#ue4-general
1 messages ยท Page 18 of 1
Hey guys, I have a (simple) question, how van you make an animation for a blueprint class that can work on any object that is an instance of that class?
For some reason, all tutorials I found are for a single object, like a character
Animations are tied to skeletons, if the class doesnt have that skeleton, it cant play that animation
Hi folks, am new, so to avoid becoming one of those people:
I'm putting my legs into UE4 to recreate a RenPY game, so codebase is pure python and already exists, but will likely have to be completely rewritten (I am to redo the interface/interaction in an isometric viewpoint, but keep most of the code.)
First of all, am in the correct discord for questions not necessarily related to modding the engine, but just using it?
Second, am I correct in understanding that when I have questions, I first do a nice full search of this discord, and then, if no results found, write out a well-defined question?
Third, while I have the UE4 Top Down demo running on my system, are there any guides as to optimization of UE4 applications so that I can make sure people with the shittiest systems and phones can play the game?
Ooh ok, thanks for the answer!
how can I place the mannequin in my level?
I find the arms and the gun mesh, but not the whole body
drag and drop the character blueprint into the level
Better finish our scene!
you have probaly selected First person shooter template i think
if you want to build fps games i suggest you to follow some tutorials on youtube which explains the engine and programming
so I have to create a new level in third person template?
depends on what you want to program, but for getting experience both works fine
you have only a different camera angle and you dont see yourself in fps, if you want other players see your character you have to place 2nd character that is only visible for other players if its a multiplayer but i suggest to start with offline games first
I'm not making a game, I'm practising env art
Maybe retry installing the Base/Store launcher with Run Administration?
@plush yewif you want the default full mannequin(s), add the third person template into your project
Depends, you can just make README.md file, write condensed docs, and call it a day
Does anyone have experience regarding interpreting the profiler?
guys how to fix this?
in blender it looks good
but when I import this to ue4
it becomes transparent
set material to be Two Sided or create inside faces for the tire model
ty
anyone know how to import a model from blender to unreal 4 with textures??
Manually bring in the textures yourself to the editor's content browser
what if you just used an image texture in blender?
Same thing, but if it's inside the blend file, you have to save them all to image file
okok thxx!!
What does the Destroy Component do? Does it destroy its owner ability component or does it destroy the reference to it? (This is inside a component)
it will destroy ability system component
Is there a way to limit CPU load when compiling shaders? The most heat I got from my CPU were about 75ยฐ to 80ยฐ when gaming. But with Unreal I now get something like this after compiling about 20.000 shaders:
While editing I'm using a Realtime override to stop it from updating when not necessary and also use a 30fps cap and it's working fine there all of the time.
Thats what I thought. But the component dont get destroyed no matter what I try. Are components not able to destroy its owners other components ?
Hmm, I cleaned it two days ago because I was suspecting something. I usually try to not put too much strain on my CPU since I am using it work working mainly.
I play games in 30fps capped always, for example.
That's a good question, the system was pre-built.
It's about 5 years old now but I have cleaned it regularly and also took quite good care of it, it would break my heart if it's just going to "break" now ๐ค
There is a #hardware? ๐ฎ
Test it with print string if the component object has a display name
It does. and thats is what is strange. It seems to me that when I fire the destroy component from within a component then I can't destroy another component of owner.
Cast to in this case ?
You arr destroying the variable and not the component self
I am not really sure. Debugging shows that variable exists wiht data even after the component destroy
very odd
From Destroy component set target to get ability system component instead of the variable
So it goes like this?
Just to be sure. I cant reference to Owner->AbilitySystemComponent by using a Variable ?
I found a video tutorial about adding third person template to an existing project. Add feature or template doesn't exist in UE4, or is located elsewhere
where is it?
https://www.youtube.com/watch?v=h64dV-gaXTs ok, found how to do it
This video shows how to add a third person character to a vehicle level in the Unreal Engine 4. It also shows how to import the Input keys for the player controller. Also it shows how to set up a blueprint to switch between vehicle and player control.
Hey I need some general advice here. I had my target framerate of 30fps/33ms in all scenes just fine. Then about two weeks ago I added some things that somehow dragged performance down to about 20fps or even lower. Obviously it was something I changed/added when I compare the two projects. But I cannot find out what it was. How do I proceed in a situation such as this? I can't roll back this content to the state of two weeks ago.
use the profiling tools to find out whats eating up that budget
A general question about gamejams - how do you guys colab? Using what?
What to do when it crashes and there's no bug report? Should i go to breakpoint hell?
