make sure all the units are sized the way I want before starting ANYTHING

oak patio
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yes

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if your unit scale is off at the start it is a pain in the ass to change mid way through making something

mellow coyote
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I would be using all ue materials

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Yeah, that would suck

oak patio
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set it up, save it as your preference, then you never have to worry bout it again

mellow coyote
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Sweet

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I'll be starting my forth project, but this time in ue5 so I wanted to do something right this time around lol

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Because it didnt sit right with me using bsp conversions in past projects

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Since I know bsp are performance hogs

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And didn't want to come across that odd cache folder crap again possibly destroying an entire level.

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You've been a great help man. Thank you

oak patio
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Yeah. Bsps are alright for greyboxing but I wouldn't push it past that. Hell even for greyboxing I'd rather use blender, block out tools plugin, or even ue5 modelling mode

plush yew
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is there any way to convert ue5 project to ue4?

real heath
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You can go up, not down

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Same goes for .x releases. 4.26->4.27, 5.0->5.1, not the other way

real heath
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Cos that's how it works

oak patio
# plush yew why man why

Stuff don't work in reverse. If the implementation of a node changed, or youre trying to use nanite features, and then you downgrade to ue4 what do you expect it to do aside from break?

plush yew
oak patio
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I'm on about the engine

plush yew
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ohh ok

oak patio
#

If the engine changed the way it does things and you try to go back, things can only break, so why bother giving an option to go back

plush yew
#

wait

#

@oak patio I have an idea

#

if I migrate it from ue5 to ue4 it will work right?

oak patio
#

No.

#

Only assets like meshes can be migrated back really, by re-exporting them. You cannot migrate a BP made in UE5 back to ue4

dense knot
#

This is the house so far (lots of adjusting and addons to do) it's the tutorial level. What do you think? (it's a horror game and the house is specifically laid out to have a lot of turns so the player wonders what is around each corner even though SPOILER there are no enemies in the tutorial, Just a simple jumps care cutscene at the end to explain the transition from this level to the next map. (I am also keeping the scripted jump scares to a minimum. https://drive.google.com/file/d/1DHsGXK44COS-JneWZJzr69y1Y3QGls9B/view?usp=share_link

whole turtle
tardy flume
#

I'm attempting to export a skeletal mesh from Blender into Unreal Engine 4. When exporting on Blender's default operator settings, the model in UE4 comes out angled -90 degrees on the X axes while in Blender it looks normal. When I edit the export settings with -Z forward, Y up in transform and -X axis in Primary Bone and -Y axis in Secondary bone and export it, it doesn't look good in UE4. Bones are twisted. I import it in Blender, the model is again 90 degrees on X axes, but then I export it with the SAME settings and suddenly it looks good in UE4 and functions proper like any skeletal mesh. The only issue is, physics assets don't recognize it for some reason and go all weird. It's a big mess, because I don't know how to fix it. Was hoping somebody here had an idea.

spring abyss
#

heyyyyyyyyyyyy]

#

Does Anyone know how to fix this?

wild crag
#

@wraith stratus What up?

#

add me if you're still interested, it broke

oak patio
spring abyss
#

and most of the warnings are vanished

#

there are still some left

#

these are the errors

dark venture
#

I need help when I pick up my weapon and go to another level the weapon seems still attached to the character in the outliner but it disappears in the game. I have a game instance but I don't know how to save the weapon in it.

#

another question how can I assign my weapon as an enumaration?

plush yew
#

using the DM plugin, the parts act really un-naturally. Any fix to this?

spring abyss
#

Hey

#

Now

#

The problem is even reduced

#

But

#

Now the prob is that

#

Warning : VDZI enabled , but can't load the ml_remote DLL. Is your MLSDK Directory set up properly

#

Oh sorry

midnight light
#

Hello everyone, I am looking for some information.
I am the wiki admin of an indie game developed in UE4.
The game includes a recipe book with images of the items. For the wiki we would like to export these images.

We are currently taking a screenshot of the recipe book, cutting out the item image and removing the background.
This is a lot of work and takes a lot of time for about 275 items.

Is there a way to export these images from the game using UE?

drowsy snow
midnight light
spring abyss
#

hey hey

#

someone solve my problem

drowsy snow
spring abyss
#

I tried packaging my game

#

It failed

#

and some errors and warnings were there and i am trying but dont know how to fix it

#

these are the errors

#

The First 7 is very tough

#

and I comp dont know how to fix it

drowsy snow
#

Oh, you already did, albeit poorly asked

spring abyss
#

Ok I will do that again

spring abyss
#

Hey Makoto

#

Can you just say me something about the first prob

#

LogModuleManager: Warning: ModuleManager: Unable to load module 'MagicLeapAudio' - 0 instances of that module name found.
LogAudio: Error: Submix buffer listener only works with the audio mixer. Please run with audio mixer enabled.
LogAudio: Error: Submix buffer listener only works with the audio mixer. Please run with audio mixer enabled.
LogAudio: Error: Submix buffer listener only works with the audio mixer. Please run with audio mixer enabled

#

this one

#

really

#

what should i dp

spring abyss
#

reduced the prob even more

#

just say hpw to fix this

#

Ah I'm Sleepy

boreal crown
#

Hi, my editor seems to be compiling every single blueprint everytime I start the editor. Anyone know why this might be the case?

autumn flame
#

It says

autumn flame
boreal crown
#

My log gets slammed with “entry mode New State Machinr is not connected to state”

lost nova
#

when I was messing around with gameplay ability system I came across this issue

#

anyone know how to get the menu to show?

gloomy vigil
#

hey i have to install 4.26.2 because my 4.27.2 install wont stop saying resume (wont install properly), do you think that will come back to bite me?

spring abyss
spring abyss
#

More reduced

#

anyone know how to fix it?

real heath
dawn flint
#

anyone has an idea on how i can make a game similar to this, maybe a tutorial or something,
i want when there are similar squares and its empty between them you can click and a line show up like in the photo.

coarse jetty
#

hi how can i change visibility of variables in unreal?

marble iris
coarse jetty
#

ok sorry, i was drowsy xD @marble iris

i mean, i have a generic button widget with configurations, and i want to make for example a boolean for "bHaveIcon" and then make all the icon related variables public.

