#ue4-general

1 messages · Page 17 of 1

drowsy snow
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Yes, it persist per local computer.

verbal pulsar
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Thank you

uncut crow
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hey , ive been trying to find a website in america to buy a
1080 ti , but seems like i cant find the card on Amazon or Best buy , ebay but i dont trust it much , is there any other platforms to buy that card on thats safe

timid trellis
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hey guys I need some help

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How do i fix texture repetition in my landscape?

drowsy snow
timid trellis
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no clue what that is

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is there a simple way to fix it?

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I downloaded unreal yesterday I'm very new

drowsy snow
# timid trellis no clue what that is

Full Blog Post with Videos and Notes: https://www.worldofleveldesign.com/categories/ue4/landscape-macro-tiling-variation.php

Here is how to solve obvious texture tiling on landscapes. Where your textures look good up-close, near the player but then it tiles very noticeably far away.

Get the "UE4 Landscape Essentials" Tutorial Course: https://w...

▶ Play video
narrow badger
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I have cinematic before level start, but when the player spawns, it can move but the viewport is stuck at the cine camera. how can i fix this and what could be causing it?

fringe solar
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Hello everyone, I was coding using Blueprints only then I pressed Compile without saving
then this crash showed up, and every time I open the project I face that crash
so now I can't open the project anymore

true ridge
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Does UE4 have any built-in way of formatting "You found a/an {Item}!" based on the item name? eg: output "An old watch" or "A new watch."

spice ruin
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Formatting text? Sure. Use FText::Format or the Format node

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There must be the option for a/an in there too.

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Though it seems not.

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It's not just a case of "does it start with a vowel?" either. You can specify your own formatting options using:

Argument modifiers provide a way to pre-process an argument before it gets added to the formatted string. Argument modifiers are extensible. You create an argument modifier by implementing the ITextFormatArgumentModifier interface, and registering a factory function for a given keyword (see FTextFormatter::RegisterTextArgumentModifier).

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Though it might just be easier to specify the article yourself on your object.

opaque seal
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hello guys i create a actor class with cpp but it has some errors and i dont know how to fix someone can help me?

spice ruin
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  1. #cpp 2) don't screenshot code, copy+paste.
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And 3) Never use the errors/"problems"? window. Try to compile and look directly at the output tab.

drowsy snow
plush yew
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almost as worse as trying to make vsc working with unreal engine

regal bear
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[File:C:/Engine/UnrealEngine-4.27/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 902]
can someone help fix this please build error

spice ruin
regal bear
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sorry

spice ruin
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You will need to provide more detail too. 🙂

hollow glacier
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I noticed UE4.27.2 -> void AHUD::DrawText(FString const& Text, FLinearColor Color, float ScreenX, float ScreenY, UFont* Font, float Scale, bool bScalePosition) can't render Chinese characters anymore, this used to work just fine, I read the text from DataTable and load it into an TArray <FString> , now I get some weird symbols on PC and nothing at all on android phone

delicate depot
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if you're unsure, I suggest just importing a known chinese-supporting font and testing with that

drowsy snow
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Or use Sub Font Family to assign different fonts for certain unicode range

misty nacelle
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what is this blueprint name? im a lil new to unreal and im copying from a tutorial although i dont know the name of this

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im just trying to place the random array thng

misty nacelle
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appreciate it

hardy thistle
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honestly, is there any nice HTML/CSS/possibly JS ui library that isnt coherent game face, and doesn't cost a arm and a leg?

drowsy snow
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You could use a bit of webdev principle when laying out your widget, like using containers (e.g. Vertical/Horizontal Box, Grid Panel, etc.)

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Though on that note, I'm not sure if web browser is retained mode, in contrast to Slate/UMG being immediate mode

hardy thistle
drowsy snow
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You'll have easier time passing data around from Slate/UMG to the game code, and vice versa

hardy thistle
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your 100% right about that

hidden dew
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HNY from the future for those still in 2022 🙂

delicate depot
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web GUI in-game gives me shivers

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please don't

sage coral
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Anyone know of any good Blueprint inventory tutorials with crafting that are simple but sort of work like the old Style Resident Evils?
Simple things like using items and equipping items.

I found a few on youtube but just curious what everyone elses experience is on it

ancient copper
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hey does anybody know how to fix this error in als?

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i believe this i causing it

raw oak
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Don't split a struct; use make and break struct. Drag off -> make structure -> it will allow you to hide unused pins

fringe solar
neon plaza
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I'm making a procedurally generated dungeon and I'm having some issues with a dynamic navmesh being very CPU intensive

The whole dungeon is generated on level start, so I just need a navmesh generated once at the start - does anyone know if this is possible? catWut

Or maybe even just lowering the rate at which a dynamic navmesh is updated?

pallid olive
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hello, has someone a tip how to make character (ai)I rotate 360degree with blueprints

rotund sorrel
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What do you do when you want to add some assets from a marketplace packet(the "add to your project" button kind), but do not want to bloat your project adding all of them?

autumn cape
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i got this problem when i launch c++ project (windows SDK is already installed)

hollow glacier
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@delicate depotYeah thanks dude, it was a font issue, I had no Chinese font in my project, and in the previous UE versions it automatically chose the engine default font to render Chinese. After I imported a new font now it all works fine again. Thanks!!!

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Happy New Year ! 🥳

delicate depot
plush yew
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Hello.
Does anyone know what's going on?

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I tried everything, reversed the normals, etc.

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I even tried removing the opacity node (the model requires it for the feathers).

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The FBX file is fine. It must be something from Unreal.

drowsy snow
plush yew
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Thanks dude!

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The model was imported like that by default lmao.

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(If we talk about materials).

neon grove
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why is simulation generates hit events so slow?

spark steeple
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This may sound really stupid, but I'm kinda new to using UE so I was wondering if I could get some help with the player model I made?

I designed a model for the playable character for a game I'm working on as a University Project, but when put into Unreal it uploaded every single individual mesh as a separate model, is this intentional, and I now have to rebuild the model again, or is there a way to upload the entire model all linked together?

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I'm also new to blender so I may also have just saved the file incorrectly 😭

normal reef
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anyone here makes UI?

drowsy snow
spark steeple
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I got it all linked up and imported correctly but now it looks really weird when in unreal

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This is what the character looks like in Blender (It's rotated 90 degrees because when I imported it into Unreal it started at a 90 degree angle for some reason)

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and this is what unreal gives me 😭

drowsy snow
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You're likely having the wrong export settings in Blender

thin tendon
thin tendon
thin tendon
# neon plaza I'm making a procedurally generated dungeon and I'm having some issues with a dy...

I think this might be what you are looking for https://www.youtube.com/watch?v=UpbaCHTcNPA&t=129s&ab_channel=TeslaDev

In this tutorial we have a simple AI character moving from point A to B. Before he gets to point B, we will block him off and he will automatically figure out a way to get to point B. We do this by making use of the Rebuild at Runtime feature for Nav Mesh's.

▶ Play video
wary gyro
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I'm getting clipping issues when putting the Y scale on a skeletal mesh to negative? How can I fix this?

snow kelp
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Hi all. Hope everyone’s well. I need some help in regards to ambient sounds in UE4. I have a busy city ambient sound that i have placed all over my game map. I use blueprints to change between day and night sfx easily. The problem occurs when I turn loop on for the ambient sound component. It cuts in the end and restarts the sound which seems annoying. I have tried using fade in fade out function in the event graph of my blueprint. But it doesnt seem to work properly or maybe my implementation isn’t correct. Any help would be appreciated. I just need the sound to fade out smoothly and then restart nicely without cutting in the end and taking a second to restart again. Thanks

thin tendon
snow kelp
spark steeple
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I am facing another issue now though, the other model I wanted to import is translucent in blender but it comes out as a solid colour in Unreal

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Sorry, I know I'm being annoying but I am genuinely completely clueless when it comes to making this stuff work 😭

thin tendon
# spark steeple This worked for that model! Thank you!

You are fine mate. It will be something to do with your material set up. There is an option you can use that says "Use Nodes" Switching that off will show a solid colour. If you need to make it reflect or anything like that you will have to find the problem in your material

night birch
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I've been given the project to check, but it was created completely in blueprint, and when I want to open it, it gives me error and can't generate intermediate file. Project doesn't contain or rely on any plugin, so why is it crying about it. Other plugins associated with this version of unreal doesn't suffer such problems

lone flame
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Does anyone here know how to follow this tutorial part 6:10 -> but in 4.27 ?

https://dev.epicgames.com/community/learning/tutorials/7qpa/unreal-engine-animating-in-engine-tutorial-how-to-make-a-character-picker

I'm about to create EUW for a control rig, but can't find directions further on this topic.

Epic Developer Community

A tutorial to show how to use Editor Utility Widgets to create a Character Picker for animating a Control Rig in Sequencer.

torn egret
lone flame
torn egret
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oh yeah totally forgot it was a thing with metahuman

lone flame
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Yup. And I forgot to note that it needed a sequencer scripting plugin enabled. Otherwise couple binding nodes would be missing.

pallid olive
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hi anyone an idea how to turn ai 180degree with a timeline ?

haughty falcon
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i made a mistake in my code 😅

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a mistake so bad it crashed the engine oof

pallid olive
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Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. ignore this ?

snow osprey
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I edited an animation on Unreal Engine, but when I export it & re-import the fbx, the changes that I've made are gone. Do you know how to fix this?

plush yew
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To migrate my cpp classes into a new project I just copy and paste the .h and .cpp files to the source of my new project and select generated visual studio project files then run it from VS right?

raw oak
plush yew
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Hi. It may sound a bit stupid, but the turtle does not change its material with these nodes while the rest does.
Any solution?
(I previously checked the materials shown in the screenshot and there are no errors).

snow osprey
plush yew
pallid olive
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Can any material be used on a static mesh

pseudo basalt
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You cant have any empty

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Everything needs to be assigned to an existing texture

spark steeple
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I've fixed it now, Ty though! :)

pseudo basalt
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oh ok

spark steeple
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Yeah the eyes weren't assigned any materials haha

rare hawk
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Does anyone know if you can record and export sequencer at runtime? I want to make a "demo recorder" that lets people record their own animations and export them as fbx from a shipping build.

