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.
#ue4-general
1 messages · Page 16 of 1
Oh I see... An issue of which space its happening in right?
Well, the transform it's happening in anyway. I'm pretty sure I get what you're saying... thanks, never thought of that
yes
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)
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?
Like theres a weird ghosting effect going on around the player like this
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
for each
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.
Create a local variable and set it to the output of random and then use that random for your yaw input.
Other than that, looks solid.
Am I missing something? It still giving every object in the array the same rotation value
Yeah.
hm, still doesn't seem to be working
Are you sure your arrays actually have the values you think they do?
Ah shit. I just realized I'm executing this function before adding the parts to the array
Thank you
Lol. Oops!
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.
Using the Nav Invoker, I am able to have the nav mesh thinking only about what is near my character.
but.....
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?
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.
In your behaviour tree or code. Just add a distance check to the player. If it exceeds the distance tell your AI to just sit idle and not move.
yeah, but then, again, that is a constant tick.
Just slow the timer down on the function so it ticks less often and its not a performance issue.
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.
50 enemies are going to be running 50 sets of code anyway. 1 extra line isn't that big of an issue
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.
the spere does an overlap check, then brings them to life
Just make a variable shouldmove? set to false by default. On overlap set to true on end overlap set false.
its just a school project, i was doing an infinite runner, but i wanted to add enemy spheres that atack.
yeah.
Its not a big issue you just got to tell it when to move and when not to move
yeah. it was working fine before i started moving the nav mesh around.
I have to recheck my code. see where the move is being called.
Slimwaffle is a cool name btw.
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.
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.
so is the list in the level blueprint, game mode, or you have a single actor that everyone is casting to?
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.
are you useing event dispatchers to tell them to die?
There isn't any need because I just destroy them by accessing them from my list
thanks. will look into it. need to run.
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.
when i simulate physics, the camera stop following my actor, any ideas?
Just press G to enter Game View, it won't be visible in runtime anyway
Unfortunately that also hides collision boxes and other details.
looking at action mapings.
Is there a way to do "on release"?
All the mappings i see are 'on press'
replace IE_Pressed with IE_Released?
My guess youa re talking about C++
I dont see that in the Input setting menu
there is only a check box for Ctrl, Alt, Cmd
OMG... I'm blind...... ugg... sorry...
It in the action itself. The node has Pressed and released outputs
🙂
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
Hey, silly math question, but how can I get a vector velocity from rotation and speed?
Rotation.getforwardvector * speed
Of course.
Could be .getxvector, I forget
Thanks Boris, you cleared my brain fart
Lol np
How do i download UE4 via epic games launcher ? i can't find it there
@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).
you are my last hope
Could you please take a look?
I also tried posting on the Unreal forum and still no luck
It would be so good if i could make this work
I tried one frame earlier and after. I also recorded the positions, and tried different last positions.
I will convert it to UE5
Also. The flickering doesnt happen if im zoomed in on the unit. so the position is 100% correct
Its that white flash
yes. the position is 100% correct when updating
its just that there is a white flash flickering in that frame
that only happens when zoomed out
i will show you on video
you can see that zooming in the position is updating 100% correct and there is no flash
the units are moving in the wpo
but when they go above some meters in the wpo, i update their position
the units disappearing?
ignore that
ICYMI, "Horu wizardry" in question:
https://www.youtube.com/watch?v=QVlw_SD8G7k
Made an instanced skeletal mesh renderer in UE4 that can render up to a million units. Animations, bone transforms and skinning all calculated on the GPU. Fully custom DirectX 12 rendering tech built in UE4.
that is fine
im okay with everything except the flash/flickering
the units disappearing in the corner of the screen is ok
i can just increase the times they update
okay will try there
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)
Is it a GPU Compute particle?
I am unsure what that means
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?
I tried that but... it actually gave me some errors and crashed out
Potentially? You could try upgrading it, but it's likely to fail.
You might have more luck upgrading 1 version at a time.
Your chances of getting it work is low, and you could violate EULA for reversing existing game.