Toggle this property through code, bluperint prefferred

thin urchin
#

Hiya everyone. I'm after some help with selecting static meshes in the outliner. Basically I have a datasmith object which has a bunch of sub hierarchy that I am trying to select just the static meshes from without selecting all of the actors, is there a way of achieving this? Picture for context

#

I would do this manually but there are 20,000 static meshes

#

The reason I would like to select all of the static meshes is so I can set there max draw distance

shell compass
#

Does anyone here use the Unreal Engine docker container? Is there any benefit to it or is it a niche/novelty thing?

marble iris
coarse jetty
marble iris
thin urchin
split tundra
#

Is it normal that my character's sprite isn't affected by shadows cast by a stationary light unless it has cast shadows enabled itself?

rotund sorrel
topaz crest
#

Hi everybody! I'm someone that wants to learn how to do good cloth physics in UE (posted in #legacy-physics but I don't think anyone is interested to help me out there) so I was wondering if I could catch some interest by paying someone who thinks that they are suitable for this case? Must be someone who knows how to make solid cloth physics and who is willing to teach me (I'm pretty new to UE so you might need some patience lol). Let me know if I should post this in another thread btw! Hit me up in DMs if anyone is interested

plush yew
magic helm
#

how would i make it so a characters eye follows the player around?

oak patio
#

Makes me wonder what else is lacking

#

Also reviews so the documentation is terrible

oak patio
#

Unless you mean with a procedural anim

magic helm
#

Ahh I see, I'll look into these, thanks guys! :)

plush yew
coarse jetty
# marble iris Fixed?

no, i guess i have to go for custom components in c++ or something related. Nvm they will be always public, no problem, just curious if it was easy or i was missing somthing. Thanks for the interess, if you need anything here i am.

oak patio
marble iris
thin urchin
#

Has anyone ever had it when there splines points move on there own in relation to the one you are currently moving? Got this weird behavior where I move the first handle and the last one is moving by itself, any ideas?

compact mulch
#

Hi,is there anyone know how to convert ue4 character bone's rotation remapping to unity standard character bone's rotation?

pallid olive
#

hi guys, was curious what the learning curve is of Blender in comparision with Unreal engine

kindred mango
#

As we know the UE5 male model mannequin is “Manny” the female model is “Quinn”. The previous UE4 male model is “Tim Plate”. Does anyone know if the female UE4 mannequin (introduced in 4.26 I believe), was ever given a name by Epic?

sage coral
#

Hi Had a question. Havent really been able to figure out how this works fully but to give an example.

Let's say after my project is finished and is published to steam if it gets uploaded to steam and I wanted to add more content, how can I update the game do I just need to rebuild the most recent build of the game and resubmit the project? I havent found a lot of documentation on how updating your finished project works after launch not that I'm at that point yet just thought it would be useful info for the future.

oak patio
sage coral
glass imp
#

Hi I see that #share-your-stream has been archived. Is there a replacement? I was using that a lot to link my streams

cedar wave
drowsy snow
#

What? That channel is a thing?

rich girder
#

Hi guys. Help me please. I need to update my engine version to Unreal 4.27.4 but for some reason I can't see it inside the launcher. I only have Unreal 4.27.2. Am I doing something wrong?

#

I would think you're right. But I'm trying to use a plugin that wants me to use 4.27.4. It's written in their documentation. At first I thought it was an error, but I was able to find a video that was using that version (unless it's also an error).

hidden dew
#

Every time I start UE, I click a slate command to set the tooltip delay to 10 seconds

rich girder
#

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hidden dew
#

Is there a way to make it do this automatically?

rich girder
#

I think you're right. But then I'm still lost, because they say that's what I need to use. I'll continue checking it out in that case. Thank you very much 👍

drowsy snow
rich girder
finite flame
#

Hello mates, i've got a question, using 4.27, problem with a png image media source
Whenever i try to open the file, it says

LogAssetEditorSubsystem: Error: Opening Asset editor failed because of null asset

a wierd thing is it worked till yesterday and nothing has changed related to the asset, i promise.
The only asset referencing it is a single widget.
Any guess or suggestion why this happened?
Thx in advance

#

this is an output log for the symptom

proud abyss
#

Hey guys, im having issues with a vehicle blueprint. I have set up a skateboard with all the parts seperate (deck, trucks,wheels) is there a way to join them together other than sockets and the attach component node? I have tried both and before it hits the ground all the peices fall apart. I made the physics asset for them all smaller than the objects incase that was causing any issues. The physics are set as default as when i triee changing them over to kinematic they stayes together but would just float in mid air. Im sure i also checked simulate physics on them to

fierce tulip
#

@fallow kindle this falls under job-related content and should only be posted there. Read the #instructions on how to do so.

fallow kindle
#

oh, sorry

young crag
#

Why I cont Create Declaration/ Definition ... ?? ( The selected text does not contain any function Signatures .

boreal crown
#

Hi, so my editor is chugging real hard. It takes minutes to open my project and even minutes to open a fresh vanilla widget. I’ve looked at the profiler and stuff but nothing jumped out at me. Could c++ circular dependencies in my code cause editor slow down?

boreal crown
#

Also does anyone know what the second number in the log is? It’s “[time date][some number] actual log”

fallow kindle
hidden dew
#

The "Still relatively new to materials" experience:

fallow kindle
#

lol

hidden dew
#

Font and title screen is fun

fallow kindle
#

thanks

hidden dew
#

Not sure if you're showing the crazy bad FPS, or if it recorded like that and you didn't notice

fallow kindle
#

idk i recorded it with obs

#

with my trashy laptop

hidden dew
#

Like you can't even see the torch clicking heheh

fallow kindle
#

yep

#

it works tho

#

i didn't notice my mic was on btw

#

loud clicks

hidden dew
#

that wasn't the game?

#

That was the mouse?

fallow kindle
#

there's a flashlight clicking sound but you couldn't hear it over my mouse

hidden dew
#

ah lel

fallow kindle
#

i'll send a vid without stupid mic

#

I'm adding a sound for opening dors

#

doors'

#

oops still laggy

#

lol

#

oh, sorry

rose cloak
#

Anyone here know if a component can call an event or function at its parent ?

fallow kindle
#

I Don't know, but, you can check for tutorials on youtube, I'm sure there's some that explain that @rose cloak

hidden dew
#

@rose cloak There's a GetOwner() (or something like that) for components

#

Waiting for Visual Studio to do the world's slowest text search

#

Like this:
Planet = CastChecked<AMorphingPlanetOfCells>(GetOwner());

#

I called that from the component's class

rose cloak
hidden dew
#

So then Planet is a pointer to the owner, then you can do whatever

#

hmm

rose cloak
#

I have seen Event on Timer or Timer on Events, where you specify by name the event you want to fire. I am looking for something similar.

hidden dew
#

I can't help too much beyond that sorry

#

I've used events.. once.