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Would this be possible? And has anyone ever tried something similar?

real heath
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look into nvidia shadowplay highlights, and whatever the amd equivalent is

drowsy snow
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Can be called with windows + Alt + R by default (windows + G to show the Game bar and making sure it registers the app)

rare hawk
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I was asking about recording sequencer animation during runtime

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and exporting it as .fbx file for later use in 3d app

drowsy snow
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Yes, with Take Recorder, but can only be done in editor

drowsy snow
rare hawk
drowsy snow
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So yeah, it's impossible, and no games with replay system even bother to export as FBX. At best just rendering the frames into video file

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IIRC Fortnite's replay system doesn't support rendering to video file, but GTA V can do it.
In theory it's the matter of rendering each frame of the clip in fixed frame rate into image file, and then invoke encoder to stitch them together into a video file.

queen rivet
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Does anyone know how to fix this issue? Whenever I crouch, the character starts floating in air. I have tried watching youtube tutorials to fix this issue but none of the video have helped me.

thin tendon
queen rivet
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I tried moving character down from crouch animation as suggested by yt tutorials but that didn't work. I will try using other crouch animation.

rare hawk
thin tendon
queen rivet
queen rivet
rare hawk
queen rivet
glacial laurel
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How can you make it so a static mesh cannot penetrate into an object?

oak patio
glacial laurel
oak patio
glacial laurel
glacial laurel
earnest basin
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How do I fix some corruption Cannot open include file: Foo.generated.h: No such file?

I tried restoring a bak that worked, but still getting that issue. Tried rebuilding, regenerating sln goodies, and some other misc desperations.

Any clue what I can delete/regen/do to potentially fix this?

plush yew
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Anybody know what a class dictate a Skelmesh move to the crosshair vector?

example: if i look up, my skelmesh from 3rd view will look up too

civic cobalt
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dude where my pins did go?

fierce tulip
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button at top "show/hide unused connectors"

civic cobalt
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damn thanks!

slim raptor
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Hey, I need to add a couple of human characters to add to a project (my first time doing this). What's a good tool for simple character creation that has easy output to UE4? Daz3D or something?

fierce tulip
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metahuman

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daz will give you loads of headaches imho

slim raptor
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is metahuman's output suitable for a mobile endpoint though? this is gonna be running on an ipad ultimately

fierce tulip
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it does have Lod's that push it to somewhat mobile territory.
You might want to look at some of the characters on the marketplace as well.

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but mobile def. puts daz out of the running

slim raptor
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oh really

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thanks

fierce tulip
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yea, highly unoptimized 10+ drawcalls for at least a few 10k polygon characters.

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prolly more

slim raptor
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😕

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ok imma browse the marketplace, i need some white dudes in lab coats basically, doesnt feel too unique.

fierce tulip
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i feel like its that "throw guy out of window" meme.
ceo: how can we improve daz?
"optimize for gamedev"

  • Guy gets thrown out of window.
slim raptor
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LOL

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thx for your advice mate, brb

fierce tulip
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good luck

boreal crown
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Hi my editor is running super slowly. It seems it chugs when it needs to load a lot of objs, however my disk, memory, gpu, and cpu use are all under 25%. Is there something I’m missing?

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Afaik I don’t have any software conflicts. I’ve got McAfee (it’s for work so I can’t shut it off)

boreal crown
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@slim raptor 64Gb

meager stone
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You can also do a blueprint utility widget or a python script: 1) get all attached actors of the selected one in your level, 2) filter the ones that have "static mesh components" 3) for each one with "static mesh components" get all corresponding static meshes.

ashen jackal
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If I want to apply epgic market animations that associate with default character, How to apply that animation to my character?

Should I bring those bones and attach to my character or just retargeting Animation?

Which way I should go?

pallid olive
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anyone an idea was it has collor diference

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i checked the lights nothing wrong with it

wet flame
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Hey! I'll try to explain it as best as I can, but I'm not well versed in C## or the Unreal engine yet, so forgive any mistakes.
Long story short: I am trying to fix a third person option for a game that isn't mine at all, there's something extremely confusing going on that I doubt I can really fix

BUT I found a way to fix the issue regardless.
Essentially the projectiles that are shot go towards the reticle, which is in the hud, which is in the camera, right? If the camera is behind the player, the shots will go behind the player sometimes.
So, moving the camera to the front of the player, where the gun is, fixes this

Fair enough, but the issue is that it's also the camera, and if I do that, it's not third person. Anyone can think of any way I can approach that? I tried messing with the FOV but that's not really gonna work

Essentially I need a way to move the camera as an object, but not the view itself. Is it even possible or am I just on a crazy journey? Is there like some effect I can apply that does that? Again, FOV doesn't work, more of a fish eye effect than anything
Also, it's in Unreal 3. So there's that

oak patio
wet flame
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Yeah, I saw there's no ue3 chat, but some people told me to at least try my luck here so. But aagain, maybe there's some effecct I can just apply that doesn't really rely on the engine itself

drowsy snow
wet flame
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Oh, my bad then

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Have a good one

nimble ibex
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please I need real HELP

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I'm so so scared

drowsy snow
# nimble ibex

By chance, do you have blueprint nativization enabled?

nimble ibex
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nah

nimble ibex
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wdym by saying enabled

idle shard
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Hiya everyone, glad@to finally find a discord

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I have a issue which prob is something I am over looking but it’s driving me crazy, any help would@be@greatly appreciated,
So my issue is when I hit play my character shows two guns, (left@one) shouldn’t be there, I can’t find where that comes from, any ideas how to find out where it is so I can delete it, or@uncheck something

buoyant eagle
drowsy snow
idle shard
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Yo

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Sorry@i was@using iPad

nimble ibex
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pleaseee

young crag
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Somebody know how to increase hair opacity ???? Unreal engine 4 . Thank you

vocal viper
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hi, is there any a way to pause video taken through StreamMediaSource ?

dreamy wasp
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I'm playing with a class project. Doing a tower defense.
I created an enemy spawner, and the enemies have been dumbed down to the very basic I could do. Spawn, get location of base, then AiMoveTo (location).
I'm using and Ai Controller, BlackBoard, and Behaviour Tree, but as soon as I get more than 8 enemies the GameStat goes from 8ms to 12ms. Even when I have like 30 enemies, it creeps to 15-20ms.
Is there a way to have the AiController (or some crowd controller) shuffle through them, instead of them all thinking at the same time?
I have 1 material per unit, low poly, no shadows, so it looks like it's the tick that is killing my fps. Ways around this? Tick slower just makes their movement choppy.
I've seen Niarga demos, but it does not seem to allow individual deaths/attacks for each enemy.

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I'm using 4.27

night birch
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Is there a way to add .pak to already packaged game, e.g. mount it at runtime?

Lets assume I created a level and I want to use it in another project, so I package it and copy .pak file to another project. How should I handle it, so it could work and use 2 paks?

drowsy snow
night birch
# drowsy snow If it's your own project, you can look up ways on deploying patch/DLC

The thing is, I want to be able to load levels from some other projects, and I don't want to use mods, dlc's etc. anything that would involve opening and modifying my project.

This source stated that "Mount .pak file: I just need to put additional .pak file to WindowNoEditor/[Project_Name]/Content/Paks/ folder (assumed that you package for window), game engine will auto mount that .pak file."
https://stackoverflow.com/questions/54290544/unreal-engine-4-what-is-correct-way-to-pak-files-load-mount-them-and-load-asse

But, when I put pak from one of the projects into another, project's content/paks, and tried to open the level, it failed

eager bison
rotund sorrel
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is there a way to copy some actors in a scene from a project to an other?the one to paste them in doesn't have the assets so maybe it can prompt a migration of the needed assets?

fierce tulip
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copy/paste the actors you want into a new level, then migrate the level. open level in other project, then paste them into the scene.

rotund sorrel
fierce tulip
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I know, but suggesting to migrate content trough an empty level, so it brings along all the references.

pallid olive
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anyone an idea why i got this light circle in the level

rough tusk
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Does anyone know where the Add Favourites Expressions go in the MAterial Editor?

fallow hornet
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is there something like the sampler info utility from maya in ue4

thin tendon
# pallid olive

Without seeing anything else about your level or what is in it you probably won't get an accurate answer. Could be a bunch of stuff. Best guess I got without context is maybe a reflection sphere

pallid olive
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Hi slimwaffle the level consist of basic stuff when a new default level is created. Directional light is set to cast shadow to false but this circle annoy my eyes

oak patio
thin tendon
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that was my thinking as well

oak patio
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I had something similar in my game. Same colour floor and everything lol

pallid olive
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Maybe but all the actors are centered in midden location 0,0,0

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Hahah ftw

thin tendon
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you can just hide actors to check

oak patio
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Maybe doesn't really help the process

pallid olive
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Okee thanks will do

oak patio
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We don't know where your reflection capture is so you're gonna have to look

pallid olive
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Okee will check reflection

fierce tulip
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imho its easier to see if you can add a keyboard shortcut to em trough editor settings / ini files

waxen parcel
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Hi! I'm export rigged model from blender with "Armature" root object(screenshot №1). When I import to ue4/ue5, there's root bone is "Hips" (screenshot №2). If I rename "Armature" to "Armature1" (screenshot №3) - when i import it to unreal, there's root bone is "Armature1"(screenshot №4). Maybe somebody know how to import rigged model to unreal with root bone name - "Armature" without creating another bone, just use root object "Armature" from blender? (attached export blender and import unreal settings in screenshots №5 and №6).

pallid olive
timber minnow
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Hi does anyone know why the foliage i place isn't affecting the navmesh ( ue 4.27 )
the foliage has blockall as collision preset , and custom navigable geometry set to yes

pallid olive
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ow wow, i have some levels created and all have navmeshbound volume in one level they move and the other level they dont

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anyone an idea why this is occuring ?

broken vigil
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Anyone know a fix for this? (imported from blender)
Below its fine however for some reason that happens from up top

eager kraken
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Why does my project have a random variable for player controller and main characater?