Upgrading what? look there's a game we made long time ago with my friend, but now we need some stuff in it but we're having issues restoring them
"Restoring" ?
Then that's a lesson for you to keep backups.
Do you have cooked assets and you want to "uncook" them and go from 4.16 to 4.27?
i mean extracting some of the models from the game that r now deleted from our PCs ya know :')
Yeah, that's not something that's supported here... or even legal.
Well i think so, i'm talking about the .pak files
Reverse engineering games is against the rules here. Even if you own them.
Ik ik but i saw some videos showing it's possible, so maybe we're gonna clean this mess :')
if you watched a video about it, you should know what to do
Ooh! umm.. okay then
also, considering the little chance that you really are author of the pak... make backups
yeah but they were actually doing it with their game made in the same version of the UE
then do it with the same version...
ok ok got it, let's just end this conversation up i guess
crossposting isn't allowed
Heyyyyy My Client Player Cannot Move properly , and jitters while jumping only in mobile preview
Why?
How do i disable frustum culling for a specific actor?
I need the red meshes to still be rendered
how can i save/load a save game into the game folder where the executable is and not the user save files?
or put the save file in the content folder itself?
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.
why would you have 17000 normal maps??
because i have a lot of textures that need normal maps lmao
what sort of game needs 17000 textures?
dont you reuse some of them?
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)
trust me i realize how fuckin dumb it is lol
Alternatively you could import them bit by bit
yeah just dug through all the settings and realized thats probably the only way to go, thanks
imagine if Unreal had Blender-style modifiers
array, simple deform, mirror, ...
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
A plugin, you say?!
lemme find it
Epic Developer Community Forums
Hi everyone! A couple of months ago I started working on deformating meshes with the material editor and I wanted to show the progress done. I’m still not sure what I’m going to do with it so I would love to recieve feedback from the community. By now I have: The Bend modifier, you can customize the amount of bending and direction, pictures b...
this
I'm afraid it's dead tho
could any one explain why at certain angles, my mesh disapears? same pose and no clipping, turn around and the arms poke right through
all good ^^^ was a displacement issue in the material
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
Not sure what is this supposed to imply
I created a button for firing
so is the button pressed and released function is here
Hi, I was wondering if it's possible to disable step down but not step up?
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
@plush yew are you looking for a way to do auto fire like a machine gun?
No I did it was autofiring but after doing that it sing shot
ah ok, im not sure which one you want, autofire or single shot?
Autofire
But doing this its automatically 1 shooting
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
Ok I will try when I am on pc BTW thanks
no problem!
is there any way to test mobile game without export?
like the unreal remote that works in ios?
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?
Or somebody have tutorial for integrate oculus SDK?
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?
is there any way to test mobile game without export?like the unreal remote that works in ios?
you could try right clicking and checking out the reference viewer to figure out which assets are referencing the items in question. You can also try clicking on your content folders and fixing up any redirectors
I've given this a go but I solved it in the end by migrating the level to a new project so it only brought the necessary files through and it seems to have worked
How'd you fix it though?
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.
Right here just type in the name you want to group it under. If it doesn't exist then it will create it.
thanks again, waffle. you rock.
hi im facing this problem when launching for android
can somebody give me a hand?
an animation bp that his parent class is a c++ class
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?
and for a newbie, what it is that's actually breaking here...?
Would be truly grateful for any help
I made a cannon but the cannonball is falling through the floor, how can I add collision to it
Just removed the displacement map for the moment. Need to go back and set it up properly today
If you made it in blender just add another object with the name UCX_<your mesh name> _001.
Or you can just open the static mesh and add a sphere or box collision from the settings at the top of the screen
I just changed the collision present to custom and blocked all except pawn + world dynamics
seems to be fine
Is it ok performance-wise to send a 1024 x1024 texture parameter to a Material Instance Dynamic every update?
Is that a normal thing?
Depends on how you load them.
can i import starter content into my existing game which started with none?
Streaming from disk right away can cause hitches
Yes.