#

But do you mean, the component you're calling from doesn't always know what class its owner is?

rose cloak
#

I am looking something similar for events.

rose cloak
hidden dew
#

yeah, fair enough

rose cloak
# hidden dew yeah, fair enough

LOL!. I had the function the whole time. Use Set Timer by Function Name. Does exactly this. I just make the function call an event.. Great!

hidden dew
#

ha, nice

fathom kindle
#

Does anyone have any tutorials on how to add Custom Characters to ut4. I keep getting failed to merge bones.

spice ruin
#

You'd need to find a UT4 modding community for that.

fathom kindle
#

Ah man

real heath
plush yew
#

anyone know how i can assing a TAG in runtime to a certain actor?

sage coral
#

How can I get caustics to work underwater?

drowsy snow
real heath
#

in the mean time, as Makoto said, fake it

sage coral
#

Good to know I wasnt sure if it came with ue4s water plugin and I was just doing something wrong lol

dreamy wasp
#

Question about Grass:
I have watched several 'tutorials' but they all assume a basic knowledge of grass. Strange, huh?

  1. Does anyone know of a good basic tutorial on grass for UE4?
  2. Can grass be added to something like an office planter, and spawned into the scene, or does it have to be part of some special landscape obj (still not sure where this comes from, but I find it in the grass examples). ???

What I am looking to do is spawn Large cubes (bed sized) with grass only on the top. these are floating platforms that move, for a section of my platformer game.
So this grass would be inside of a spawning blueprint actor.

neat marsh
#

is it necessary to add OVR_plugin for use OSS_Oculus?

hidden dew
#

I don't use it though, so I honestly don't know whether the grass will move with a moving platform,

dreamy wasp
#

So where is the option for the foliage tool when you are inside the blueprint?
I don't see it as an option, nor a component.

#

I create a static mesh........ then?

hidden dew
#

Hmm possibly the tool can only be used for stuff that's already in the level, not spawned in runtime.

#

I really know almost nothing about it, except that it's there

dreamy wasp
#

hmmmm.... yeah.. this is what im afraid of. damn.

#

me too. lol

#

I just thought it would be nice to add grass to a moving platform. I never used any of the landscpae tools before.

hidden dew
#

I just gave it a quick try

#

Unfortunately it looks like the grass won't automatically follow what the tool was used to put it on

#

I was hoping it might have a little smarts, but it's not too surprising

dreamy wasp
#

I can bring in grass, but clump by clump. that's a ton of draw calls. I was told the foliage tool puts them all together and optimizeses it a bunch... soo...

hidden dew
#

Yeah

#

It's the moving that will be tricky though

#

I've been trying to do my own grass stuff lately, similar to what you're doing

dreamy wasp
#

nice

hidden dew
#

The Foliage tool uses "Hierarchical Instanced Static Meshes" (sorry if you already know this)

dreamy wasp
#

no idea

hidden dew
#

I've been spending a lot of time trying to get my own grass to move in a way that doesn't annihilate performance

#

I use a HISM component too, like the foliage tool, but it still does not like moving a lot of things at once

#

It can, but it depends on how many

#

Like, it specifically has the tools for moving & rotating. It just doesn't like very large numbers

dreamy wasp
#

so a treadmil of grass would be out of the question.

hidden dew
#

But yeah, if Unreal doesn't have a nice easy way to even just move grass with a floating platform, that's the kind of stuff you'll have to be thinking about

#

Another user said he could shift 10,000 meshes with it without a concerning performance loss

#

(Not sure what his machine's specs were though)

dreamy wasp
#

well. I'm super restricted on mobile

hidden dew
#

So a treadmill could be possible, sure

#

Ohhhh

#

Still maybe. I just don't know

#

Maybe the same thing still works, but you'd only get away with like 1000 pieces or something

#

shrug

dreamy wasp
#

I got a bunch of 3 meter cubes that randomly spawn, and at diffeernt heights.
The heights change based on what other cubes you stand on, so the ones with grass need to have th grass move with the cubes, or it will look really odd.

hidden dew
#

Yeah

dreamy wasp
#

currently its just a texture.

#

I wanted it to look a ... little... more...... 1990s+

#

not pre 80s

hidden dew
#

Moving lots of grass gets a little complicated, so I wish I could suggest another method (other than ISMs, HISMs), but I think that might be what you have to look into.
I'm not sure if it's mobile friendly, but I guess it probably is?

#

The approach you'd have to learn about is something like:

  • Add an Instanced Static Mesh -- or Hierarchical Instanced Static Mesh -- component to your project somewhere (I'm not sure where is good for you)
  • Figure out a way/maths to place every piece of grass randomly
  • Do the calculations you need to do whenever the grass has to move, and use the function (or node) UpdateInstanceTransform to tell each piece of grass where to move
#

From what you described, just using an Instanced Static Mesh (ISM) component would be better than a Hierarchical Instanced Static Mesh (HISM) component.

#

The HISM has support for better culling... like showing different LODs, or culling any grass that is too far from the camera.
But it also comes with its own overhead, and it has what might be a bug in a packaged game that ISMs don't appear to have.

#

Since it appears you aren't needing vast fields of visible grass, it sounds like ISM would be dandy

dreamy wasp
#

wow. people kept telling me grass and forests were easy, now.
lol

hidden dew
#

yeah

#

The thing with Unreal is like: Do it Unreal's way - easy

#

Do anything else - ugh.

dreamy wasp
#

yep

#

Leave it to designers to want to do somethin unique

hidden dew
#

So the above stuff is a chunk to learn about, before even knowing what the performance impact will be, assuming it works on mobile

#

It's the number of calls to UpdateInstanceTransform that will be your bottleneck, more than the amount of grass itself.
If you have a tonne of grass and only need to update a little bit at a time, maybe a HISM will be better. Not sure, just that's the rough difference between the two. HISM can do things per-instance better. ISM is more like "Updating 1 thing updates everything".

#

Oh, I forgot, a different approach

#

Yeah yeah yeah

#

You can instead move all your grass via its material. So the grass isn't "physically" moving as far as your CPU/collision knows, but visibly it will move.

#

The stuff to learn about for this approach is something like:

  • Create a material that every piece of grass uses
  • Have a Material Parameter Collection, with a Scalar parameter value. This scalar would contain the ever-changing platform height, or height difference, or something like that, and your game logic updates that scalar every update.
  • Finally your material reads that scalar and applies it, using the World Position Offset pin, to make every piece of grass appear to move.
#

Sorry, forgot about that approach.
The big deal here is that from what you described, all your grass can follow simple mathematical motions. Ie., you aren't needing to move each piece completely separately.
That is a huge deal, and actually is why that 2nd approach (using a material) would be much better than the earlier one (ISMs, HISMs)

#

If you have 100,000 pieces of grass moving the same way, a material won't sweat it, but a HISM will roll over and die.