I found it, it was actually a blueprint! However, I used the tools and could not read anything out of it? Since it wasn't a shader, mesh or landscape thing, it didn't tell me anything useful. Which performance tool should I have used to see that it was a blueprint actor? Or how should I have read them?
oh it gave me the errors like now. took so long
Hello guys! I am watching this tutorial course i bought and I would like to know what version of UE he is using. My first screenshot is what I see on my engine and the second screenshot is what I see in the course. Could someone please help me find out what version he is using?
@unborn groveso the author doesnt tell you what it was recorded in?
it looks close enough, what is the issue?
his has scale mode
and mine doesn't
he is using action inputs, you are not
wdym
or the opposite I guess, i dont know whose is whose
look closer, there are 2 sections in input. Action and Axis
hello. is there anyone if i have all my meshes on 1 skel i can like turn some off and some on ? thanks
oh nice how can i do that?
you can use a master pose component, if you want them all animating together https://docs.unrealengine.com/modular-characters-in-unreal-engine/ , or you can just turn them on and off if they are individual meshes
@storm kiln#graphics might have more help on how to set it up, I have no idea how it will work with multiple meshes on one skeleton when exporting out.
oh alright thank u ๐ i like ur videos btw there helpful lol
If i use hair cards, would I be using the groom functions in unreal when importing?
any idea why despite this the audio volume sliders go all the way back to full volume whenever I restart Event Construct? (this is on Event Construct btw)
are we allowed to discuss tooling around UE4 and model extraction?
extracting models from where?
yeah from a game, I just wanted to ask in general if it looks like the model is missing textures or materials since I don't really know the difference visually lul
Does anyone know how to properly install AMD'S FSR2 2.1.2? I'm using Unreal Engine 4.27 and it tells me it could not be compiled and to rebuild it from source manually, how do I make it work? I'm positive it supports my version. I installed it by dragging the contents of the .zip into my Plugins folder on my project's directory (.zip is from AMD'S site)
Does your project have at least a C++ class?
Yeah my project has a c++ class
Then open the .sln file in Visual Studio, and build your project there.
got it thank you!
Happy 2023, but you're not allowed to talk about underground/unofficial modding tools in here.
oh. Thank you... I replaced the word with 'marketplace' and added a link to the sanctioned tool. I am asking about 'Pak Loader' a sanctioned Plugin from the marketplace. So,.. Any way to change those four alphanumerics in a .Uasset file? or? ;~)
you are still modding.
we wont give you help with modding. changing words does not change this
oh you dont even want help
I admit it's funny to watch how the wording altered in real time
you are advertising help
? I only thought if it is a markeplace asset, it was ok?
<@&213101288538374145>
I am happy to help people who want to get into Modding UE4 games, It is SO Amazing to do,. I have gotten very deep into it and can do pretty much anything now EXCEPT what I ask above! ๐ (yet...)
and I only changed it to try to comply and cooperate,. I am new,
changing the wording of your message doesnt change what you are trying to do
which we dont allow here
ok, then i will delete it,.
At least I hope Quinn logs the message in original form
i wish i was there to see it
Is the point to teach and help or get people in trouble? How strange. You said no! I deleted it,. What is the problem?
the point is to not help people mod games that dont support modding
there is no problem now
I am only trying to mod abandonware of what was a free demo.
its still nto allowed here no matter how pure the intentions are
the same techniques are also applicable for other means.
'allowed' ,.. . I guess I AM in the wrong place,. Not a place for free thinking,. Cooking utensils can be used for making bombs but there are still cooking shows,. Adios.
Sharing of knowedge, not allowed. I feel like I am i a nightmare and can't wake up! Why is there a sanctioned Pak Loading Plugin that does exactly this then on the Marketplace, if is it a Taboo Subject?
but yes if you are modding you are very much in the wrong place
you do know this server isnt official right? just because it's on the marketplace doesnt mean we can help with it.
theres also vehicles on the marketplace used in military simulations but good luck being taught how to make one of those here
Modding? That is just a word.. The thing is to gain complete understanding about the tool. But that is fine I will keep looking for a place where information can be shared freely..
@rancid sorrel Piracy and/or sharing methods for modifying/ripping game content for games that do not officially support it is against our rules and is generally frowned upon.
No helping is one thing, Barring any Mention is quite another!
Do not continue to discuss it here
This is not the server for that type of content.
ok.
You will be removed if you do not follow our rules.
No need... I will do that myself.
I'm a modder myself, but I understand why the rules is enforced this way.
I do apologize. I didn't mean to offend or break any rules, I had absolutely no idea, and I am,. stunned to have any information 'barred' from discussion. I will not bring up the subject (or any subject obviously) again. I have always avoided Discord, because every time I say anything, about anything, it is an instant pile-up of bandwagoneers' chiming in with negativity,. It is hard to shake that notion,..
i too like modding, i wouldnt be able to play some of my favourite games without it lol, but it does make sense why the rule is there.
in a community of indie game devws, teaching people techniques to not only unpack their games, but use techniques that can also be identically used for piracy is not really good.