What about a runtime texture
where
Add Content button in Content browser
It's fine, except drawing to RT can be quite heavy on performance. Lots of high level fluid sim suffers from heavy perf.
Hello!
I need some help with something
How do I make a 3d menu background that can change like ex: beat the game
thanks
Just having the level as the background, instead of full screen image widget taking over
No black magic there
I know that, but the background actually change as your progress through the game, that what i meant
Right. I'm guessing that means if I'm only calling SetTextureParameterValue once per update, I just have to watch out for how much I'm calling DrawTexture per update
I'll have to find out how many is too many
You can keep track of it with the save data to determine the status of the main menu map. That's how Spec Ops The Line did it.
In the case of FF15, I think it's a global save file checking whether you've completed the game once instead of the last save slot.
Hi is it easier to make a game using a smart suit pro by Rokoko and use plug in
Making a game, doesn't matter.
Using mocap is just going to facilitate you on making the animations
Any solution ??? unreal engine 4 c++
Launcher version?
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?
Its just not letting me package it
cold shower thats what i do
Sorry, that wasn't helpful for your question hehe
And yeah, basically.
i mean this question in the most respectful way.
why do people still use ue4?
Having project already far in development.
cant upgrade?
Upgrading to even newer version of UE4 can cause trouble with existing code base for the game.
i expected ue5 to be backwards compatible
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
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
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.
My engine modification still doesn't fully work in UE5, even then it doesn't work at all in the first try
ah got it
thanks
i have no idea what this is but thanks for the info anyways
i know the quest
dont know why it needs a fork tho
really?
ue5 supports vr though
its listed as an option
dont know if it works
People still cling to Unity for XR needs
are they really basing their engine on the needs of fortnite?
doesnt seem like a smart business move
Are they really basing their engine needs on their highest grossing product? Yes? OMG WHAT A SHOCKER.
their engine is used by multimillion game development studios and they make money from those games so they need diversity to attract devs
lol
They don't need to attract business that comes from companies below 1000 employees.
true
bigger fish to fry
probably subnautica?
i think subnautica was made by unity
raft
oh right
the unity ads platform sucks
most of the time the ads dont even load right
i think they cancelled it
And proceeds to disband the team
yep
stupid imo
and makes the people think of them as a bad company
mainly because they are the only good game engine
and also because c# can kiss my ass
Also talent
i hate it
More people studying UE since UE4 went publicly available
wdym publicly available?
Let me dismiss that as a recruiter...
probably wont do anything i know
not even from a well known course provider
but i still didnt go to college
hopefully a degree would be a enough to get employed
As in fully fledged Unreal Engine being available for public to use (initially with $19/month subscription)
8 years ago to be exact.
Full suite of UE3 editor wasn't available to the public.
Sure, UDK is a thing, but it's a little bit watered down
Before UDK you'd have to piggyback a moddable UE3 game, like Unreal Tournament 3
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
but it still has a cut right?
I still remember how hyped I was first time seeing UE4 become free to use.
once you reach 1m profits they start taking 30%
old
Actually 5%
I might be misremembering but wasn't it 5% off monthly?
Yes, but before that the limit was $3000 per quarter (3 months)
Yes
After $1M, 5% cut after $10K per quarter
wait so every 10k i make per quarter they take 5% of?
Of course you gotta consider if you publish on launchers, they take their fee from the start
Steam is 30%
After you reached $10K in a quarter. First $10K doesn't count
oh
that makes better business plan for unreal but it sucks for us devs
not like ill reach 10k per quarter anyway
If anything it's better for devs
You pay nothing if you didn't reach that threshold.
so if i launch my unreal engine game on steam rather than epic, epic takes a bigger cut?
No, you pay 30% to Steam
same thing with the 1 million?
No, that's Steam's cut @hallow ivy
yeah that i know
You pay both Epic's and Steam's cut
but i think epic at least discounts the cut if you release on their launcher?