#

Sorry I almost sent you down the worse path for the situation you described

#

As long as you don't need to do anything really meaningful with each piece of grass (ie., it's mostly just for show), then the material approach will be way better.

dreamy wasp
#

I will give all this a look after dinner. thank man.

coarse jetty
#

hi can somebody give me advice of how can achieve this?

i want to control via slidet the "blend" from one position to another of animation, imagine the animation of raising hand, slider 0 hand down slider 1 hand up

where should i llok for? im downloading ue4 blueprint examples bc i guess there is something related

hidden dew
#

@dreamy wasp
I just remembered and should be clearer.
The stuff I wrote above makes it sound like you have a choice between 2 technologies: Using an ISM/HISM, and using a material.
Really, you have to use an ISM/HISM regardless. Consider that to be non-optional.
(You mentioned draw calls. Reducing draw calls is the purpose ISMs/HISMs exist to serve. Anyone doing a lot of grass without Unreal's tools will be using an ISM/HISM, which is what Unreal's tools use too).
So for all I said, yes, get into using an ISM/HISM regardless of anything else.

The option you have is about how you choose to move the grass.

  1. You can use UpdateInstanceTransform, which is a ISM/HISM function.
  2. Or you can use a material, which fakes the movement but offloads the work to your video card.

Option 1 is much simpler.

  • You'll already have an ISM, so you'll already have UpdateInstanceTransform available and ready to use.
  • Performance gets worse with the number of grass instances you wish to move at once.
  • But it should be ok under a particular amount (that I can't guess for mobile but think of around 10K for a decent PC).

Option 2 is potentially much faster, mostly because your grass can move collectively in response to maybe 1 or 2 values.

  • You would take advantage of this by writing some Material logic that knows how the grass should move, just from those 1 or 2 values.
  • Performance doesn't get worse with the number of grass instances you wish to move at once.
  • It does come with some extra drawbacks, like shadows, collision, and culling not working as expected. These can all be worked around.
#

_
Final note:
You might discover "per-instance custom data". It's an ISM/HISM feature that is already setup in Unreal and ready to go. You can even change it on the fly in the Editor.
It lets you send data to a material, per instance. So you might think that's a good way to feed data to the material for Option 2.
It's not. Per-instance custom data is just as useless for updating many instances as UpdateInstanceTransform is, I believe because you can't batch custom data in a way that's serious.
The important thing in all this is that you don't want per-instance anything. The material approach for moving grass is powerful because you can send 1 or 2 values to rule them all. Like "move all grass to Z = 50.0. Done."

/wall

spare trench
#

How much marketing budget should one have to get atleast 10k downloads on play store??
Any rough idea?

dreamy wasp
floral solstice
#

Hey I’m sending some files through to someone but what one is correct

pulsar helm
#

.umap is the level, BuiltData is lightbake, reflection capture data etc.

floral solstice
#

So overview unappealing or demo map

#

Auto correct

#

I meant

pulsar helm
#

do they have the rest of the project?

#

These files are useless on their own

floral solstice
#

Overview umap or demo umap

#

R they

pulsar helm
#

Yeah they just store references to all the models etc, not the models and so on themselves

#

You probably need to put the whole project in a zip file and send that

floral solstice
#

I hold the whole project file

pulsar helm
#

yeah give them the whole folder

oak patio
# spare trench How much marketing budget should one have to get atleast 10k downloads on play s...

Depends how much you are willing to spend on cost per click

Say you bid £1 per click, and wanted a month of advertising getting 10k downloads. Assuming 20% of people who see the add, download the app, which is a very generous estimate, then that would set you back £50,000.

Advertising is expensive. Obviously there are a ton of factors that increase and decrease this cost, so you should really do your own research to determine the factors you need.

#

Those numbers were the default on a cost calculator, so probably aren't representative, as the cost per click and conversion rate depends massively on who you are targetting

fluid lance
#

How would I go about testing my game on fake "different hardware" that actually works?
Context: The game runs fine at about 80-100fps on my setup (which is an r9 5900x RTX2060, 32g ram). However, when it's ran on other hardware I have no access to (testers from abroad) it runs at ~40-50 fps. I know the problem might be shader complexity, but otherwise I'm "blind". Is there any way to emulate/limit hardware capabilities to see which tweaks help?
Any ideas are welcome 🙂

thin tendon
fluid lance
#

@thin tendonYea, thanks. I researched into it and it seems that if allocated resources are lower than demand from application, the VM "breaks" and will tap into existing resources. Better ones at least estimate a threshold. In worse cases, you don't even know it & only find out it has nothing to do with the real thing and it doesn't work one bit for this purpose :/

dreamy forge
#

Is there any way to publish games for iOS App Store with Hackingtosh?

spare trench
mossy ravine
#

Hi, I have a vehicle in my level that's at ground level in the editor, but when I click Play it's about 2 feet off the ground. Any advice would be really appreciated 🙂

crystal hornet
#

Hey guys! How can I get the list of hit actors from an environment query?

sage coral
#

Anyone know why antialiasing doesnt seem to work with the underwater post process from ue4s water plugin?

fierce tulip
#

yea, I already paid attention

#

would be mighty fine if they behaved after the one hour timeout.

oak patio
#

Can't beat when people behave

fierce tulip
#

yea, especially when its so close to the holidays

oak patio
#

Ikr. Can't believe people can't behave in the festivities

plush yew
#

What does Assertion Failed mean

#

for an UE4 crash, I get it when i enable hair or moustache on a imported MH

#

Well, that clears it up 😄

#

yeah it's wierd i only get it with the MH hair, i disabled it liek a year ago, but now i kinda need it

#

and poof crash 😦

#

I will try to recreate the problem

#

Actually i dont have time for that, I just needed to know what Assertion Failed ment in UE4 context 😄

wary gyro
#

I'm using the Advanced Locomotion System plugin and am trying to make the player grab an Actor instead of just a static or skeletal mesh. But this isnt working? It works fine if you use a skeletal mesh.

trim belfry
#

"something bad happened" is slightly more precise

trim belfry
open ember
#

Hello folks do somebody remember me?

plush yew
#

so cool with electric node and dark node

#

Hello I looking for some tutorials that make me know how to make mission system with cinematics like gta 5 in unreal engine 4 if anybody know such tutorial then please give me link. (Thanks in advance)

plush yew
#

<@&213101288538374145> sorry for ping but why did I get 10 minute mute?

#

its over nwo

#

now*

grave aspen
frank oar
#

Hi guys,
Firstly I want to say I know nothing about this chatgpt ai that I have been hearing people talk about recently, I heard it is an ai which can be used to code ?