Especially when it is a server endorsed by epic, despite it not being official
Science can be used for good or evil, it is still taught. (Well, not anymore actually..)
teaching people how to violate license agreements, which unsupported modding does, is also not good in a server widely used by professionals
I was asking about supported stuff: an actual asset for sale in the marketplace.
but even then its not a great place to receive help. even modding supported games heavily depends on the implementation of said game, which generalist ue devs cant help with. might as well get help by those who know the specifics
teaching people to build Nuclear Bombs..
You didn't - I saw your initial message and filed a report as soon as I see it
you werent though, you were asking how to use a tool for unsupported means
NO I mentioned an interst in that ... branch... but was only asking about the Plugin for sale specifically..
The point is, this isn't the place, chief.
its akin to askign someone how to black hat hack, and then when being told no, saying "why, i just want to use a computer"
fine. I had stooped.
its just not allowed, and reflects poorly on the server
fair enough.
Feel free to ask it elsewhere, on dedicated underground/unofficial modding forums on the net
you will get better help there anyway, since its dedicated to that, whereas generalist ue help wont be much use for you
Hello, sorry for the inconvenience.
Does anyone know how to make the player's hand along with what he has not go through the walls and that despite projecting and receiving shadows, the same is not seen on the map?
I don't know if I'm making myself clear.
How does IP protection/claiming for endless runner mobile games work, is only copyright necessary
It's a complicated topic, but there's 3 main aspects. Copyright protects the executable, artwork, audio, etc. This is generally automatically gained in most countries for all authored works, but it's up to you to enforce. Trademarks which protect the name and branding (logos etc). This you must apply and pay for, and also it's your responsiblity to enforce. Patents, this protects the workings of the program, for instance you might have some crazy unique game mechanic. These are generally only used by larger companies that can afford the process to apply for, and it's also on you to enforce.
Again, it's a complicated topic that varies by region. If you need any specifics, talk to a lawyer.
Also be warned mobile games are a vicious market with little regard for copyright laws
There's a reason you see 12 new game clones a week on the app store.
Especially with endless runners
Yep, cloning a game if they don't use their artwork or branding is also not really an infringing action, unless it violates some patent. If they DO use artwork, you could try a DMCA with the app stores, or, sue them. Fun times. If they use your branding, it's a bit of a process, talk to a lawyer
It's even more sad when you realise a lot of these companies are multi billion dollar companies that churn these out and have enough money and turn so much profit that they just throw money at any issue that arises to either delay it or settle it
#mobile or #virtual-reality would be more appropriate, but, when you remove it completely and try and package again what happens
ooh ok
Anyone know a way to get the world location of an actor, when using an ActorComponent?
The Component seems to only know the relative location of the base mesh of the actor, so I get 0 0 0 even though it's world location is much different.
On Event BeginPlay (in the component) I have it GetOwner and set that as a variable, so it know who it's owner is, but I cant get the world space out of it. ๐ฆ
Would anyone know why "On End Play" never gets run? It's a simple pawn that gets spawned and destroyed by character via impact, before destroying itself it plays the default unreal engine explosion effect and at the end it should run "On End Play" but it never does
does anyone know how to stop fog from affecting large meshes the wrong way like this?
does anyone know why my saved graphics settings is not loading in android phone after restarting the game but it is loading and saving completely fine in unreal engine
Hello, is there any way to simulate input in unreal engine blueprints? E.g mouse clicks. I'm writing functional tests and would like to apply fake inputs to validate that the intended logic is working
Why does this happen?
Blueprint Runtime Error: "Accessed None trying to read property Audio". Blueprint: lift Function: Execute Ubergraph Lift Graph: EventGraph Node: Set Sound
How do i set it than?
Drag the variable into the bp
then u get option set or get
this is just an example
I know. Am i not doing that? I saw this image on the forums and they didnt mention setting the audio
I know its a mess, but i know how to set a variable...
I think i got it now
Nice! Sorry I was away
If you think the BP is a mess, consider refactoring it ๐
Now to my question: Is there anyone who knows if its possible to simulate a mouse input event in UE4? I'm creating a functional test to test gameplay logic.
This could help. The UE forums are full of usefull stuff. https://forums.unrealengine.com/t/how-to-inject-simulate-mouse-clicks/25602
Hi guys, I sucessfully managed to control the mouse cursor in a UMG menu using the analog stick on my PS4 gamepad. However, what I didnโt think about before setting it all up: How can I inject mouse clicks by pushing buttons on my gamepad? Does anybody have some pointers for me? Any help appreciated! Thanks.