Epic is still 5%
Yes, that's $1M total since you first sell it
ohhhh
No, just they take less of a cut on the Epic Games Luancher
got it
The 5% cut for UE doesn't count if you publish to EGS
12% iirc
thanks
yep see thats what i meant
If you're going to sell your game, be prepared for spreadsheet action to count the sales.
yeah at this point if i sell for 10 dollars on steam ill probably get 6ish
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?
anyways i gtg
If that makes sense
thanks guys
I'm afraid not, can you make a quick sketch of it?
Sure, give me a min or two
Hopefully this is clear enough ahah
And I'd need the light to "somehow pass through" and light the front as well
I know I can just change the light direction, but I was wondering how I'd deal with something like this
So backlighting?
I guess that is it
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
I'm thinking of doing the old trick of duplicating the sprite, making it unlit, and slightly offset it according to the light direction.
Though it's only going to work well on per scene basis
Yeah, this is the problem, if there was a way to just let light pass through, so to say, that'd kinda solve the problem for whatever direction the light is emitting frm
can someone please help why the translucency greyed out?
is there a way to loop a video in unreal engine ?
Set your Blend Mode to Translucent
oh wow.... thanks :)
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.
how can I make niagara particles fade away instead of disapear (setting visbility makes it suddenly go "poof"!
Nothing specific to unreal for that afaik. I personally use parsec for remote controlling other PCs. It's very responsive and great for 3d and video work
yeah I remember parsec, moonlight and vnc...
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
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?
Any solution ??? ..
i would imagine so. not sure about the form, but adhering to the ue license agreement through crediting the engine, and adding a eula will be necessary
at the end of the day its a product
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.
making actual meshes in a dcc. you really shouldnt be using bsps past your blockout
whatever you are doing in bsp is likely better and more easily done in a dcc
Damn, that was a quick response. What dcc do you usually use for ue?
What do you prefer?
blender. prett ymuch has everything that maya lite has, is free, and has a less steep learning curve imo
also feels less dated
have used maya, 3ds max, and blender, must say blender is by far my fav
Nice
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?
Or vice-versa
it will stay true as long as you dont rely on blender materials and use proper unit scaling
apart from that its just setting up units correctly, then making sure you measure things properly
personally for my modular assets i make sure everything fits nicely in a 2x2 meter grid
So I should make sure all the units are sized the way I want before starting ANYTHING
yes
if your unit scale is off at the start it is a pain in the ass to change mid way through making something
set it up, save it as your preference, then you never have to worry bout it again
Sweet
I'll be starting my forth project, but this time in ue5 so I wanted to do something right this time around lol
Because it didnt sit right with me using bsp conversions in past projects
Since I know bsp are performance hogs
And didn't want to come across that odd cache folder crap again possibly destroying an entire level.
You've been a great help man. Thank you
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
is there any way to convert ue5 project to ue4?
No
You can go up, not down
Same goes for .x releases. 4.26->4.27, 5.0->5.1, not the other way
why man why
Cos that's how it works
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?
Nah I didn't edited in ue5 🙂
I'm not on about stuff you did though
I'm on about the engine
ohh ok
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
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
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
Google Docs
yeah, makes sense. I might as well just fill in the form, thank you!
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.
oooh not good. that shouldnt be happening. try verifying your engine install
oh i did it
and most of the warnings are vanished
there are still some left
these are the errors
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?
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
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?
You could somewhat automate the process in the editor by dumping render target into an image file (though I'm not sure if BP had that exposed)
Can I find instructions somewhere on how to do that?
Just so you know, I have zero experience with UE 😟
hey hey
would be nice for you to rephrase your question
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
Ok I will do that again
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
Hi, my editor seems to be compiling every single blueprint everytime I start the editor. Anyone know why this might be the case?
It says
Does it to me, too, at 90%.
My log gets slammed with “entry mode New State Machinr is not connected to state”
when I was messing around with gameplay ability system I came across this issue
anyone know how to get the menu to show?
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?
Yeah?
Might be better off in#packaging or #mobile and they'll need to see more of the log
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.
hi how can i change visibility of variables in unreal?