What I was wondering is if anyone knows whether it can help with blueprints in unreal engine somehow? I have always struggled with the programming side and I am wondering if I should be looking into it ?

plush yew
regal mulch
#

From what I've seen it's something you should 100% avoid

#

The answers are totally mixed up and wrong

#

Learn it via traditional ways of text and video tutorials, or a tutor

#

Don't use AIs that collect random sh*t from the net

frank oar
#

Thank you for the advice!
Sounds like good sense

dreamy forge
#

Does Epics' Direct Payment available for UE developers to use?

drowsy snow
drowsy snow
#

Rome wasn't built in a day, and even passing off AI gen artwork as your work, as is, is frowned upon even by sane AI gen enthusiasts.

barren pagoda
#

Hello

#

I’m using unreal engine version 4.22.3

#

I gtg

#

I’m working on a game I’m currently calling pool party

hidden dew
#

Merry Christmas everybody

#

🎄

rotund sorrel
#

How would you apply blur (only) around a specific character?

drowsy snow
rotund sorrel
# drowsy snow Depends on what effect are you actually trying to achieve

https://youtu.be/4ccBjlAFt0s something like the thumbnail of this video (maybe a bit less) but only around the character would be good.

How to make a radial blur post-process material in Unreal Engine 4 (version 4.20.3) using a custom HLSL node and a radial gradient. Topics covered: HLSL, custom nodes, post-processing, material graphs. Thanks to Joubert van Zyl for the request, and special thanks to Tomura for writing the original code in 2015.

LINKS:
Custom Node - https://past...

▶ Play video
drowsy snow
rotund sorrel
latent sonnet
rotund sorrel
shut fog
#

Hello, how can I reduce the tickrate of my PIE dedicated server?

rotund sorrel
latent sonnet
#

like a surrounding capsule of sorts

rotund sorrel
latent sonnet
#

is it a normal matrial? can you just apply it to a mesh?

#

if so then wouldn't hurt trying

rotund sorrel
latent sonnet
#

i say try

drowsy snow
#

Good luck actually trying

drowsy snow
latent sonnet
wooden heath
#

is there solution without plugins for facebook Auth with unreal 4 ?

tardy flume
#

I'm running into an issue, I understand that it's a rare issue apparently. - When I'm compressing my .pak file and build the mod for this game, the .pak file turns out to be just 1kb in size.. basically nothing in it. Looks like it doesn't actually cook any of my assets. The moment I uncheck the compress .pak file, it cooks the mod which turns out to be 2.4gb..

Is there any possible way to fix this? I've asked on the mod discord for the game I'm making the mod for, but they don't seem to have an answer. It is also on an old version of UE4, as it's on UE4.15.

plush yew
#

How to fix that error and how to make the bullets go to the crosshair place

rotund sorrel
#

anyway this is basically motion blur, isn't there just a simpler way to apply motion blur only to specific characters?

proud abyss
#

Hey guys, merry chistmas. Hope on of you can give me the gift of knowledge today...

I have a skateboard pawn set up thats fully controlled by physics and forces for movement. My question is, i have an input programmed that when i release left thumbstick down the skateboard will ollie. Is there a way to have it so if i was to hold down and then rotate the stick round to either left or right i could make the board rotate accordingly

rotund sorrel
clever marsh
#

any blueprint challenges to test my skills? Already made a spatial inv system the last time i asked

plush yew
#

Hello I am making a mobile game so I want to use this city on my mobile game so I am not sure it will run well in mobile but in the asset it showing it support android so can anyone confirm it please https://www.unrealengine.com/marketplace/en-US/product/modern-city-downtown-with-interiors-megapack

Unreal Engine

Modern City Downtown with Interiors Megapack , The pack made by or team with big attention to details , quality of assets and unique concepts and as well as optimization , the pack includes 355 unique models

pallid olive
#

Hello what is the difference between capsule collision and mesh collision

young crag
#

Hi ,when I import Character mesh from Mixamo to Unreal Engine 4 .... My Character Texture quality Became low, How to Solve .?? Thank you

haughty steppe
#

When is it recommended to stick with the built-in damage system? Looks overcomplicated for my needs
I guess it is done for a reason

tribal basin
#

I now have two different buttons in the menu, for example, when I press the a button, the camera on the right is on the left when I press the b button.

pallid olive
#

hi the character has the same animation if its moving forward as moving right?

#

its identical as the 3rd person template

#

the setup, input and controls

#

why doesnt turn right when movingright

drowsy snow
cyan cargo
#

Is there a tutorial or link to show how to properly use the FloatingPawnMovement component? I am using it on a pawn and cant' seem to get it to work at all

boreal crown
#

Is there any way to set the max cache for ddc above 2gb?

real heath
#

.... It has a max of 2gb? Mines MUCH larger than that

#

Just googled, that limit only applies to the boot.ddc, it shouldn't limit your actual ddc

boreal crown
#

Ah, yea my boot limit needs to be larger (i think) as it's literally taking 3 minutes to boot my project

#

unless there's an easier way to cut down on that

boreal crown
#

No it’s the project. We’ve got SSDs. It loads/imports/verifies loadssss of files

#

Given the nature of the project there’s over 500 widgets alone. (Not my decision)

real heath
#

honestly, it's not the number of assets, it would be the asset reference chain. Asset A hard ref's asset B. Theres a reason you are meant to use soft references where possible

boreal crown
#

Why would that effect editor startup loading if it loads to an empty map?

real heath
#

IF your startup map references your game mode, which references the player controller, which references the pawn and the hud, which both reference models and textures... and so on and so forth

#

a very simple map can load TONS of stuff with a poor asset reference chain

boreal crown
#

Oh no it’s a blank map with no game mode

real heath
#

then a larger boot.ddc wouldn't affect loading performance

boreal crown
#

The only thing that’s in use would be the game instance which is a project setting

real heath
#

make sure you use the profling tools to see whats loaded on a blank editor launch

#

you'll see all the assets that haven been loaded

boreal crown
#

I’ll try that!

#

Is there a special command needed so that it does the profiling on startup?

real heath
#

not in front of my machine, so can't check what it is

boreal crown
#

No worries! I’ll look into it

snow crown
#

this person is speedrunning a 3-strikes-you're-out ban

#

@quaint oak read the rules of this server. Self promotion is very limited here.

hidden dew
#

Remember this?
I'm having trouble learning how to use this TransformVector node properly.
Do you know where it should be placed in that material, and the Source & Destination settings it/they should have?
Or just any insights appreciated.