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And the variable type is object

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and it cannot be deleted

spice ruin
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"Your project" ?

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Projects don't really have variables in the blueprint editor.

pallid olive
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why if you duplicate a level does editor creator a actor object from level

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lvl actor says Parentclass levelscriptactor

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is this normale ?

eager kraken
pallid olive
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hi laura curious the npc in some levels doesnt move, 1 level it does and 2 is doesnt in all of them there is a navmesh volume, any idea why they are not moving ?

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you pinged me first xd

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no dont be my excuse

spice ruin
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Such cheek

pallid olive
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but curious why they doesnt move anymore

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before closing down the pc it worked fine in all levels

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in all level the navmesh is placed correctly

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with breakpoint it does fire but the npc doesnt walk, has this to do with navmesh ?

jade wadi
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Hey guys, i am having some crazy black artefacts on my model ... any idea why they appeared??

jade wadi
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they keep poping up every where....

flint vigil
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Hi I've created scope using SceneCaptureComponent2D and render target, then I've created material with reder target as emissive color. My question is how can I change Texture Render Target 2D size with blueprints?

fathom kindle
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Hi there again I have a question if anyone ask should I move to UE4. Is it possible to transfer all my environments i made within UDK into UE4. Any Information would be appreciated thank you.

drowsy snow
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No, but you don't need to be online to setup source control in your project

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GitHub is just one of many Git repo hosting sites - you can just install Git terminal and create local Git repo for your project.

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There's no harm nor waste setting up Git repo for your project.

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Even if you're solo, you never know when you'll need reverting from prior commits

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You can enable it in Unreal Editor and pretend you never had it enabled.

fathom kindle
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UE4 dead Uhh well thats something I didn't know.

real heath
drowsy snow
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Yeah, effectively you have no reason to use UE4 for starting out, and you can scale UE5 down for lowspec

fathom kindle
drowsy snow
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It can run on intel potato even

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Run at all, yes.
Bearable, barely.

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But you can disable fancy rendering features and roll with it.

fathom kindle
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Okay Too bad I can't Import all That Kismet I did In UDK

drowsy snow
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Man, you're old 😛

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I mean, if you can ship your project with UDK and have people played it, stick with it until it is done. But damn, UDK has long gone, no longer downloadable.

fathom kindle
drowsy snow
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At least back then UDK was the free option until UE4 went free

fathom kindle
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It was at the near the end somewhat of 2022.

drowsy snow
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...and you use UDK just because of lowspec assumption, got it.

fathom kindle
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My old computer could barely run UE4

drowsy snow
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I mean, feel free to stick with UDK until the end, but UE4.27 can run on potatoes and you can scale it down for lowend hardware/mobile. The options are there, but you just need to put some effort to do so.

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For one, starting with Scalable 2D/3D settings. Use forward rendering instead of deferred. Put the scalability down to Low/Medium. Don't use too much dynamic lighting. Be mindful about your materials.

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Once you get the combinations, you can get UE4/UE5 more friendly to old/lowspec hardware.

fathom kindle
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I think i should be fine performance wise on a R7 570

drowsy snow
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I used to use UE4 on an Intel potato from 2015, so I got worse specs than you did.

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And also UE5.1 for a while before I got better hardware

fathom kindle
drowsy snow
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My potato would still no match for your computer.

You get the point, UE4/UE5 is scalable if you want to put the effort. Fortnite is still expected to run in lowspec and mobile after all.

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But I digress, who am I to judge.

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It's just not worth it starting new project with UDK in 2022. It's fine if you have old project from 2015 or earlier and wanted to continue where you left off after all those years.

fathom kindle
#

That sums it up perfectly.

vast totem
#

The best way I could think to make my arcade game levels is slapping a bunch of planes in an empty level. It looks really wonky and the math is terrible hence none of the pieces fitting together smoothly. Whats the "correct" way to do this? I wanted to use cube grid but that's only in UE5, not 4; how did people do things in 4 without cube grid :0?

cobalt scaffold
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I'm having trouble setting up AnalyticsMulticast... as per documentation I put in defaultengine.ini:

[Analytics]
ProviderModuleName=AnalyticsMulticast
ProviderModuleNames=FileLogging
seems to not be working, but if I use:
ProviderModuleName=FileLogging
I can see the created file, but I would like to get this working with multiple providers.. any ideas?

peak hare
#

How do I perform a sphere trace that is actually just a single sphere? Even if I set the start and end location the same on sphere trace, the engine still seems to force some distance between the locations to make the trace cylindrical

upbeat spruce
#

hello, are physics materials efficient for use in an mmo

drowsy snow
upbeat spruce
idle shard
#

Yooo

#

Anyone alive

dire zealot
#

(no)

idle shard
#

Lol

#

I have a super noob ?

#

What am I doing wrong doing notifies

#

I get

grim ore
#

run the game and watch that blueprint and see what happens, that looks ok

#

we dont actually know if that anim is playing which is why you have to test, also blending in and out can skip notifies so keep that in mind

#

also also, printscreen

idle shard
#

Sorry I’m iPad to laptop lol

#

I guess my question is tutorial shows drop,insert,load, in red , mine isn’t, isn’t that the issue

grim ore
#

your not using the same version of the engine they are

idle shard
#

Ok

#

Am I missing something? Cuz no sound plays

pallid olive
#

hello, quick question, my npc doesnt walk anymore even tho there is navmeshbound volume in the level, anyone an idea ?

#

i tried to remove the navmesh and added new volume, also build navmash path but no positive outcome

orchid sonnet
#

Press . or ' (or whatever the AI key debug I forget) is and see what's happening to the npc?

pallid olive
#

the logic is fired, only 70% of the levels the ai doesnt move anymore

oak patio
#

is it possessed by an ai controller?

pallid olive
#

yes ofcourse, it move in some world but somehow after closing down the pc next time it doesnt move anymore 😅

oak patio
#

it says it only happens in some levels which makes me think its a controller issue

pallid olive
#

ai cntrller is set

#

brother +1 i tried to remove the navmeshbound volume and readd into the world, also build path both didnt help

#

xD

#

found it, Navmesh has also recastNavmesh which is the brains of navmesh, deleted the recast and readded now it works again

oak patio
#

Glad you found a solution

pallid olive
#

thx brother your amezing

oak patio
#

I didn't do anything but I shall I accept the credit :P

deep coral
#

does anyone know any tutorials on how to make ranged enemies in c++? I cant find anything

plush yew
#

Hello.
How do I make it look less white?

wary gyro
#

I set the Y axis scale on my skeletal mesh to a negative number, and now it’s only visible from certain angles? I’ve only seen 1 post about this on the forum, and it’s unanswered

keen hearth
wary gyro
keen hearth
#

(UE5 screenshot but it's the same in UE4)

wary gyro
#

thank you

#

I've had that issue for days😅

keen hearth
plush yew
#

ue4 saved my life

#

if it wasnt a ue4 dev , i would be dead

#

thanks you epic games

heady cape
#

Hey, I got this error when launching my UE4 game, any help?

sonic wraith
#

how to make car dent on collision in ue4? please help me@@

stoic stag
#

anyone care to help me solve the problem i have for eyes in #materials ? ty

devout badger
#

Hey I was wondering if anyone knows anything about extracted blueprints from a .pak file using a sdk extractor

real heath
devout badger
#

About what those stars mean

#

I am a mod creator for a game and basically we have to extract all the assets and recreate them

real heath
#

That's a pointer and that's c++, not blueprint

real heath
devout badger
#

What is unofficial

real heath
#

an official SDK with officially supported or released tools

#

as in: not extracting assets and recreating code

devout badger
#

Well the game hydroneer doesn't have mod creation support but does have mod support

#

And it's support by the creator

#

The does support workshop mods but this is how the modding for the game is done

#

Alright so besides that thank for letting me know it's a pointer I will have to do some research into that

sage coral
#

Anyone know why this happens? No matter how many times I recomplie the material it always does this for my blended landscape, works fine as it complies when it finishes it goes back to this

potent mantle
#

Hello! I just finished the Udemy UE4 Blueprint course 2 days ago. I wanted to create a full game from the Mars Marine project but it seems I wanted to start fresh. Where and how can I generate some ideas for creating small games? Would love to make 2 small games for my friends before March ends (personal goal), preferably 1 game each month. Always suffering from brain fog and wanted to finally make games after 2 years of just being stuck in tutorial hell. Thank you for your advice!