For which variables? Explain
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
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
Does anyone here use the Unreal Engine docker container? Is there any benefit to it or is it a niche/novelty thing?
The node is called Set Visibility, it's also in the details
im refering to details panel, not widget.
toggle visibility from this
It should be the same thing as it's called in the details no?
Okay I solved my own problem. Might be helpful to someone else though. It's a bit of a backwards way, you select the objects that you want to select in the viewport in the content browser instead and right click and choose the following:
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?
Maybe ask in devops channels?
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
will this support mobile smoothly if I add controls? https://www.unrealengine.com/marketplace/en-US/product/ultimate-shooter-kit
how would i make it so a characters eye follows the player around?
eing?
Seems like a terrible kit anyway. £300 for ultimate shooter that doesn't even include one of the basic controls, that being crouching
Makes me wonder what else is lacking
Also reviews so the documentation is terrible
Set the eye's rotation to be the find look at rotation for the player
Unless you mean with a procedural anim
Ahh I see, I'll look into these, thanks guys! :)
Fixed?
Just say will it work on android I have this kit
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.
It doesn't explicitly say it does so not sure. No way for me to tell, you're just gonna have to package a test project.
Still wouldn't recommend using it tho
Sorry it was very late yesterday, toggle "instance editable" on the variable, now it will be in the details panel
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?
Hi,is there anyone know how to convert ue4 character bone's rotation remapping to unity standard character bone's rotation?
hi guys, was curious what the learning curve is of Blender in comparision with Unreal engine
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?
holy crossposting batman
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.
you can just upload a whole new build iirc, but i also seem to remember in packaging settings it gives you the option to package only new content into a patch
Thank you for the info it definitely helps 🙂
Hi I see that #share-your-stream has been archived. Is there a replacement? I was using that a lot to link my streams
#1054907310138458113 would be where you can leave feedback about it
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).
Every time I start UE, I click a slate command to set the tooltip delay to 10 seconds
This is the video link.
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Is there a way to make it do this automatically?
https://www.unrealengine.com/marketplace/en-US/product/runtime-datatable
This is the plugin. It's called Runtime Datatable.
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 👍
Just change or remove the engine version in the .uplugin file.
.uplugin is just a renamed JSON file, so you can open it in Notepad
Interesting. I'll try to do that right now.
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
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
@fallow kindle this falls under job-related content and should only be posted there. Read the #instructions on how to do so.
oh, sorry
Why I cont Create Declaration/ Definition ... ?? ( The selected text does not contain any function Signatures .
Don't crosspost
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?
Also does anyone know what the second number in the log is? It’s “[time date][some number] actual log”
Anybody wanna compliment my horror game for now? 😉
The "Still relatively new to materials" experience:
lol
Font and title screen is fun
thanks
Not sure if you're showing the crazy bad FPS, or if it recorded like that and you didn't notice
Like you can't even see the torch clicking heheh
there's a flashlight clicking sound but you couldn't hear it over my mouse
ah lel
i'll send a vid without stupid mic
I'm adding a sound for opening dors
doors'
oops still laggy
lol
oh, sorry
Anyone here know if a component can call an event or function at its parent ?
I Don't know, but, you can check for tutorials on youtube, I'm sure there's some that explain that @rose cloak
@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
Thats where I am. Using Self->Get Owner. But when working in the component it actually dont know that owner at that point. So I need to 'hardcode' the names of the events of something similar.
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.
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?
I am looking something similar for events.
Yes. thats the point with Components. you can add the Component to any kind Actor and give the Actor some functionality. But as component you dont know who you are being added to, so the workflow is abit tricky.
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!
ha, nice
Does anyone have any tutorials on how to add Custom Characters to ut4. I keep getting failed to merge bones.
You'd need to find a UT4 modding community for that.
Ah man
promos go under the various Community Creation groups like #1054845218723209226 or #1054845120236757103
anyone know how i can assing a TAG in runtime to a certain actor?
How can I get caustics to work underwater?
Fake it.