I'm actually on that exact side and looking now, thx ๐
Whenever I try to change one parameter on Local Rotation, all other parameters change, how do I prevent this?
Hello for camera settings i tried to set it for a potrait screen. Set the vield to 55 angle and camera aspect ratio to 0.5625, the screen look strached vertically is there a way to have a bigger width in the camera?
In games (usually horror) where you have the enemy grabbing you (jumpscare, death animation or whatever) at a certain distance, do you think they put a dedicated overlapping box around the player to detect when they can perform the grab or they just check distance in tick?any idea?
The former.
Is it better to make that box in the player or around the enemy(and triggers when it overlaps player capsule) so that each can have their own change box size etc.?
Is it possible/legal to use the default Player Model for my game if i don't have a model and can't model myself?
look in marketplace there are plenty of models free with full licenses but i think mannequin has full licenses to use
Yes
||And you can compete with Dreamworld||
I'm making a level with BSP only, blockout stage. IS it normal for it to become slow to move and copy brushes after the level is somewhat large?
every operation to copy or move is taking 2 seconds or so
Curious as well. With my level(non BSP) i had the same experience as well. It's very laggy now and hard to work on. Maybe it must be splitted in sublevels(and toggle them on/off when needed) once it starts lagging?
In the UE documentation, is there anywhere I can see where I can see when the page has last been changed?
I know this isn't a support channel but is there anyone here who has worked on multiplayer network replication? I have a few doubts and questions i wanna go through.
Ask the question(s) right away in #multiplayer
I did try but had no luck unfortunately. I'm still very new to replication so I think it'd take me forever to clear things up one by one
It's been 4 hours, so worth bumping it, I guess
hows that done? sorry I'm not familiar with bumping.
just reply to yourself ๐
does this set array element do anything to the actual save file?
I have the impression that autosave or something is filling up my disk
less than 100MB free?
the derived data cache could be, or auto saves
hello, was curious if someone has time to give a feedback about level design its a screenshot, was woundering if its fits together with character and level
That wouldn't be level design. Level design is about how your mechanics interact with the level and gauging the flow of the game.
Post in #1054845120236757103 for feedback on environment art
Also no crossposting
Using the third person character template, my camera isn't colliding with anything. Just goes through the floor. I've made some changes but don't remember what.
What am I missing to fix it?
Hello. Is it possible to make the player can do something like sculpt, but in the opposite sense? I'd like to make underground wars, but I want players to dig their own paths.
Voxels
Ok, but how? Sorry, I dont know what is it and how can i use that.
Hey so does anyone know how I could go about making a question block type thing like in Mario Bros? I want the block to sort of bounce up and down when hit from the bottom (like when Mario collects coins).
Voxel plugin
Please don't crosspost
Sorry
Depending on your os, there is a command you can use to fix that.
./UnrealEngine_Repo_dir/Engine/Build/BatchFiles/Linux/Build.bat UnrealLightmass win64 Development -verbose , or replace the win64 with Linux if your on Linux. Using the build.sh in linux
where can i run that script in windows?
@plush yew
visual studio? atm im only building in editor, hadnt used visual studio yet
Open a command prompt or power shell, CD into your unreal editor directory and run it in there
so, mine looks like this.
installing powershell now from windows site
you can just use a command prompt as well
pardon my novicenes
no worries, we've all been there
so i open it into my editor?
or just open and enter command
yes, now you can just use the command, or you can do it the way i did in my picture, cd c:\directory to your editor files , then just run ./Build.bat UnrealLightmass Win64 Development -verbose , the decision is yours
believe im on the right track, just trying to figure out the commands i should enter now
im looknig in appdata at unreal and my engine version
if your at the prompt like your picture, then just enter this" ./UnrealEngine_Repo_dir/Engine/Build/BatchFiles/Linux/Build.bat UnrealLightmass Win64 Development -verbose" replace the "unrealengine_repo_dir" with the path to your engine dir
did you get it from the epic launcher?
then it should be here.... C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles
of course it will be in a folder for your version of the editor
C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles
correct
right, needs to be this: cd C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles
then
ahh so im missing the cd at the front
./Build.bat UnrealLightmass Win64 Development -verbose
cd just takes you to the fold, kinda like double clicking a folder, just with text instead
two commands, the cd command takes you to the folder
then the ./Build.bat UnrealLightmass Win64 Development -verbose command tells unreal to build the lightmass
no worries
pressed cd and right arrow to get the batch file
and don't forget the . before the /
maybe thats it, one sec
still missing it a bit
in the 2nd command
nah, second command is good, it's your first command isn't working, it's not taking you to the directory.
tried the /linux at the end of the batchfiles command too but still no luck, not sure what im missing
well, your not on linux so it wouldn't help.
okay, got the problem
in the first command, add " around the directory..... so "cd C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles"
oop
s
cd "C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles"
bingo im in a blue font now
pic
quotations in the next command too?
no
good, now...... ./Build.bat UnrealLightmass Win64 Development -verbose
good, now you try doing what you were doing before, and see if it gives the same error
no problem
hmm
still the same
and no errors other than lighting needs to be rebuilt
doesnt happen in other projects
someone said this project may be corrupt
but idk how
no, just means you need to recompile the swarm thing. one sec
here, try this.... i don't know if it will work, but it's worth a shot.