exotic turret
#

@potent mantle you can make a simple hide and seek game if you are thinking of multiplayer games or you can make an space shooter too cause space shooters are one of the most entertaining game genre and just remember one thing: It should be entertaining and fun rather than complex . 😊

wooden heath
#

how integrate facebookSDK with unreal 4 (OnlineSubsytemFacebook)plugin?

mortal cedar
#

Does anyone know what I need to add to my git so that folder colours are backed up?

drowsy snow
# devout badger And it's support by the creator

The developers not minding about it doesn't necessarily mean it's fine to ask here. Underground modding methods are applicable to other games even if the developers are not consenting to that.

honest vale
#

simplify your layers

#

or use shared texture samplers

ebon dagger
#

Sorry to necro such an old comment - but what did you end up doing about this for your server settings? I'm going down this exact path at the moment...

ebon dagger
#

ok thanks - i was looking into that

regal hollow
#

Hey, wondering if anyone knew of a good tutorial to create a terrain similar to animal crossings or dinkum?

pallid olive
#

hello

#

quick quesion

#

why is chaos editor not showing

plush yew
charred bramble
#

Hello guys! 👋
I posted this on the lighting channel with no luck so I am hoping someone might have experienced something similar here.
Does anyone ever experienced this kind of artifact on their assets?
I am suspecting something that has to do with lighting or shadow sampling? or perhaps something in the skylight settings? (when I erase the skylight the artifact goes away...)
(My lighting is completely dynamic in this scene.)
When I move the camera this sometimes fades away.. 🤔
Thanks in advance! 🙏 ✨

rich girder
#

Hi guys. Can you help me please. I'm trying to install UE4 in a Mac Monterey 12.4. I'm instally the Epic Games Launcher, but when I try to open it, it never opens and it just closes the window immediately, I'm not even able to see it first. I've been looking around for solutions but none have worked. Does someone knows what's going on?

#

Cool! Yeah, I'll do that 👍

alpine basin
#

Hello Unreal Slackers!

Right now, I'm trying to add a weapon switch system. I have two weapons; one for projectiles, and one that ray-casts. I have absolutely no idea how to swap the weapons though. They are seperate Blueprints. I'm pretty new. I tried with a Event BeginPlay sequence to spawn the weapon, assign mesh, and attach, but then the gun's firing logic isn't there because its not the actual gun. So is there any way I can spawn the actual guns?

#

Projectile Gun:

#

Raycast Gun:

#

and my attempt to create the guns, which isn't the real gun

#

I want to be able to flip between the two guns with mouse wheel, for example, and just have them flip like that

sage coral
#

Anyone know why my normal map for my player is doing this? it does not look or act like this in blender and looks how I want it to

sage coral
#

Miht have figured it out seemes like it had something to do with Tangent Space Normals being checked

sage coral
#

For the most part the normal seems fixed but for some reason o parts like the arms its really bright

sage coral
#

Not sure Not 100% sure what I did to fix it but ended up changing the import settings to import normals and tangents and turned back on tangant normals and it worked so I guess if youre having a similar issue try that it fixed my issue

old peak
keen hearth
fierce tulip
steel pasture
#

heyo smart peoples i have to ask something

#

anyone alive in this chat ?

steel pasture
real heath
#

People flick through the channels every few minutes. Just ask a question and wait patiently. People will respond if they know the answer

steel pasture
#

i was saying

#

how to change widget ui with character like if we have a different multiple character system so one character have already one UI widget but i want to change the to a other widget in other character but in game

#

without pressing any esc

pallid olive
#

anyone know how to acomplish dynamic timeline, for example actor is placed in world 1 in location x50 y0 z0 in world 2 x-500 y100 z50 is it possible to make one time line for this actor across different levels

left marsh
#

ok so quick question: what would be in Unreal Engine the best way to store level information the same way you do in MAPINFO for GZDoom? I'm talking level name, next level, enemy count, level music, etc

pallid olive
#

is this the correct way ?

#

the actor transitions outside the map imeditetly

oak patio
pallid olive
#

hey brother, what do you mean with cache it ?

oak patio
#

Pure nodes get called every time around, so it's constantly lerping from current location to desired location every frame, rather than it's starting location

pallid olive
#

initial location is the world location of the actor ?

oak patio
#

Yes. Store that in a variable before the lerp is called

pallid olive
#

tried this but failled again

#

this worked

#

thanks again Brother ❤️

oak patio
#

no problem

left marsh
# keen hearth data table?

yeah like a data table, would be useful for intermission screen a la DOOM or to know what level to load after exiting one

oak patio
# pallid olive thanks again Brother ❤️

just remember when lerping you want to move between x position and y position
if you use getactor location it means that you may always be trying to move somewhere new, as it gets called every time the thing it's connected to is
say frame 0 is x0 to x600
frame 1 might be x1 to x601
frame 2 might be x2.3 to x602.3

when you store the start and end points in a variable it prevents this from happening

pallid olive
#

true never thought of that, it made sense after u helped haha

old peak
fierce tulip
#

no worries :)

nimble atlas
#

Hi guys, i am trying to change skeletal meshes in runtime for example the helmet or the hair of my character but it acts strange, any suggestion why?

mellow crystal
#

where can I download 4.13.1 of ue4

#

Do you know where to find the github cause I cant find it

magic helm
#

So, if I want to port my game to Linux (and Mac) as well as Windows, is it as simple as selecting the 'Port for Linux (and Mac)' option, or is there more to it?

pallid olive
#

hi laura where is your previous avatar 😳

#

can a AAA game be made of cube meshes and different materials ?

mellow crystal
#

How do I make it so my ue4 generates uexp files as well and not just uasset

deep coral
#

Does anyone know any tutorials for enemies that shoot projectiles in c++? I literally cannot find anything

#

the only ones i can find are for bp only

patent cobalt
deep coral
#

I think I've already done that, if it's the same one youre talking about it only shows you how to set up the playher character which I dont need

deep coral
knotty elbow
#

Hi everyone 👋

sage coral
#

Had a cool idea that I think UE should incorporate at somepoint.

Alot of users have issues with normal maps so I thought what if UE had an option to calculate and blend the seams in the engine and save new time users the headache

drowsy snow
#

Nobody wants to use older version of UE4 unless it's for either existing projects, or reverse engineering a game

oak patio
#

Or the unaware trying to follow a tutorial in that version

sage coral
#

Sadly prob true lol

#

More for new dev with ue5

#

could be a nice option for the future

#

my bad lol

#

oh wanted to give a small tip if anyone using something to calculate the head movement in-game with your animgraph make sure your master mesh's physics are override to use the fullbody physics or it will freak out and lock up

raven knoll
#

looking for some assistance with installing a plugin to the engine. I have the files, placed them into the Plugins folder (both in the engine folder and project folder) but it fails to build and errors out after telling me i need to build from source. I try to build from source and it says i cant since I dont have any c++ in the project

wary gyro
charred bramble
#

Thank you so much! I will look into that! 🙂

drowsy snow
midnight flint
#

hi everyone, it may be very dumb question, but i would like to know how to get a position, that includes an x coordinate of the 1st actor, y coordinate of the 2nd actor and z coordinate of the 3rd actor

drowsy snow
midnight flint
midnight flint
#

you can also get coordinates from a vector using "break vector" node

#

very cool

gloomy iris
#

is UE4.27 the most stable version of UE?

rain badger
#

I've got a rich text being displayed to the player typed out like a typewriter.
Rich Text is being used so I can have different highlights of words to convey different things.
The problem is that having while it's getting typed onto the screen, its including the characters around the highlighted word until it finishes typing it, and then converting it to the highlighted text and removing the characters around it.

Does anyone know how I can still get it to type the text out and type out the highlighted words with it but without the widget typing out '<highlight> </>' around it?

drowsy snow
short cipher
#

I'm trying to package a completed game with UE4, but it's not going well at all. I want you to help me.
The build fails due to [cook failed]. What should I do about this issue?

drowsy snow
short cipher
#

Is this [cook failed] caused by an asset marked as too old? After checking, more than 500 lines of too old assets are displayed

#

Anyway, let's try fixing the redirector. thank you. But I still don't think this will work. I'll keep trying

drowsy snow
#

I'm afraid I never encountered such issue with my assets...

short cipher
#

I recently moved a lot of files so this might be the cause

drowsy snow
#

Yeah, fixing up redirectors should fix the issue

short cipher
#

thanks!

#

I am building a work to submit for a job at a game company. I'm looking for someone to test play with, would you be interested? I would appreciate it if you could draw your impressions by tomorrow

drowsy snow
#

If it's less then that I could test it for you (and talk about it on DM)

short cipher
drowsy snow
#

Or maybe just one boss battle with small parts of the dungeons before it to show the regular enemy interactions

short cipher
#

There are three bosses, but only one dungeon. We are limiting the map when building

#

Nothing changed. . . why

#

The asset called CADVol, which is displayed as too old, is a garbage asset that was imported from UE5 but could not be used. I'll try to delete and build again

pallid olive
#

hello guys, i have a spotlight attach to a npc, only issue is that the spotlight goes trough meshes, is there a way to halt this ?

drowsy snow
short cipher
#

I'm looking forward to see how much the capacity will be reduced

sage coral
#

Is there a command to change the split screen layout from vertical to horizontal? I know its in the map and mode settings but I wanted to give the player the choice if possible.

oblique stream
#

What are some easy ways to get more fps for a small project? Running a 1050 and get about 5fps when turning off a light, so seems any suggestions around that could go a long way.