The idea of the material was to rotate a mesh to whatever the input rotator params (the X, Y, and Z scalars) dictated, regardless of the mesh's actual rotation.
(You had pointed out that the mesh's rotation would upset the earlier material graph image I'd posted, which is true.)

hidden dew
wild olive
#

Yo I would like to have a UI and display that changes based other things in the game, I'll have something like 40 of these UI displays, should I use widgets for them or make separate levels for each one?

mellow crystal
#

does anyone know how to completely disable console in ue4 to stop people from injecting it into game

drowsy snow
mellow crystal
rigid yacht
#

Hello

#

Is there a help/advice section in this discord

real heath
eager kraken
#

If I want to make a custom node from let say "BTTask Move to" in the c++ classes. How could I do that?

#

Do I just copy the class, and put the edit in the new copy class?

#

Or is there a way to make a custom node in the c++ that I can use in blueprint project?

drowsy snow
#

umodel

So, ripped assets?

fierce tulip
#

we do not allow mention or discussions related to that.

plush yew
#

Anyone Open for A New Project here?!

real heath
boreal crown
#

@real heath hey you wouldn’t happen to be in front of your computer? I’m still trying to figure out why a huge list of assets are being loaded and verified when the editor starts up

#

And you mentioned there might be a way to profile that

white tendon
#

How can i make the enemies in action rpg sample project to have similar abilities like skills just like the main character

manic raven
#

hellow fellow ue4 users

fierce tulip
#

this server is for game developers. for modding you should try and find a community related to it.
We also do not allow mention of ripping assets, even if its for modding the game they came from.

static viper
#

making mods is cool and stuff yee but even that would be discussing breaking into the game... :/

#

i fear that dishonored as an unreal engine game... is near impossible to mod. they had a custom build engine too...

#

custom ue3

rose cloak
#

How can I transfer all settings from one Component to the another Component(inheritet), without doing it by hand copying setttings one by one ?

floral girder
#

anyone know how to get an array of all the sub-levels in a persistent level?

#

and if there is any way to tell if they are loaded or not?

neon wedge
#

unreal ai doesnt' have a smell sensor
why are devs doing?

drowsy snow
#

||For the record, even Half Life faking the smell perception||

neon wedge
#

Noway really?

drowsy snow
# neon wedge Noway really?

Ask yourself first. To the game code, which has no actual gas movement and actual breathing mechanism, what is smell?

stoic stag
#

https://www.youtube.com/watch?v=3uW7CgmrKAo&ab_channel=RyanLaley Hi, i'm fairly new to UE and been bingewatching Ryan Laley's series, some of em are really good imo and now I wanted to make a dialogue system but I noticed he made his 3 years ago, is there a new way to make one or is Ryan's still a good one to follow?

This is the start of a new series covering how to make a more advanced dialogue system than the previous one I had made. This one features questions and responses all using the behaviour tree as a make shift dialogue tree. In this first episode I show off the final product and start things off with setting up how to show a interact message such ...

▶ Play video
last arrow
#

does someone know how to assign animations to a rig in blender ?

drowsy snow
last arrow
#

can you send me an invite ?

unborn geyser
#

I’m busy with umg and an wrist menu. Does anyone know how to leave your buttons clickable trough an widget switcher? Now its just one time clickable and after that everything is stuck…also after one click jumping to next level the menu is greyed out en not getting back in its original color. Hopefully somebody can help me out?

hidden dew
#

Writes out problem

#

Realises mistakes as a result

#

Fixes problem

#

Thanks guys

real heath
hidden dew
#

yeah heh

#

I have a little koala here that vomits green balls for that

drowsy snow
#

Not even abusive parents teach that.

distant heart
#

hello, everyone. Is there any workable ROS bridge for UE4.27 or later? I searched some plugins but the latest version is only 4.25. Thank you in advance. 🙂

drowsy snow
plush yew
#

copy/paste computers hearing sensor, rename it to smell and call it a day

young crag
#

Hi when I import Character mesh from Mixamo to ue4 .... My Character Texture quality Became low, How to Solve .?? Thank you

plush yew
#

its not low quality. when you import materials from mixamo, they are all opaque. you need to change that. like those eye lashes etc should use opacity mask.

#

theres probably gazillion tutorials online on that topic

royal arrow
#

Is there a setting that makes frustum culling occlude meshes that are hidden behind static meshes? Or is that done by default? While in an underground dungeon in my game, completely blocked off visually from the rest of the game world, when looking toward the mainland of the game, my FPS tanks. Any idea why this would be the case?

real heath
#

It should be done by default, but if your bounding boxes are oversized it can hamper it

#

Your lights could have insane influence radiuses which would also tank frame rate

#

But that's shooting in the dark. Run the gpu profiler, it'll help Understanf

royal arrow
#

Okay, cool. Thanks

sage coral
#

Not sure what I did wrong this is a re-target issue that much I know, Im going from a rigify rig to the normal ue4 rig Im just unsure what I need to mark in the retarget menu for the rigify rig so the wrists stop twisting like in the photo

#

Heres the rigify rig in game just to clarify its a retarget issue Im having

topaz pine
#

Hi can someone help me with learning blueprints?

#

Any tip

young crag
royal arrow
neon wedge
fair depot
#

Are you using a model from mixamo or your own?

pallid olive
#

Whats better Ai move to or behaviour tree

#

Overall

young crag
floral girder
# stoic stag https://www.youtube.com/watch?v=3uW7CgmrKAo&ab_channel=RyanLaley Hi, i'm fairly ...

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▶ Play video
#

This channel is better imo

stoic stag
# floral girder https://www.youtube.com/watch?v=xI7WHD5C-ps

Awesome thanks 👍, I'm already at part 3 of Ryan's. I peek a little bit on Reid's and at 7 min mark it seems he uses a more practical way to interact towards actors using sphere collision. While Ryan's method was using SphereTracing iirc

floral girder
#

Yeah SphereTrace is pretty expensive, best not to use it

#

You should prob switch over to this one though as it's much easier to iterate and change what you want

#

Plus easier to make dialogs overall

#

It uses behavior trees

stoic stag
#

gocha will do 🙂

sage coral
#

Anyone know how to properly retarget an animation for a Rigify Rig to the UE4 Mannequin? I'm using rigify as my control rig and retargeting then to the game rig. Everything seems to work expect for the wrist twist

pallid olive
#

hi how can i hard code weapon equiment without overlapping master weapon collision

#

everything i try i have a unvalid weapon object

sage coral
#

@pallid olive I reccomend the Remnant from the Shadows Turorial. Itll help you set up picking up/ equipping weapons and animations based on the weapon you are using. They make a data tree in the tutorial that helps validate all the weapon info in a single list makes it easy to change any value if the weapons and of each one. Might help fix the weapon overlapp issue you are having

pallid olive
#

hi midgnight thanks for the reply, the idea of this project is the weapons are hard coded so there is no switching in level. i have masterweapon actor, which i made a variable inside character, with the name current weapon, but how can i validate the weapon xd