Theres a whole field of academic study trying to answer that as we speak
in the mean time, as Makoto said, fake it
Good to know I wasnt sure if it came with ue4s water plugin and I was just doing something wrong lol
Question about Grass:
I have watched several 'tutorials' but they all assume a basic knowledge of grass. Strange, huh?
- Does anyone know of a good basic tutorial on grass for UE4?
- 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.
is it necessary to add OVR_plugin for use OSS_Oculus?
- You can paint grass onto anything, not just a landscape, using the Foliage tool:
I don't use it though, so I honestly don't know whether the grass will move with a moving platform,
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?
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
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.
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
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...
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
nice
The Foliage tool uses "Hierarchical Instanced Static Meshes" (sorry if you already know this)
no idea
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
so a treadmil of grass would be out of the question.
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)
well. I'm super restricted on mobile
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
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.
Yeah
currently its just a texture.
I wanted it to look a ... little... more...... 1990s+
not pre 80s
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)
UpdateInstanceTransformto 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
wow. people kept telling me grass and forests were easy, now.
lol
yeah
The thing with Unreal is like: Do it Unreal's way - easy
Do anything else - ugh.
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.
I will give all this a look after dinner. thank man.
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
@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.
- You can use
UpdateInstanceTransform, which is a ISM/HISM function. - 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
UpdateInstanceTransformavailable 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
How much marketing budget should one have to get atleast 10k downloads on play store??
Any rough idea?
That is a really tough question, unless you are talking about buying your own game, or giving away free copies.
How many downloads is a combination of people knowing your product, it having good reviews (from actual people), and being a cost that seems worth it.
.umap is the level, BuiltData is lightbake, reflection capture data etc.
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
I hold the whole project file
yeah give them the whole folder
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
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 🙂
you could run virtual machines
@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 :/
Is there any way to publish games for iOS App Store with Hackingtosh?
Thanks for the information 😊.
Btw can I setup ads in my game without any paid plugin? (its a mobile game)
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 🙂
Hey guys! How can I get the list of hit actors from an environment query?
Anyone know why antialiasing doesnt seem to work with the underwater post process from ue4s water plugin?
yea, I already paid attention
would be mighty fine if they behaved after the one hour timeout.
Can't beat when people behave
yea, especially when its so close to the holidays
Ikr. Can't believe people can't behave in the festivities
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 😄
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.
"something bad happened" is slightly more precise
It's not specific to unreal or even C++. Like Laura said you need to post the assertion that failed if you want any meaningful help
Hello folks do somebody remember me?
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)
<@&213101288538374145> sorry for ping but why did I get 10 minute mute?
its over nwo
now*
sending you a DM, with the message you should have received from the bot via DM with the reason
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 ?
just leave it it will help you in very basic things
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
Thank you for the advice!
Sounds like good sense
Does Epics' Direct Payment available for UE developers to use?
Wasn't Epic's payment system backing off of Xsolla?
As what others have said, do yourself a favor and learn UE the right way. It takes time, sure, but worth more than blindly believing whatever ChatGPT spew out even with decisions that are... sus.
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.
Hello
I’m using unreal engine version 4.22.3
I gtg
I’m working on a game I’m currently calling pool party
How would you apply blur (only) around a specific character?
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...
You can use the same thing but mask out the character with custom depth
Will look into that thanks!
could you not add that same material to a component that is part of the character but surrounds it?
You mean assign the postprocess material to the mesh?
Hello, how can I reduce the tickrate of my PIE dedicated server?
it works but it would be better if the outline of the blur was a little bigger then that of the character itself, like it is in the thumbnail. Any suggestions on how to have a bigger mask (but still with the shape of the character) without increasing character size?
no, an additional mesh that is bigger than the character and is attached to it
like a surrounding capsule of sorts
But should it be sorta like translucent then?the material in the video is a postprocess one and is applied to the scene texture, not sure on how to convert it to a surface material
is it a normal matrial? can you just apply it to a mesh?
if so then wouldn't hurt trying
I don't think it is because it uses scene texture uvs as input and is set as postprocess
i say try
Good luck actually trying
Not entirely sure how outline post FX were done, but maybe using that technique to bold the mask more
can you not just scale the mask somehow?
is there solution without plugins for facebook Auth with unreal 4 ?