#

Also anything else on by default that sucks for down worth disabling?

drowsy snow
oblique stream
drowsy snow
oblique stream
#

Ah wow thank you for those tips 💙

pallid olive
#

anyone idea how to set the screen not splitting when opening actor, with eventgraph in bottem and viewport in top

spark steeple
#

Is there anywhere I could go to get free public use models for a bathroom?

#

I have an assignment for uni due in in 12 hours and the people who had the bathroom models on their branch of the game have ghosted us this last week 😭

real heath
spark steeple
#

TYSM!

real heath
spark steeple
#

I did just find that, sent it to my lecturer just now just to make sure its okay to use, tysm for your help!

real heath
#

No probs

magic quarry
#

I'm watching a tutorial and when he does a comment it does both a comment and a "note" at the same time, is there a setting I need to change to do that?

#

And when he zooms out the "note" comments get enlarged and are visible

#

Mine stay like this

#

Is there a setting to change that?

spark steeple
short cipher
#

Everything worked fine in the editor, but when packaged, the save data part is full of bugs.
By creating up to three save data with different slot names, it was possible to create by loading different data. However, when packaged, for some reason, no matter which data is read, one data is read, and only one data can be created. When I checked the file, I found that three slot files have been created, but it's very strange.
Also, even if the data is deleted by delete slot, it does not disappear for some reason.
The processing is completely different between the two types after the editor and after packaging, but does anyone know the mechanism?

old peak
#

oh wait nevermind I could, just not familiar with the layout.

fierce tulip
#

got it sorted?

fiery basalt
#

I want to make a topdown game where you manage a city and units sort of like how you would in civ 6, just without turn based gameplay and without tiling. Where would I start? I currently have a blank project open, without even a functioning topdown camera.

old peak
old peak
#

at least that would be my lazy / quick approach, alternatively watch a few tutorials on creating an RTS camera.

#

This looks fairly decent and has 3 parts.
https://www.youtube.com/watch?v=5bhOQKHDE_M

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▶ Play video
#

From there you would just make your units smaller and build buildings on the tiles as well. Can mix in an RTS tutorial to learn some of that.

rotund sorrel
#

Anyone knows how to make re7-like first person interaction?i mean that instead of specifically aiming items and pressing E, icons appear on near on-screen interactable items, then if in range the nearest one(both distance and aim i guess) will have the "E" on it

drowsy snow
rose cloak
#

Hello everyone.
I have a Wheeled Vehicle Pawn and a StaticMeshActor.
I want the Vechile to fire Hit Event when hitting the SMA.
How would such collision setup look like ?

rough knoll
rose cloak
rough knoll
rose cloak
rough knoll
#

hm yeah that may be out of scope

#

there is a hit event

#

i assume you'd throw that in your vehicle master blueprint

rose cloak
#

I have 1 vehicle where the hit event fires correctly.
But when I transfer the collision settings then I cant get it to fire correctly.

#

But again, I am not used to work with collisions. Thats why I ask here

rough knoll
#

does it error or just not work at all

rose cloak
#

This is the setup from the working vehicle. It fires the Event correctly.

rough knoll
rose cloak
#

This is the Non working vehicle.
Both vechicles fires when Player Pawn hits vechicle. OK
Working vehicke fires also when hitting static mesh actors on map, which I want the non working to do as well. But I cant figure what setting I have missed.

rough knoll
#

i'm not entirely sure why that would change anything, but it is a difference

rose cloak
#

The reason for using the event dispather is because it is a plugin/component.
But it does fire when player pawn hit the vehicles.

sage coral
#

Why does my ui stay full screen when playing splitscreen? insted of going to the players window?

rough knoll
#

or player

magic helm
#

Is there a page that has the mapping terms for every controller so I can make sure my game is mapped and working for every controller?

rose cloak
#

Working vehicle have the Hit Event in its BP. That works.
Non working vehicle have a component added which holds the same code.
The difference is as you saw, the use of binded event since a component dont have Hit event itself.
The component does fires, but only when pawn touched vehicle.

#

The component should fire when vehicle touches static meshes in the world, according to the collision setup.

rough knoll
#

yeah i'm not entirely sure. If you have the hit event in a blueprint working, what i'd do is have all of your vehicles be a child of a master vehicle class and put that hit event in the master blueprint

rose cloak
rough knoll
rose cloak
rose cloak
# rough knoll maybe you could try this then?

Well I thought I had something, But I have plugged the Print node in the Other Comp instead of Other Actor. That way it showed playerpawn.collisioncylinder.

The component is attached to the vehicle like this:
VehicleBP
StaticMesh
Camera
Etc
MyComponent

GetOwner of MyComponent returns the owner, which is the VehicleBP.
VehicleBP have the Hit Event and Bind Event connects the component to listen to the Hit Event.
It seems to me that all this works fine.
But somehow the Hit Event responds differently.
It does respond to some hits, and others gets ignored which leads me to collision setup? But I can figure what or where.

rose cloak
rough knoll
#

maybe itll work

#

if it does you've found your issue

rose cloak
#

It works 🥳 THANKS Jayleaf. It was driving me mad. @rough knoll

rough knoll
#

glad you finally found the issue

rose cloak
#

a very helpful cat

cobalt cipher
#

I downloaded a model from a game, and want to put that inside another game. how do I do that with ue4?

#

I can share my screen if you need me to

drowsy snow
cobalt cipher
#

yeah I have the forum, but unless I'm not understanding it, this isn't really helping unfortunately

drowsy snow
#

This isn't the forum, so look up other forums on Google

cobalt cipher
#

which rule

drowsy snow
# cobalt cipher which rule
  1. Don't encourage or facilitate piracy. This includes sharing/promoting/requesting pirated goods or methods for acquiring them. Discussing tools for PC mods is OK if they're permitted by the game's creators. Discussing the broader topic of piracy and its implications is permitted.
#

By "permitted by the game's creator", it means having the official mod kit/project files

fiery basalt
old peak
fiery basalt
#

Yeah it’s alright

odd swan
#

after disabling shadows on the level’s light source, characters stop casting shadows on the ground…but there are still very dark shadows on the character itself, which change dynamically when it’s rotated. What am I missing that I can’t seem to disable these?

sage coral
sage coral
sudden vault
#

How to fix
Primary and secondary in control rig is there a way I can know which Axis value is?
x y z

nimble atlas
#

Hi guys, i am trying to change skeletal meshes in runtime for example the helmet or the hair of my character but it acts strange, any suggestion why?
Do i need to restart the animation of all parts?

trim silo
#

Any idea how to fix those seams?

thin tendon
nimble atlas
thin tendon
thin tendon
trim silo
#

nope it's a single landscape

nimble atlas
thin tendon
thin tendon
rustic kayak
#

Hello, im having a major issue.
I've lost a bunch of my materials in some folders.
-I try to rename a folder
-It creates a duplicate of itself
-I tried to delete the original folder but it didn't let me

  • I exited the engine cuz I thought it was a bug and resetting would work
  • I came back and all the materials and texture maps were missing in the content browser, but were still in the windows files
  • I checked the autosave but the autosave only contained the texture map files and none of the material asset files

Been trying a lot of things but nothing works, I really need urgent help, it's a desperate situation. Thanks!

magic quarry
#

Were you using Source Control?

rotund sorrel
#

How would you organize levels for a relatively small connected metroidvania-like (so neither linear nor open world) game?would you lay down everything on a single level?would you use level streaming?would you switch to UE5 world partition?

rotund sorrel
#

Something like the old resident evils where you would often backtrack and could travel from every point of the map to every other ones while you unlock it

thin tendon
rotund sorrel
#

But how small would you split levels?

#

Is it worth to make every corridor or room in its own level?

thin tendon
#

Well again depends on your needs but typically no right

rotund sorrel
#

Also i assume you are suggesting streaming volumes,are they still uses nowadays?

thin tendon
#

If you got 30km of tunnel you probs want sub levels. If you got just a dozen rooms probs not needed

thin tendon
rotund sorrel
thin tendon
lament ledge
#

This is insanely helpful

#

Discord compression

#

Click the thing that opens the image in your browser

distant tree
#

cowabunga my dudes

#

anyone be able to inform me as to why merging these shapes results in only textures and spheres?

#

in UE5 this was no issue, but here i'm not left with oiperable meshes

#

update**

#

the mesh is intact, but offset heavily.. is this normal?

rotund sorrel
#

how to see in the outliner on the right only the actors placed of a specific sublevel(not persistent level or the others)?

raw oak
haughty steppe
#

How to show classes marked as Deprecated in content browser in the editor?

ancient spindle
#

Does anyone know how to dock the "modes" to the left like in this screenshot? Also see how the painting options are up and down instead of sideways across the top

sage coral
#

What would be the best way to go about having the camera right when the player spawns to do a 360 spin before controlling the player? I have noticed a significant FPS boost after I have spun my camera around fully and than the FPS runs fine

sage coral
#

Is it possible to have AI walk on walls and ceilings?

grizzled wasp
#

Easiest way to achieve this in ue4? Or is it not possible with Unreal's geometry. I have more experience with source sdk: https://www.youtube.com/watch?v=JokhfnsTyzY

A very simple way to create perfect caves, with some knowledge of displacements and subdivision. The tutorial will show you how to create your very own tunnels and caves. And smooth out those rough ditches! Thanks Noesis interactive for this great tip on subdivision.