I had suffered this problem from foliage, InstancedStaticMeshComponents as well. However have found a solution to fix it in 4.7.6. Open โWorld Settingsโ. Goto โLightmassโ category. Check โForce No Precomputed Lightingโ. A popup will appear. Press โOKโ. Press โBuild Allโ or โBuild Lighting Onlyโ. Static Lighting will be crack. Thatโs OK. Save ...
just look at the steps provided by donggas90
followed and tried the no precomputed lighting fix but still the same error
and it's only happening with that project?
yeah i havent added anything to the other projects like this to attempt to recreate the error but other projects build lighting fine
at one point i cleared the swarm cache
as some forums suggested
didnt fix it either tho
then, the only thing i can suggest is to make a new project and migrate the whole thing to the new project....right click on the content folder and "migrate" to the new project, and see if it fixes it
really appreciate the pointers and giving me more insight into the commands
thank you @plush yew
just make sure you migrate all of it to the new project, then see if it still has a problem
and your welcome
I have a question when setting up android ask and everything, do you need the android symbol to show or can it just stay a warning sign?
Dumb question, but someone told me to go to 'project launcher' to do something. I Googled it, and the docs tell me all about what it does, but not how to access it:
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Deployment/ProjectLauncher/
Where the heck is the proj launcher? Is this the first screen when I launch the editor?
hmm no the first screen is project browser
/job salary
Did the migrate work for you?
would anyone know what i should do to fix this landscape geometry seam?
Hey! does anyone know how to make a simple 2d enemy follow script with blueprints?
i have not found anything after hours of searching that worked.
all im trying to do is get another actor to move towards the player?
That would appear to be the menu you get by pressing the launch button in editor
what are some of the ways to animate the player movement from an actor component similar to timeline?
Doing Interp To on Tick
AI move to nodem
heyp
heyo
how to cast a actor ?
when i cast an actor with get player character its says it will always fail so what should i do ?
i got it thx anyways
hello guys sorry for bad english
i want to apply graphic settings but i dont want to save it. but that apply node save settings how can i disable it?
i mean it just apply settings
Wasn't there a node to revert back the settings?
Hi guys, Anyone knows how one would setup a fog of war system in ue4 ?
I know there are plugins but
Want to know what the logic behind it would be
It can be as simple as render target mapped to world space in 2 axis
Ok so the thing is the game im looking to implement fog of war is 3d so the player can technically come to surface level and look around
and I want the fog to still stay
In a 3d environment. I would probably place a few volumetric height fog actors around the map. Maybe in a blueprint actor with a collision box. Then when I collide with each box reduce the density of the fog to increase visibility for your character. Then just set up some kind of save system to track where the player has been.
there is reset to current settings node but i want to create save system to when player reopned the game it gets the settings data from save function or anything ,then apply those settings
So the scalability varies on per save file?
I don't know if your players will like that, because it's supposed to be adjusted per hardware, not based on who's playing at the moment
this is my save game blueprint and variables
and this my apply and save code in settings widget
when you press on apply & save it saves widget variables on character variables then it saves those variables
then i load variables from character on widget variables when widget open
Yes this is what we thought but the issue is our map is kind of big and this increases the load on slightly lower end pcs
by a lot
Still doesn't make sense, because the moment you apply Game User Settings, it'll automatically saved for the PC it runs at.
Your widgets can simply get the GUS again
Also typically those settings are fine with immediate change, except resolution and window mode
You could just use level streaming. To only load what you need
so i fixed and thank you for your help but i have another question....
how can i set the widget values to default values?
because when i close my settings widget some buttons or animation still on that changed value
i want to reset values like you open the widget at first time
widget default panel when you open is gameplay panel, and you can transform between panels with button and it changes with animation but when i close and reopen my widget it still on the for example graphic panel
You can reset the widget on Destruct event
Or remove the current widget and add a new one
oooo thank you
i created a level that spawns a widget on begin play , but ive realised that it also spawns the entire level along with the widget which should spawn after the player clicks the play button , and no i havent done anything in the widget blueprints to cause this , so any setting or function to avoid this
These numbers are using the shader node DebugScalarValues.