#

i have seen that tutorial, great master piece also for multiplayer

#

maybe structure with all the weapons /?

sage coral
#

@pallid olive same setup should let you hard code the weapons when you start the game 😊

#

You just need to specify it in the defaults of your character when they spawn what weapons are hard coded and you can eliminate the switching weapons in the environment to have them hard coded

#

@pallid olive if you use the tutorial you sent you'll have to add the weapon to the master weapon inventory in your playerBP

pallid olive
#

if the actor is like exposed on spawn, i can click on the weapon and set that as current weapon, but that is not the case for this type

#

okee ill look into the playlist

sage coral
#

Ah yea it's not the exposed on spawn that's your issue. The main weapon inventory is not catching your cast for your weapon it seems and just results back as none as if there is no weapon even though you have it set

pallid olive
#

or make a actor component

sage coral
#

Set something up like taking how your weapon spawns of you are using an array for your weapon like in the video and on begin play for your character drag out your array for your weapon and set it with the same weapon node this way it knows you are spawning with a weapon

pallid olive
#

maybe this works

sage coral
#

This helps. So like I said you'll need to make a master weapon array of class in your variables and give the array a list of 1 where you can than set your current weapon to spawn with

#

When my ue4 project loads I'll send you a screenshot of my setup

#

Keep your current weapon class tho

#

Your blue variable is your static mesh and when you make the Purple one that's an array that will justify the weapon itself that needs to spawn. Currently the game thinks you're just spawning in a static mesh and not a skeletal mesh. From how it looks

pallid olive
#

yea that is actuelly a good ideaa, just a class array then spawn actor from class and from return value set as current weapon

sage coral
#

@pallid olive let me know if that worked or not 🙂

#

@pallid olive just to help you out some more heres my setup

#

this is how I spawn weapons in at the start of my game

#

Zoomed in so you can actually read it

pallid olive
#

yes oke really appreacited thought that was best way, tried to do master object instead class

#

thanks brother

sage coral
fast trellis
#

Are imported static meshes outside of a blueprint / static mesh component not capable of generating overlap events?

#

Like if someone drops some in a level there is no way to generate overlaps?

#

How would you access it?

#

generate overlaps

#

eh ok, so you would need to loop through everything and set it if it hasn't been I suppose

zealous ginkgo
#

hey slackers ive tried retargeting my skele to two different assets ALS and FCS and both my armpits come out all open lol

zealous ginkgo
#

ok i figured out a fix, it was setting my mesh into visual mesh rather than the actual mesh. swapped and now it seems to work correctly

drowsy snow
#

Open the engine first.

plush yew
#

i have

#

many times

plush yew
steel pasture
clever marsh
#

do you guys have any tutorials or tips for a really really good 3rd person camera system and making my movement feel more AAA and like a lot better, I have a gam jam due in like less than a week and i need a clutch tutorial to make my game feel nicer

#

ik thats not something you can really just get a tutorial for but really any quick fixes that will make the game feel good are welcome, I don't really know what to do abt the situation otherwise, it feels too much like the 3rd person template and not like an actual game lol

drowsy snow
#

simpler movement system is more excusable for game jam, given the time frames. You can add it later in post-jam update or remaking it for full release

clever marsh
#

yeah i mean just like giving the movement weight, and not feeling like the thirdperson template\

remote hound
#

Hey does anyone in here have any idea on how to convert a map from UE1 to UE4?

clever marsh
#

i know a lot of that is snd effects and camera movement but im not really sure how to approach it

#

i just want the movement to be more satisfying

drowsy snow
clever marsh
#

well i have some pretty good animations, but it still kind of feels weightless

drowsy snow
clever marsh
#

might just be me nitpicking or my low poly models but im not sure what the problem is

drowsy snow
remote hound
drowsy snow
remote hound
#

How are they not different, they're different engines

#

Ue4 And ue5

#

And i haven't asked for no one to patronize me

#

I've asked if someone knows how to port it

drowsy snow
#

UE5 is pretty much the same as UE4 as far as the basics goes.

remote hound
#

Well tell that to epic games

clever marsh
#

well usually i would but it doesnt really work with the type of game im making

drowsy snow
#

Also FWIW the "weight" of the animation comes down to the animation itself more so than the technical side of it

#

Play around with the interpolation, tweening, squash and stretch, those good stuff

jade surge
#

Cast nodes automatically load things into memory correct?

#

right so if I wanted something to never be loaded until it was needed, I should probably make sure it's not being casted, or hard referenced anywhere else in the project

#

and in other words, utilizing soft references is kind of an all in thing, because it's completely redundant if something else creates a hard reference of it anywhere else 🤔

#

how are you suppose to keep track of that lol

#

I have this beautiful problem right now where 32 gb is almost not enough ram to load the project smh

#

thanks anyway

#

Okay so then I should, in fact, use interfaces in instances where I don't want to risk loading something into memory that might not ever be needed

#

I didn't know if it'd be a good idea to use interfaces for this reason

real heath
jade surge
#

Lol don't worry Laura, I fully understood what you meant. I was clarifying though that it is okay to utilize interfaces for such cases. @real heath Thank you as well for being more specific about it. It does seem like a hard thing to accomplish though

#

The base character and controller are filled with asset references 🤦‍♂️

real heath
#

Not especially. Hard/annoying to change after the fact. But if you approach it like that it's not so bad

glacial arch
#

Hey guys, maybe you know whats up. I'm packaging my project and it seems to just get stuck at PCH.OodleDataCompressionFormat.cpp

Or rather right afterwards

#

Should I wait it out or?

#

As usual time constraints and all that

warm stirrup
#

Hey gang, have a general question about Character Controller Classes. Is there a way to change it dynamically during runtime?