▶ Play video
weak urchin
#

Can anyone help me with this issue? I have functions for setting the display type (full screen, etc.) and resolutions to the options supported by my display but when i go to set the resolutions the PIE window just cuts off instead of resizing like it should. What am i supposed to do about this?

lilac depot
#

Hey everyone, does any one knows how to fix the ue4.27.2 bug where the interface sometimes disappear when right clicking making me restart the engine to make it work again ?

real heath
#

do that, restart, shouldn't be an issue anymore

#

keyword is overlay

lilac depot
#

okay thx

pallid meadow
real heath
#

Gotta be honest i've never seen it in ue5, i kinda assumed it was fixed, but then again, i run that reg file cos i still have 4.x projects lol

drowsy snow
#

Just testing in new window isn't exactly reliable

sage coral
#

Does ue4 have a method where anything the camera doesnt see isnt rendered? I'm trying to optimize my game now that most of the features are in the game closest Iv been able to do something like this is LODs but that doesnt get the job done 100% and Iv seen this method used in things like Dead by daylight

drowsy snow
sage coral
#

So I'll pob need to look into other ways of optimization

drowsy snow
#

Make sure your level meshes aren't whole single static mesh, it uses the bounds to cull something out of sight

#

The more modular it is, the better

sage coral
#

Some reason my biggest fps drop seems to be the modular houses Iv made, game also has random gen so Iv made the houses themselves into blueprints and made the house inside the actor bp. I'm not sure if it's the brick material but for some reason it seems to be the biggest impact. I'm using the brick material from ue4 starter assets but that maybe to demanding so I'm going to try just making the house have a plane material now to see if that helps at all.

#

Each wall is only 8 verts a plane duped on both sides. I know I can use two sided sign but I want to give that illusion of thickness to the walls aswell

real heath
dull bolt
#

might be a dumb question, but if you have a version of UE4 installed, you can uninstall it and later reinstall it a different time, right? lol

i have 4.26 on my pc but have to uninstall it to free up some space, but i want to get it back in a month or so when i get my new pc

drowsy snow
#

You can grab all versions of UE4/UE5 at any time

#

Even as far back as UE4.0

dull bolt
#

ok cool

#

im assuming your vault stuff will stay too? and can be redownloaded at a later time as well

drowsy snow
#

Yes.

dull bolt
#

alright 👍

sage coral
#

What's the best way to get rid of the Over Texture Streaming Pool ? I have a single 4k texture for the skin and only since I have added that does this show up.

#

Does it need to be a VT texture I'm still unsure what the difference is between the two

#

Would another good way to optimize my game to be to lower the textures in the LOD? For example say the mesh is at its final LOD would making the texture for example from 4K to 512 help the fps?

#

Wasnt sure if I needed to do this because if Mipmapping or not

drowsy snow
#

The idea of virtual texturing is to split it in chunks on the fly and load in parts that are necessary to render

sage coral
#

So VT texturing is prob the way to go for 4k skin textures?

#

So I'm assuming it's not the amount of AI I have currently that causing my fps drop it's because they all have 4k textures and because that 4k texture is a regular texture and not a VT texture that 4k texture is never going away when at a certain distance causing the slow downs even when I am LODing the mesh down to almost nothing at a screen space of 0.05

drowsy snow
sage coral
#

That's honestly what I was just wondering myself

drowsy snow
#

I mean, you can trick it with detail texturing without taxing so much on the GPU.

sage coral
#

Prob the better option

drowsy snow
#

MetaHuman with 2K textures looked genuinely good already

sage coral
#

I'm baking my own procedural textures in blender cause I'm using Make Human not Meta Human. I havent tried Meta out yet but I should look into it

#

This is how my personal skin shader looks in blender. I made it this way to make Customization of textures easier

#

I Should be able to achieve the same sort of detail if I follow ue4s skin tutorial in their docs

#

And make the textures only 2k instead of 4k

drowsy snow
sage coral
#

Lol, yah they are not the easiest to work with but once you get a workflow going they pay off. Getting the scene to work with ue4 is a nightmare lol but I found a way to get them into the game properly using send2ue4

#

Makehuman can look pretty nice as long as you change everything up and can get it to not look so uncanny

#

The whole things a custom character tho the mesh was generated with makehuman and I have fixed it up in blender. The defaults of make human are not great

#

The models it gives are decently low poly but realistic which is why I chose it for preformance

#

And makehuman is commercial free so I can sell my game with it. I'll still of course credit them for helping me get such a big jump on the games characters

drowsy snow
#

FWIW I'd rather mix MetaHuman with something from iClone or hiring 3D artist to work on the body

#

MakeHuman stuff felt like something coming out of janky early 2000s CG, and considering they don't really do much on it, it shows

sage coral
#

It's kinda part of the charm to my game it's a horror that's a homage to the 2000s

#

That's why I also have changed the skin shader the one it comes with isnt the best and it's all in how you set it up tbh

drowsy snow
sage coral
#

I realised I didnt even sent the correct screenshot.

And I'm kinda doin my own thing its experimental and it's more for the gore of the game but 2k textures actually is working much better

sage coral
#

Found the real issue with my FPS its the AI

grizzled wasp
rotund sorrel
sage coral
#

Just by turning things on an off, Deleted all the AIs in the map and ran the level and the FPS jumped way up

robust lintel
#

Is it possible that if i have multiple classes that are input buttons of different types (button, lever, timed button...) and different outputs (doors, lifts...) that i can run a function that will bind that if a button actor is activated, door actors, that are linked to said button will open? This doesn't work...

#

cant link object cast to Bind.

lusty sluice
#

I've downloaded the EuropeanHornbeam Megascans pack, but I'm not in need of LOD 0 and 1 since they are very heavy, is there quick way for me to remove this and have LOD 2 as my LOD 0?

rotund sorrel
#

Is there a way to visually(in editor) see what's been currently culled and what's rendering according to the player current view?

keen hearth
rotund sorrel
keen hearth
distant tree
#

Heyy guys, sorry for all take and no give at the moment, but could somebody explaion why i cannot change the pivot for this mesh?

fierce tulip
#

generally the pivot is located at the 0/0/0 location of the 3d application its made in.

distant tree
#

i made this in UE4

#

the coloured axis you see si the 0.0.0 pivot center, but my mesh is immovable

pallid olive
#

hello, got a question about pawn sensing, got 2 actors one works fine and made a duplicate of and changed the mesh of 2nd actor, one does detect pawn sensing the other dont, wounder how to fix this

#

using the inbuild fuction on see pawn (pawnSensing)

#

but was curious why on the 2nd actor the function is not triggerd :/

boreal crown
#

I’ve got an issue where when I click around in my UI in game the hovered style will stick and not go away. Is there a fix for this?

rotund sorrel
dreamy wasp
#

hey folks. QUESTION:
I am spawning a lot of enemies in a randomly generated map (lots of obsticles).
So now I am getting " Spawn Actor failed because of collision ..."
I have "Try to Adjust Location, Don't spawn if still colliding" checked in the Spawn.

Is there a way to adjust how far away from the desired spawn location it will search for a clear spot?

Or if there is a way to set up .... say... 4 spawn points, and have it check if one is blocked, so don't spawn there.

Or... If it does adjust and decided that is cant spawn in that location, let me know, so I can randomly chose another location?
I see a blue output for SpawnActorofType, bt I'm not sure what to output to see if the spawn failed?

narrow zealot
#

Hey. Quick question. I was messing around in Orthographic view and accidentally pressed Shift+F, and now the grid is gone. Don't quite know how to get it back. The Grid is checked in the "Show" tab

ancient spindle
#

hyrule temple wip

fluid herald
plush yew
#

.

fierce tulip
gentle ridge
#

i have this UI that displays active quest on my HUD. it is a scroll box and lines of text are added to it based on how many objectives the quest has. but i cant figure out a way to wrap the text in the scroll even tho wrap text option is ticked on the second text block in the text widget(UI_ActiveQuestEntry).

if i use only 1 text box in UI_ActiveQuestEntry then it wraps. but if i add 2 text blocks, it doesnt.
there are multiple images so attaching imgur link with a bit more detail on each image : https://imgur.com/a/qDpgpl3

old peak
#

You could try adding a container for it to contain it while it wraps, like an image or button, a button might be advantageous for future use to shortcut into your journal.

sage coral
#

Insted of Culling how can I turn an entire modular meshs LOD down for example a house to only be a box from really far away or use a custom LOD for it?

dreamy wasp
#

so I'm trying to wok with lots of AI enemies.
I found that if I set the CrowdManager to 200 Max Agents, I'm good for only 5 waves of enemies.
---I never have more than 20 enemies on screen at once.
When I last enemy is killed the next wave starts, so why does setting the MaxAgents to a higher number allow for more waves?

It seems to remember (or hold in memory) the dead enemies.
Is there a way to clear this?
I can set my Crowd Manager to 200k, but I'm worried that there is junk clogging up the works.

pastel laurel
#

Hey guys and gals

#

Odd question, I want the engine to accept this model, with the incomplete verts, but it just culls them and imports a box only

#

Is there a way to force it to do this?

old peak
# pastel laurel

if I recall there are a multitude of options when importing a mesh, I don't have anything to hand that would be comparable to check with though.

pastel laurel
#

Theres remove degenerates, but thats for a whole poly thats flattened to a line, it doesnt help with... i dunno... Lines? orphaned verts? I dunno what you call this

#

incomplete tris?

old peak
pastel laurel
#

Like, is that how linetrace draws? Because it can totally do it, so why cant verts do this in wireframe? The engine just doesnt want to accept that I actually want the extras haha

#

polys only club. Theres gotta be a way

old peak
#

From a quick google and little read around, it seems UE4 has some specifics / particulars to the way it arranges vertices that might not allow for it, I definitely can't find anything on disabling the feature. Hopefully someone else can offer more advice.

pastel laurel
old peak
robust lintel
#

Help i enabeled raytracing in my project and now when i open it it's stuck at Initialising 45%

floral birch
#

Very quick question: Does anyone know where 'Support long paths' is in Unreal Engine 4.19.2? I'm having a lot of trouble finding it :/

tidal solstice
#

why does the water not shown in the sequencer but does show in the camera perspective ?

drowsy snow
pallid olive
#

hello, is there something for overlap events to be actived when other actor is visisble for capsule, for example is static mesh is between them so the overlap is not actived

tidal solstice
pallid olive
#

is there something similiar for player sensing instant of ai sensing ?

pallid olive
#

somehing like this ?