They should be 895 896, 897, 898, 899.
Instead they are: blegh, 896, 897, blegh, 898.
Is this kind of thing normal with DebugScalarValues?
The numbers fuzz and change a bit when moving around
Hey all, question. I don't really even know which channel to put this in... Can someone point me to the right one?
I am having issues with Unreal picking up any gamepad input when converting a project from 4.26 to 4.27. I've tried two gamepads, an official xbox 360 controller and a third party gamecube controller. They both get picked up on this website just fine: https://gamepad-tester.com/
I should note, I am on a Mac (I know I know...). But just to be clear, I get perfect controller input on 4.26 but swapping the unreal version breaks it. The inputs are still there in the project settings, unreal just doesn't recognize that I have a gamepad at all. It doesn't work in editor or in a packaged game that comes from 4.27. Does anyone have any thoughts?
Test gamepads, controllers, joysticks, and other peripherals that use the web gamepad API. Compatible with XBox, Playstation, Switch, and many others.
Sadly no, but the lighting in my game was more of an added feature, it isn't necessarily needed. I believe I can untoggle the propagate light you mentioned and execute veiwmode unlit and I can export to bypass and actually package the game without lighting, no?
Does anyone have any tips on handling large numbers of AI pawn units on screen at once, without lagging players too much? I think my bottleneck is in the GPU. I have some skeletal mesh LODs, but doesn't really help in the case players have many units close by.
I'm looking to rent a gaming PC (such as a HP Omen) in Sao Paulo for a day this Friday 20 January. Anyone based there you would be willing to rent me their laptop?
what did I press? every time I select a brush it's flickering
I know I rarely come here to anything but I want to ask, does someone remember, back in 4.23, why my avatar (custom character) goes invisible on html5 but on the viewport/windows is fine? ๐ค
of bones on a skinned mesh is too high I beleive? look into something like that
I usually import them from mixamo, so that is giving me the bones, I don't really sculpt characters myself ๐ค
i don't know tbh, it's wierd that your other projects don't have the same problem, if you migrated your content folder, then there has to be a problem with something in the project itself thats causing it, rather than the engine
Very strange
Trying just to find a work arpund
I feel the unlit mode is my quickest short term fix
I swear miximo to unreal doesn't work anymore
I'm trying to detect if my character touched a pad, I'm doing this by getting the "Other Actor" in on component hit and using Get Display Name (outputs something like FirstPersonCharacter_C_0) and comparing it to Get Player Character -> Get Object Name (outputs FirstPersonCharacter) and outputting the two, but for some reason they both have different outputs, I expected the collision's On Component hit to be the same as Get Player Character -> Get Object Name, how can I reliably compare the two for character?
@topaz thundernames are not guaranteed and not a good way to compare
oh I see, how would I compare it?
what is the "pad" you are touching?
it's just a cube, I'm just trying to see if it's the player that touched it and not some random ai
anything that the cube touches gets passed into "other actor"
so when that cube is touched, you want to see if the player is the one that hit it?
exactly
i did it by getting the name of the actor that hit it, and compared it to my character
you can get the player character itself (you are doing that) and compare it to the Other Actor directly
oh i never knew that was possible, thank you!
Hey Guys, I'm trying to make my gun logic work correctly. The gun "Fires", but the bullet is always going directly behind me, and not where the player is looking. What could be the culprit? [Blueprints]
Example of gun shooting
Check this tutorial out its quitte good https://youtu.be/evk4JuFmMmg
In this video I am going to show you how you can Shoot a projectile from your weapon.
The next Videos will be a lot of Restrictions and spamming protection before we take on crafting.
Feel free to Ask anything.
Thank you! - I have 3 classes. Character [ the player], Gun Base [The base of the gun], and ProjectileGun [Child Blueprint of Gun Base]. Would that tutorial still work?
Yes ofcourse u can add socket location in your weapon mesh
This method is almost standard in ue
Hello ue4 ..... I am just starting to learn Unreal and could use some advice on the best place to find good tutorials, this is my learning how to place items into the world any advice would be much appreciated
I use a new camera placed directly behind the character, because the main camera is around 500 units higher then the character (tps) for the line trace as long its attached to the character is fine
I kinda have that rn, I think.
The bullets spawn from the gun, but just go directly behind the player
I don't know what causes it at all
If u use socket in your mesh you can select that as rotation and location so its shoots smoothly from weapon even while sprinting
Placing actors in too the world is as simple as drag and drop
that part I understand but now I want to get into the real parts of Unreal, lighting, blueprints, characters, eventually leading to game creation.