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.
How to fix that error and how to make the bullets go to the crosshair place
don't know how
anyway this is basically motion blur, isn't there just a simpler way to apply motion blur only to specific characters?
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
In the end i took this material here: https://docs.unrealengine.com/5.1/en-US/using-radial-motion-blur-in-unreal-engine/ Duplicated the mesh of the character( parented to the original one) and scaled it a bit bigger, then applied the material to it. It ain't perfect but i mean, it's blur
any blueprint challenges to test my skills? Already made a spatial inv system the last time i asked
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
Hello what is the difference between capsule collision and mesh collision
Hi ,when I import Character mesh from Mixamo to Unreal Engine 4 .... My Character Texture quality Became low, How to Solve .?? Thank you
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
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.
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
Built in damage system is just yet another interface carrying float (but applied to Actor)
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
Is there any way to set the max cache for ddc above 2gb?
.... 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
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
SSD?
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)
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
Why would that effect editor startup loading if it loads to an empty map?
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
Oh no it’s a blank map with no game mode
then a larger boot.ddc wouldn't affect loading performance
The only thing that’s in use would be the game instance which is a project setting
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
I’ll try that!
Is there a special command needed so that it does the profiling on startup?
you probably don't need to trace on startup, you can see whats loaded now i think
not in front of my machine, so can't check what it is
No worries! I’ll look into it
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.
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.)
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?
does anyone know how to completely disable console in ue4 to stop people from injecting it into game
You can't. Shipping builds already devoid of the console interface.
If it's an online dedicated server multiplayer, you'd have to do some cheat detection along the way
Alright thanks for the help
You're in it. Ask away. If someone knows the answer, they'll respond. If it's on a particular topic, there are also a bunch of channels with more narrow focus.
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?
umodel
So, ripped assets?
we do not allow mention or discussions related to that.
Anyone Open for A New Project here?!
Checkout the job board for recruiting
@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
How can i make the enemies in action rpg sample project to have similar abilities like skills just like the main character
hellow fellow ue4 users
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.
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
How can I transfer all settings from one Component to the another Component(inheritet), without doing it by hand copying setttings one by one ?
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?
unreal ai doesnt' have a smell sensor
why are devs doing?
But what is smell?
||For the record, even Half Life faking the smell perception||
Noway really?
Ask yourself first. To the game code, which has no actual gas movement and actual breathing mechanism, what is smell?
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 ...
does someone know how to assign animations to a rig in blender ?
Wrong server. Ask it in the Blender server.
can you send me an invite ?
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?
We call this "Rubber Ducking" 😄
Coding Horror
At Stack Exchange, we insist that people who ask questions put some effort into their question, and we're kind of jerks about it. That is, when you set out to ask a question, you should … Describe what's happening in sufficient detail that we can follow along. Provide the necessary background
Not even abusive parents teach that.
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. 🙂
Joke?
Seem to be more of misconception
copy/paste computers hearing sensor, rename it to smell and call it a day
Hi when I import Character mesh from Mixamo to ue4 .... My Character Texture quality Became low, How to Solve .?? Thank you
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
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?
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
Okay, cool. Thanks
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
Can I get Link(YouTube) which help to solve my Problem ???
You'll need to open the material that imported with Mixamo and plug in the alpha channel into the opacity pin.
Yeah, I thought it was kinda obvious
just use skeleton and animation from mixamo and use your original model for mesh?
Are you using a model from mixamo or your own?
I create own character in character creator and import to Mixamo For Skeleton mesh . After that when I import to unreal engine I loss quality 🤕
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This channel is better imo
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
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
gocha will do 🙂
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
hi how can i hard code weapon equiment without overlapping master weapon collision
everything i try i have a unvalid weapon object
@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 https://youtube.com/playlist?list=PL3uSxUwLwt-f--gNGVEME84bQsGTTwMO7
This works in both 3rd and 1st person just gonna move some camera stuff around. I have mine working for 1st person
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 /?