#

or is pawn sensing only for AI Controller

pallid olive
#

Hi laura, but can player character also use some of the ai system or do i need to make custom line trace?

#

but is that only for ai controller ?

#

thank u

#

also visa versa ?

#

i see, because the sight perception blocks other hit so if ai stands behind static mesh it doesnt trigger until it hits the ai but it doenst work with pawn sensing component

neon wedge
#

How can I have camera track 2 actors.
Like in smash bros, where camera gets close if two characters are close, but zooms out when they move further away.

worthy forge
#

I'm making an Endless Runner mobile game with a street like this BUT each lane will be different colors...does this require making the floor tile setup different and have to be separate lanes put side-by-side

tidal solstice
safe comet
#

I'm really new to using ue and i've got a physics engine coded in python and i wanted to know if i could use it in ue4 to make an object move ?

#

So i should rather learn the ins and outs of blueprint and try to remake everything in ue4 directly?

#

I'm trying to make a glider simulator and i knew unreal from name as a graphics engine so i thought i could use it as such

#

So then is there any way of rewriting my code in unreal ?

#

Yeah makes sense alright

#

And you also suggest i should move to ue5?

#

I've heard some say that there isn't a more stable version than a dead one

#

Alright then

#

Thx for the advices

jolly jungle
#

What is unreal engine support like on linux

magic helm
#

the 'right click to drag the viewport' in ue4 is driving me insane.

#

is there a way to change it????

#

it always just clicks on something and opens up the right-click menu when i'm just trying to navigate around the map.

#

okay, nevermind, just discovered i can use the arrow keys.

magic helm
#

still need to use it to turn though. :(

old peak
robust lintel
#

How do i make this 3d widget actor less... reflective......

neon wedge
old peak
robust lintel
#

When player reaches finnish (yellow cylinder), they are displayed this widget and input changes to UI only. This causes the player to be stuck with the last input and continues to walk foward. How do i prevent that?

drowsy snow
sage coral
#

Question when you are streaming a level and you have an AI and you unload a stream level can that AI if it saw you go into that streaming level be able to follow you into that level even after you have unloaded the previous level?

old peak
tribal monolith
# sage coral Question when you are streaming a level and you have an AI and you unload a stre...

If you spawned that AI in, then it would exist in the persistent level, so even if you unloaded the streaming level you spawned it in, it would still exist, however if the new streaming level you load in has no landscape/ground in the same place where the unloaded level was, then the AI would just fall and fall and fall, unless of course you had some sort of landscape or ground in the persistent level. So depending on how you have your levels setup, it is do-able.

rigid yacht
#

Is there a way I can make a static mesh move from behind a corner like a jump scare with a box trigger

#

W/out it being a BP or SKm

sage coral
#

I keep my main map separate from the persistent map and just have lighting and stuff on it but prob the best idea is to place all the AI onto my main map and than to move them to the persistent map, the real level is always loaded on begin play and if the AI are loaded on the persistent than the main streaming level is called the AI wont be affected from my understanding cause they will be on the persistent map

tribal monolith
# sage coral I keep my main map separate from the persistent map and just have lighting and s...

As an example, I also have a persistent level which only contains lighting and no landscape/ground. I have sublevels which contain their own landscape. Instead of placing the AI on the sublevel (like i would a building or foliage etc), I spawn them in once the level is loaded (spawn actor of class) and when doing this they are actually part of the persistent level and not the sublevel even though that's where i've spawned them. This means that they will always exist even when the sublevels are unloaded as they actually exist in the persistent. Now it would be a matter of finding the best way to move them to the new sublevel when it's loaded, then once done you could unload the other sublevel. If your all your sublevels however occupied the same space, you could load your new level, and as long as there is now ground under the AIs feet you could then unload the other level and all would be good, the AI will just keep doing what it was doing.

rare hawk
#

Anyone know a setup to use multiple animations for turn-in place? I have 8 animations, turning in 45 degree increments. All resources online only show how to do Turn-in-place with either 90degree or 45 degree turn anim

#

how can I use all of the turn animations together, for the best result?

floral birch
#

I need help with my Unreal Engine project (4.19) where I'm getting the following error:

UATHelper: Cooking (Windows): LogInit: Display: CookResults: Error: Couldn't save package, filename is too long

The thing is, I have longpaths enabled on my group policy editor on my computer and I can't find an option in either the editor or the project settings to enable long names. Does anyone know how to fix this so I can cook my project?

#

Is there really no option at all to support long filenames? It's not under a weird name or unusual setting?

#

That really sucks but I appreciate the advice, thank you. If I just move the project folder, I can just import it into the UE hub without any hiccups, right?

#

You know how you open the epic launcher for epic games and you see all of your projects for different engines and games you've made? Is there an option to import project files?

#

That's a huge help, thank you so much and I know that's an odd question but I really appreciate you helping me with that :)

sage coral
#

Is it possible to save the state of a streamed level? I tried following the save level state tutorial on youtube but it doesnt work because it only reads the persistent level

#

Unless its as simple as just saving the entire map

#

Would doing so also save the submaps and stuff inside?

upbeat spruce
#

hello, does a sublevel's game mode affect a persistent's game mode?

pallid olive
#

what is unknow extention.ueasset mean

#

tried to import static mesh

pallid olive
#

got it, just add it in the directory folder

static viper
#

some screenshots

#

where did you get an uasset from

pallid olive
#

asked someone from marketplace

compact mulch
#

Hello,is there anyone know how to convert quaternion from ue4 to unity?(I want to use the characters in ue4 to control the characters in unity to do the same action,i tried many ways,but failed)

versed spindle
#

hi i'm trying to play with the atlas editor and change these values on the grappling hook into something. I've tweaked a bunch of them in several different blueprints and i'm trying to replicate an effect where the grappling hook connects to it's target, and it's rubber banded me half way towards the target before i begin to reel or input direction. can anyone explain these terms to me more properly so i can figure it out?

devout yarrow
#

Does anyone know how to make a struct that has subtabs, similar to the way that the PostProcess volumes are laid out? Do I need to have a nested set of structs for each subtab or is there a way to keep it as one struct?

sage coral
#

How can I save a streamed level?

An example to help understand and simplify what I'm trying to do.

The game works like an arcade game you play through the map and after is over the entire map resets. I want to do this is submaps so you can save the entire sub map itself when exiting and loading that saved sub map when entering

#

Does save current level save submaps or just the persistent level?

plush yew
#

is there a reason for UE4 to stay on top? It doesn't allow me to open the task bar and switch to another window without minimizing it first

sage coral
#

Is there a way to get the current loaded submaps name?

crystal ruin
#

Guys I have project in unreal engine 4,26 can I upgrade it straight to UE5.1 or I need to upgrade to 4,27 then 5 then 5.1????

real heath
crystal ruin
#

@real heath have u ever done it before I want an insight from somone did it

real heath
#

I've upgraded a few projects. The problems you may encounter depends heavily on your project though. One persons experience won't necessarily match anothers

crystal ruin
#

Mine has blueprints and levels

#

AI but I don't have like open world map or landscape justs small

#

Levels

#

Filled with AI

#

And Player

real heath
#

Just take a backup before you start, and you should be golden

crystal ruin
#

@real heath would u mind walk me through it ? Just in a nutshell tell me what do I need to do in simple steps how to upgrade from 4,26 to use5

real heath
#

You load the project in the new engine. Load your levels, read the output log for errors. open your blueprints and hit compile, make sure no errors. Hit play, make sure no errors. Visually inspect the scene and make sure it looks correct

crystal ruin
#

@real heath before u continue

real heath
#

If you have a node that has been replaced it will error on compile and highlight the node. You just find the new version of that mode and swap it out

crystal ruin
#

Do I need to migrate it normally????? To ue5

#

Like I open my project in Ue4

#

Hit migrate?

real heath
real heath
crystal ruin
#

OK OK

#

Got it

#

Where this upgrade tap? In epic launcher in library?

#

Or inside my project settings after I open it

real heath
crystal ruin
#

Am rn in the project folder

#

Then?

real heath
#

Again, take a backup before doing anything

crystal ruin
#

OK done

real heath
crystal ruin
#

Got it

#

I see it now

#

Omg wait

#

I almost fkk it up

#

I don't have backup

#

😢

#

Let me back it up real wuick

#

But do Continue pls @real heath what else

real heath
#

I'm not walking you through the entire process, sorry. I've given you the high level steps above

crystal ruin
#

OK ty

#

@real heath so I just need upgrade it then fix it manually the errors

real heath
#

Yep. And take the time to read the output log as some errors may not be immediately obvious

crystal ruin
#

Ty for ur time!!