Okee depends on what gerne ur intrested in there are plenty youtube tutorial series on different gernes
ogloco thank you, I am looking to get into the RPG style of games I will look for those tutorials
You can see this rpg series https://youtu.be/AfSvAa8tZmQ
This is the series to watch if you want to create a role playing game in Unreal engine with rich, deep RPG systems and advanced functionality.
In this episode we describe the aim of the course a bit more in detail and start preparing our project for the upcoming episodes.
Beginner tutorial series: https://www.youtube.com/playlist?list=PLNBX4kI...
But its more advanced
thank you! even though it is more advanced......go big or go home right
Don't forget to spend 4 years just learning stuff around without actually getting the project done and rewrite the whole code after you know what you're doing
Somethimes programming small project could be better for experience
oh I plan on reworking this map about 250 times at least before it sits gathering dust for another two years or so after that
oh I plan on doing a TON of small projects before I actually get into anything really big
Makoto is right rpg takes atleast 4 years maybe 10 years to acomplish if doing solo or duo
Also for the assets i think u planniny to buy on market place or let it be created can be verry costy
I had a feeling this dream would take a bunch of years and I am good with that, I have written the lore and world history already and that took about 5 years to complete
rpgs are full of things to make, maps,batttles,ai,armor,items.
I would pick a easier genre
this is true but I am an OLD D&D player and has been a part of my life for well over 40 years so its a dream of mine I do not mind the work
I'm working on one myself lol
Blame Final Fantasy and Idolmaster for that one
D&D Final Fantasy and Warcraft for me
My project is already setup with the necessary input, but I am planning to enable enhanced input plugin. Will the previous input be usable or I need to change input stuff in my project such as PlayerController, Actor etc?
I think you have to do it all again.
Hey Folks, I'm trying to find the bottlenecks in my map, and I want to use the Unreal Insights. Problem is that every video on YT about it, is in slide form, so they dont actually show how to use it, just what it's used for.
Anyone any good doc/video with a step by step tutorial.
Was hoping by 4.27 it would just be a pull-down window. .. sigh...
How can I display ping like this in my game?
hello guys, can i reposition a whole animation that is played thorugh level sequence?
Yes
jajajaja thanks i figured out that the animation in level sequence had an extra transform with no keyframes referencing the skeletal or something that spawns
What's the easiest way to make the Character run faster?
I don't use the character class at all really, just doing a test with the template function, so whatever's fast and dirty works
Increase the velocity in your custom movement component
the unreal mannequin with 68 bones appears normally when I test the scene in html5 but when I change it to my fixed, new character with 65 bones, it just disappears ๐
> html5
I'd say that's the problem
maybe but you know how clients are ๐

Yeah, using UE to make HTML5 app isn't a great idea.
I tried it in the past, it went nowhere
Anyone know of a way I can generate thousands of physics actors (gold coins) at a time while keeping the game performant? Having an issue in my game:
https://youtu.be/OLj0yhglxNw
Talking a bit about ways in which I plan to highlight the collection of gold in the game and make it a more engaging experience for the player.
what did I press? selecting brushes is causing flicker
the yellow highlight is flickering
Why are my files not working as a valid Fbx
I got a character made for me from a guy on fiver and now all of a sudden it wonโt open as a Fbx file itโs just an invalid file but I downloaded it right I should be able to just import them why I used to
found out why. It's the AA that causes the flickering
Can components add other components like trigger boxes, mesh?
maybe set the collision box to no collision once component or whenever u want back to collision enabled
Have also question about collision,,, is it possible to retrigger the collision if the target is still in radius after some time ?
hi, anyone knows how did hydroneer code thier mutliplayer system? its like somekind of local coop ?
Anyone have any idea how i can prevent the player from saving if the player is in the array of "perceived actors" of the AI senses? I dont want to do a proximity check, i just want to prevent saving if the player is being chased or attacked by the AI.
Yes. Use add component and get owner
hey, quick question does anyone know how to make a 2d character move to where it is looking?
I have attached my pawn to a vehicle with attach actor to actor by bone/socket name.
If the vehicle do a big bump then the pawn sometimes move its location.
How do I avoid that?
hey did you ever figure this out?
Does any know how to turn your ue4 project into a DLL file?
Or at least put your c++ code into a DLL file?
Iโm running into a big issue on Steam Deck. All my videos are encoded with H.264 and they are not playing at all.
The only workaround I have found is installing and using Proton GE. Videos play flawlessly with Proton GE but I definitely donโt want to ask players to go through the hassle of installing this.
Is there any workaround for this issue? Maybe using a different encoder?
bink video support has been added, i think it MIGHT have shipped in 4.27?
what engine version are you on?
Thank you! I'm on 4.25 and not planning to move to a higher version due to some of the plugins I'm using...