Situation: I have a plugin I bought with it's own Controller Class, and I also coded one myself for my game's stealth mechanics. The features aren't used in conjunction with each other, but are in the same level. So trying to figure out the best way to do this that is not trying to merge them together.

vital fox
#

Just reinstalled windows, I have my UE4 projects saved on another SSD but I don't remember exactly what version of ue4 I was using. Is there anyway to find out just from the project files before I install the editor?

drowsy snow
vital fox
#

Ok. Just worried about depreciated stuff not working or something. My projects aren't too big so not a big issue if I have to fix stuff

real heath
vital fox
#

got it thanks!

terse fern
#

hi eeryone i have a quesion bit of a question

#

is it possible to access and reference an inherited component (ACharacter) so i override its function in my current c++ script

#

how would u go about it

floral girder
#

Hey! I want this interface message to send this data to the level it is currently in, what would the target be in this case? I can't figure out how to get a reference to the level it is in.

raw oak
#

Don't think you can do that. Level blueprint isn't great to use in general. You could use an even dispatcher and bind it in your level blueprint

floral girder
rotund sorrel
#

How can i see the absolute height and width(in cm) of meshes in unreal?i don't mean the scale ofc

signal latch
#

Hey all, I'm a UI designer looking to get more well versed with UI animation best practices in UE4. I'm trying to understand how folks accomplish UI VFX, whether that is done via UMG animation timeline, flipbook, materials, or other methods. I'm looking around for tutorials or discussions on best practice but have yet to find much. In the project I'm involved with I have seen all of them being used. I'm really curious how often flipbook is used for UI. Seems the workflow is using a tool like AE to animate, then export a sequence of images and import as a "sprite sheet", then turn that into a flipbook via UI material, but how do you deal with frame rate and are there performance concerns? It also seems the UMG timeline wouldn't be great for everything, since you don't have access to as many tools as you do in a motion software like AE.

Here's an example of a UI animation that I'm wondering how it was accomplished (via https://www.artstation.com/artwork/NxGxnD). If this is the wrong channel, I'm happy to move this elsewhere to continue the discussion.

drowsy snow
sage coral
#

No idea if anyone can helpe me but any info helps. Im having a retargeting issue going from a Rigify rig to ue4 game rig, I seem to have most settings right but for some reason its offsetting the hands so I defo messed up somewhere with the settings, Ill post my Retarget settings aswell

#

Sorry for all the pictures I wish there was a way of making the menu bigger in ue4 so I didnt have to splice the photos up

fluid fable
#

Does anyone have experience with top down games, more specifically with mouse controls?

buoyant graniteBOT
fluid fable
#

Okay so I want my character to move forward when you click and hold the left mouse button. I have it so they turn wherever the cursor goes, but I can't figure out how to get them to actually move

fluid fable
#

Thank you! I'll check it out

fluid fable
#

This is what I found

short cipher
#

I want to create a UI that explains how to operate like this image. But I don't know how.
My game allows you to change the operation method in the settings. So, if you change the button layout in the settings, I would like to create something that also adapts the UI.
Is there a BP that calls the arrangement of keys created in UE4's input?

#

If player change the button layout, the notation of the UI will also change. this is my ideal

stark talon
#

@shy nacelle do you remember the flash issues i had when moving the ISM in the WPO? The problem was solved by removing motion blur and anti-aliasing.

hidden dew
#

:/ Using a HISM and lots of grass is reliably crashing my video card

#

I guess it's overheating, but it only gets to 80°C at the most so far

#

Which is a fair bit, but Apex will sit at 83° forever with no issue

royal arrow
#

In an open world game would removing unnecessary components from your landscape help performance? We have a lot of ocean covering dozens of components players can never reach. Is that costing us performance or is it better to have a square landscape?

vast totem
#

For levels like these, would you use landscape editor or just a crapton of textured cubes? Obviously I'm new but neither of those options seem particularly efficient

real heath
#

Neither? You'd probably block out the level with cube grid or modelling tools plugin. Split the mesh appropriately so meshes aren't too large. See how far that gets you

vast totem
#

Thank you! I wasn't sure if there was something like that but sounds way better, I'll try it out.

lament basin
#

Can you convert a 3d rope object into a cable? or any kind of objects into cable

honest vale
#

yea definitely not the landcape editor, it can't do vertical faces

rain badger
#

Does anyone know why/how to fix the assets in my vault not displaying their thumbnails? When I go to my library and check the vault they are just displaying white boxes instead of the image of what the asset is

boreal crown
#

Hi, my editor takes literal minutes to open certain bps and widgets because I've got a bunch of BPs that are GBs in size due to the assets in them (this cannot be changed). And any widget or BP that references these large BPs take forever to load because I guess the editor loads it all into memory, so my size maps for my widgets are in the gigabytes in size. How do I cut down on this so things open quickly?

real heath
#

Soft references and do async loads

boreal crown
#

@real heath true. But how would I handle datatables that have references to all the things? As those load slowly as well. Can those use soft refs?

real heath
#

Probably? Or at the very worst, paths. Thing is you are experiencing problems as a developer, how are end users going to go with a lesser system? You really have to pay careful and close attention to asset chains to prevent long loads and excess memory usage

#

If data tables don’t work with soft refs (they should since it’s just a struct) then consider another architecture for how you reference assets

plush yew
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they do work. i highly recommend 😄

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not fun to load 20GB dt..

robust marten
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Is there any way to reduce the size of my project? I've loaded only a few assets and my project is quickly creeping up towards close to 100gb in size lol

plush yew
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lol

pallid olive
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hello, has someone an idea how to make a moving projectile, (bullet) ignore its instagator ?

boreal crown
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I feel like this is a dumb question but is it possible to put a normal pointer into an array of soft pointers? Like is there a cast or something?

spice ruin
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You can convert the normal pointer into a soft pointer to add it to the array (probably) if they are they point to the same type?

boreal crown
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They are the same type. How would I do that though? Cast(TSoftObjectPtr<whatever>()?

spice ruin
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YourArray.Add(yourpointer) might just work with an implicit conversion

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Or YourArray.Add(TSoftObjectPtr<type>(yourpointer))

rough tusk
#

hey guys, is anyone experienced with the variant manager?

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I have a simple question

spice ruin
rough tusk
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@shy nacelle , @spice ruin ,ok so actually i would like to know if it is possible in the variant seleciton, when i have multiple actors, to proceed subsequently with the actions i have chosen. Not directly all of them

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I dont even know if it makes sense

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in example, I need to activate another camera but only after i have finished blending to the camera, I want to change a material

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not at the same time

sage coral
#

might be a dumb question but is there any way to hide unused pins in a node

Ill use a screenshot as an example

The screenshots a Save Game and all those bools are stored in a split Structure, Was just curious if there is a way to hide the pins without recombining all of them?

strange bear
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Do Texture2DArrays not exist in 4.27? It's not under material & textures?

empty sage
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Is there a way to know if a BP graph is running in the editor without PIE? e.g. running from a blutility

drowsy snow
hollow socket
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Has anyone figured out a way to use hand tracking over Airlink yet? I have see a few mentions of OpenXR now being able to do it, but no confirmation.

eternal cobalt
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Would there possibly be a way to nativize BP into C++ without it being so illegible and spaghetti-like inorder to learn what functions are being called and what is being used in the unreal library?

real heath
verbal pulsar
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Do game user settings transfer between levels?