#

I really appreciate it

real heath
#

No probs

#

Good luck!

crystal ruin
#

💯 sweeney_activate ue4 unreal

haughty steppe
#

Where to translate culture name for UKismetInternationalizationLibrary::GetCultureDisplayName(true) ? For example I want to have "草に触れに行く" instead of "Japanese"
I dont see such option in the localization dashboard

haughty steppe
sage coral
#

Is it possible to load players into separate maps?

Say one player is inside a level it being a house and the other player is on the outside map of the house

And could something like this work with splitscreen?

crystal ruin
#

@real heath sorry for ping but am getting this error

#

When I try to upgrade

#

I really don't understand log stuff

real heath
#

read the 2 log files mentioned. My guess is you have plugins that it's trying to recompile for the newer version. You'll need to install visual studio or get a new version of those plugins

crystal ruin
#

@real heath do I need to update them inside the project??

#

At my older version project

real heath
#

I don't know. IF they are project plugins yeah i'd guess so

crystal ruin
#

How about visual

#

Studio

#

Sry if I ask too many questions

#

I am very new to this process

#

I just don't know where to download

sage coral
#

If I switch over to the simple open level as to streaming the level how can I set where the player will spawn instead of being at 0.0.0?

sage coral
#

For some reason this is only returning as none for the index variable

spice kelp
#

Hey I have this flag I want to hang by those two red Xs
how can I anchor it to those points. As is, it just falls to the ground

spice kelp
#

fellas im losing my mind

buoyant fossil
#

Hi does anyone have any ideas of making a split screen for a multiplayer online(not local split screen) game.? Like A Way Out

plush yew
real heath
dreamy wasp
#

Anyone know what this means, or what causes it?
It just started showing up, and I can't figure out what's causing it.

Warning: FLatenActionManager : : ProcessLatentActions : CallbackTarget is none

sage coral
#

How can I spawn a playerStart when the level begins depending on the location of an object?

#

I also need to somehow set the player start tag of that playerstart

#

This is what I have attempted but it still spawns my player back to the 0 PlayerStart. This works perfectly fine if the player start is already on the map, However I am using a random gen on a building so I need to be able to change where the spawn points are each time, The spawnpoints are also attached to a Blueprint prefab I have made but this doesnt seem to work cause the load level does not read the player starts on the prefab

thin tendon
thin tendon
sage coral
#

Forgot to send the photo of my code

#

The internal spawn points of the inside map work perfectly its trying to come out of the map and because the points are attached to the house itself its just not reading the player start tag on the blueprint actor for some reason

thin tendon
sage coral
thin tendon
#

Another way to go though and what I personally do. I spawn at 0,0,0. Create a black box around the player to act as a loading screen and hold the player in place. Then once I have the desired location. I set the player to the new location and remove the loading box. Its a bit hacky but it works

sage coral
#

@thin tendon I think I may have gotten it working, the player starts I were spawning were somehow being set to moveable which was break the level travel more or less ghost spawning it, so it would say it was there when it really wansnt. Ah gotta love bugs lol Thank you for the help tho! Im gonna try and add a few more points to see if its fully working and will let you know 🙂

#

@thin tendon Seems to be working perfectly now Thanks again for the help its greatly appreciated 🙂

swift cloak
#

Guys, what program would you recommend to use to create maps and character models for the game

thin tendon
swift cloak
#

still use blender?

thin tendon
swift cloak
#

ty

rotund sorrel
#

Probably very common problem: i want to make sure the player enters a trigger (that does something ONCE) but he can traverse multiple paths and so i must sure he triggers regardless of the path he takes. How do i make it "distributed"?

pallid olive
#

hello why use blackboard and ai perception instead of pawn sensing if both use AiMoveTo node ?

#

its deprecated and no futures will be added, but for the functions it does the work

thin tendon
pallid olive
#

that has nothing to do with ai perception or pawn sensing

#

so what u suggest is pawn sensing is not bad at all

thin tendon
#

You were the one talking about things being deprecated. If things no longer being supported is an issue. Then my previous advice stands. If you intend to finish out your project in ue4 both work perfectly fine. Blackboard is just a little cleaner to work with.

dusk gull
#

how can I get my project settings to save?

dusk gull
#

didnt change it, the real problem is that I cant package arm64

#

I have asked there already

#

yeah

quartz marsh
#

Hey anyone know a tutorial to make a 3d character for fps game?

#

(full body)

drowsy snow
quartz marsh
#

tried and didnt find any

#

so i came her

#

here*

dusk gull
#

well ask the community of the 3d modeling software you use @quartz marsh

dark venture
#

How can I prevent my attack animation being interrupted by damage animation when I take damage?

drowsy snow
dark venture
#

Thanks a lot

drowsy snow
#

Enemies in Soulslike games have 0% pain chance

#

Oh right, pain chance

It's the idea where someone randomly interrupted by the pain animation

crystal ruin
#

i installed visual studio and changed my project version to ue5

#

when this done nothing happen

#

and when i try to open the project this shows me

pallid olive
#

Hello for upperbode blendmode is common to use Pelvis01 bone but how can i use lowerbody instead

#

Only to use the feet instead of the upperbody

drowsy snow
crystal ruin
#

My issue was in between ue4 and 5 that's why I posted in both hopefully somone in both gone through it

robust lintel
#

Is it possible that if multiple actors have Event Dispatchers binded to the same Event, that the event can read which of the actors called the event?

pallid olive
#

does this even work

upbeat hemlock
#

Hello!!!

upbeat hemlock
#

I have an issue with player start.When put it in my level says bad size always & my fps player don't move.How can i fix it?

drowsy snow
thin tendon
upbeat hemlock
#

Yes i did this

#

But nothing

plush yew
#

what is going on? UE4 is stuck loading my project at 39% and 100% CPU usage

#

shader compiler worker 25% cpu

drowsy snow
#

Compiling shader is CPU heavy, you could speed it up a bit by increasing priority of ShaderCompileWorker processes in Task Manager, but not as much as getting powerful multicore CPU

plush yew
#

my project contains BSP and lights, nothing more

#

I was working on it hours ago

grizzled wasp
#

Has anyone had this? I can't see my move widget/gizmo. Really not sure what to do have been googling it. I'm in 4.21 it just started suddenly and now cant move anything

plush yew
plush yew
#

if I update UE4 do I have to compile all shaders again?

#

my version is one year outdated more or less

thin tendon
thin tendon
plush yew
#

for some reason it's compiling 6k shaders

#

finally loaded but still 6k shaders left to compile

drowsy snow
robust lintel
#

Help, for some reson this level has super brightness. Other levels don't. The only light source is a lamp but it works fine in other levels.

#

Other level outside and from inside

sage coral
#

Is there a way to turn on and off a static light? My current one with stationary/moveable works fine but Im trying to optimize performance

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Oh nvm I should be able to just turn off cast shadows on the light

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Is there a way to prevent this tho. Even with cast shadows on it still does this

sage coral
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The walls are thick they just have planes covering the top and bottoms, Maybe adding thouse will help fix it?

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Its a cube Im not sure how much more thick you can get for that as a wall

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Turning off the spec should help

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I wanted to more or less make a 1:1 scale of a house with the games dimentions

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well I should say mocking a 1:1

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The house lights dont use cast shadows so turning the spec off like you said should work

sage coral
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@worldly trout If I do something like put thicker walls with the simple cube in ue4 than I bake the lighting than remove the thicker cubes after will the lighting not bleed?

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Worst case scenario I can make the walls 2 sided I know this wont get rid of 100% bleed but might minimize it

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Ah that makes sense

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Unless there is a way to turn off static lighting and turn it back on?

I have something like a light switch with a light attached to it in the blueprints.

Normal static lighting works perfectly, some reason Though when I bake it the lights always stay on they are physically baked in unless like I said there is a way to turn them off or lerp the baked lighting

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@worldly trout Honestly I think my best bet is to just go with not having it cast shadows to save performance and using other props for the inside of the house to hide the light bleed

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Thank you for your help and advice tho 🙂

mild raptor
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think you tagged the wrong person

drowsy snow
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pls don't crosspost unless redirected

mild raptor
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huh

sage coral
mild raptor
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lol

sage coral
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Both the green backgrounds is what messed me up I didnt fully look at them and the H and the M look pretty similar when not looking directly at them lol

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@worldly trout Would the thicker meshes have to visually be visible for the lighting to render?

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The more I think about it I dont even think my questions possible anyways

The mesh would have to be there and not hidden in game in order for the lighting to render properly

mild raptor
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i posted an unreal engine 4 related thing

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in here

sage coral
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@worldly trout It was the Attenuation Radius of the Lights Alls fixed now, Thanks again for the help 🙂

oak patio
signal flower
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I love my UE
getting "infinite loop" errors. turned on a breakpoint on 1000 loop iterations. code works perfectly and I dont get the error...

oak patio
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bps dont like large for loops

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thats not just your ue

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large for loops really are best handled in c++

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especially if theyre doing complex operations

signal flower
signal flower
drowsy snow
signal flower
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Id really like to understand what you mean...

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now Im just getting "Im not gonna collaborate any further" errors, nice
return me back to when it pointed at blueprint part at least...

rare hawk
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how can I get the localSpace transform of a bone in AnimBP node?

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there is GetLocalSpaceTransform but it takes some weird reference to the pins on the node, I want to point it directly to a bonemonkaThink

chrome dock
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I want the enemy to sense his collision and follow the character.

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but sense a collision and follow it, but there's no action, and I don't know how to speed it up.

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please help me

drowsy snow
chrome dock
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i think easy way .... um ...