@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
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
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
or make a actor component
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
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
yea that is actuelly a good ideaa, just a class array then spawn actor from class and from return value set as current weapon
@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
yes oke really appreacited thought that was best way, tried to do master object instead class
thanks brother
Anytime, Happy to Help 😄
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
hey slackers ive tried retargeting my skele to two different assets ALS and FCS and both my armpits come out all open lol
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
Open the engine first.
i hast figured it out
This is a very advance thing i used this for my personal projects to
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
> movement feel more AAA
> game jam
nope
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
yeah i mean just like giving the movement weight, and not feeling like the thirdperson template\
Hey does anyone in here have any idea on how to convert a map from UE1 to UE4?
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
That'll comes down to the animations you're using, which is not something UE specific tutorial will cover.
well i have some pretty good animations, but it still kind of feels weightless
Remake it yourself by hand, and don't crosspost.
might just be me nitpicking or my low poly models but im not sure what the problem is
Are you making your own animations?
Those are different questions
Nope.
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
UE5 is pretty much the same as UE4 as far as the basics goes.
Well tell that to epic games
i have someone on my team making them
well usually i would but it doesnt really work with the type of game im making
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
okay
thanks
Cast nodes automatically load things into memory correct?
https://i.gyazo.com/f32eb78df7c63ed1fd80a94fb7a0ddd2.png
The soft reference is completely redundant because I have a cast node here
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
As Laura said, good class hierarchy design with base classes like BP_Enemy that doesn't actually hold any asset references, and the only classes that reference assets don't add any functionality you'd need to cast for
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 🤦♂️
Not especially. Hard/annoying to change after the fact. But if you approach it like that it's not so bad
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
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.
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?
4.27 is the last UE4 version and can open any UE4 project you have
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
Open the uproject file in notepad and it will say the engine version
got it thanks!
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
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.
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
Im having a UI change the state of the level/objects in a streamed level outside of the main level, so the object that you use to enter this level is no longer there and can no longer be accessed, so I have to figure out how to send the data aquired from that actor to go to the level and the UI.
How can i see the absolute height and width(in cm) of meshes in unreal?i don't mean the scale ofc
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.
You can do lots of things with materials and the standard UMG sequencer techniques. There's also Niagara to UI plugin that allows you to put in 2D Niagara particles in the UI renderer
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
Does anyone have experience with top down games, more specifically with mouse controls?
:question: Can I ask a question?
Don't ask to ask. Just ask!
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
https://www.youtube.com/watch?v=xkY8xqwmyFU&ab_channel=MathewWadstein maybe that'll help you?
What is the Add Movement Input Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
Thank you! I'll check it out
This is what I found
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
@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.
:/ 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
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?
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
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
Thank you! I wasn't sure if there was something like that but sounds way better, I'll try it out.
Can you convert a 3d rope object into a cable? or any kind of objects into cable
yea definitely not the landcape editor, it can't do vertical faces
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
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?
Soft references and do async loads
@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?
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
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
lol
hello, has someone an idea how to make a moving projectile, (bullet) ignore its instagator ?
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?
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?
They are the same type. How would I do that though? Cast(TSoftObjectPtr<whatever>()?
YourArray.Add(yourpointer) might just work with an implicit conversion
Or YourArray.Add(TSoftObjectPtr<type>(yourpointer))
@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
I dont even know if it makes sense
in example, I need to activate another camera but only after i have finished blending to the camera, I want to change a material
not at the same time
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?
Do Texture2DArrays not exist in 4.27? It's not under material & textures?
Is there a way to know if a BP graph is running in the editor without PIE? e.g. running from a blutility
Not without some C++ to check for editor (and selectively use #if WITH_EDITOR macro)
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.
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?
Double click nodes should bring up the source code if you have a c++ project. Also I think 5.1 has header preview so you can see what a function declaration should look like in c++
Do game user settings transfer between levels?