Sorry I don't know much about Bink, but is Bink supported by Steam Deck/Proton?
It's very widely supported as it's designed for cross platform games and isn't encumbered the way the h26x versions are, but I don't specifically know those platforms. I'd point you to that page as first stop for info.
Yeah, tough luck then, because Bink is only available in 4.27 onwards
Is there other alternative for 4.25?
I heard AV1 encoding might work on the Deck
There's also the Proton-GE alternative, but I definitely don't want to ask players to install this in order to see the videos...
What plugin that doesn't work with 4.27?
It's not a plugin per se, but a menu asset that I'm using in my game, which breaks above 4.26.
The developer abandoned the asset and don't reply to my emails anymore... and changing the menu asset would be super heavy work at this point.
isn't that just a few textures + text?
Is it possible to getOverlappingActors but filter by Channel or Collision Type instead of class?
Maybe calculating the ping length
Hi everyone, i was wondering if that is possible to do and if so what is the math needed, basically what i want is to get the delta rotator needed to match the right vector of a rotator with a direction vector, i can find the angle between those 2 vectors with the dot product but im not sure if that is the right approach
is this specs , can i make a simple game of it in unreal engine?
Possible, but you will have a very hard time.
btw why does the name of the project not change the application name? for what is the about page in the project settings even good?
so it will have 30 fps or more or what?
are you using ue4 or ue5?
ue4
it is possible, whats your gpu?
it is weak, intel hd 4000
but i will do simple games
like mobile games not more
then it should be functional
what? like it will works well?
it will work but you will have long loading times and its gonna be slow in general
Try Godot or unity, unity might be slow but you can definitely run Godot
I think your target will be 3 fps, not 30.
but i saw videos run on a weak graphic card and ram and it runs +30 fps
and i saw in the requirements it is recommended to be 8gb ram
Myabe weak graphics cards, but your whole system is weak.
@spice ruin i saw you often around here, so you seem to have a lot of knowledge. What exactly is this page good for? I have some folders in my packaged game that i'd like renamed but i guess i have to change my projects name for that. Isnt the about page a way to redirect the names for windows?
i tried it , but it is really not good and not good graphics and very slow
You tried godot?
Graphics don't have have much to do with the engine btw
yeah and unity also
Have you tried editing the uproject file directly?
i mean the walking and things actually is very slow
nope cuz im using a c++ project
Don't even count on unreal then
for sure, but this is a c++ project
ok and?
any way i will make low graphics not high graphics
Im unsure if it will corrupt my project when i change the whole name
Section 6 in that link tells you how to handle C++
But is it really safe to do that is the question
and yes it can corrupt it if you dont do it right, its also why ARK was shipped as Shootergame.exe
By making the textures low resolution
yeah
yeah godot works perfect on my device
Pretty sure nobody has ever run Godot on a literal android.
Godot:
anyway godot is great , due it is small size and free and works on weak devices any way
especially godot 4
godot 4 has amazing graphics
but it's problem is not have a good performance
Explain?
Does the Browse Button in the Translation Editor for a culture not work?
Stick with whatever you're comfortable with
It can actually run in a web browser, with expected janks
Web browser != an android
Not ideal, but I guess that's an option for someone with nothing but a cranky netbook in a remote island
Also it actually works on android lol
Though it's not possible to go further with just the touchscreen
And I definitely won't bother practically going further, I'm not stranded in a slum
Android != an android
What are some of the pros/cons to taking a character blueprint and just duplicating it vs making a child blueprint?
When have a parent blueprint or master blueprint of an object the main advantage is you can write code on the master and have it work across all of the children. So you only have to write the code once.
dumb question but what is this and how does it trigger so I can never trigger it again
when you have a file selected in the content browser and you start typing, it will generally jump to the file that starts with the stuff you typed (like any other app), and the highlighted text shows you what you typed.
(*file=asset)
Unrelated and probably useless, but why not ue5?
Hey!
I'm currently creating an LOD system for procedural meshes. The idea is that is would turn on the LOD mesh when the camera is far enough way and turn off the detailed mesh.
Currently I'm doing this by using the setVisiblity function of the procedrual mesh component. I turn off/on the visibilty at the same time.
The problem however is that this method appears to not happen instantly, as there are frames where both meshes are not visible. It is also just very laggy.
The same problem occurs when I try swapping materials instead or teleporting the mesh away.
Any ideas?
Thanks in advance.
Hey guys, was wondering if you could help me out.. i have a model of a bike and im trying to make the chain work with the crank. Would setting a spline path be the correct way to move the mesh or is there a better method you would recomend?
The project was on 4.27 when I got on board, we might upgrade one of these days but I anticipate nightmare asspain so I'm putting it off
thank you, it keeps happening when I'm PiE
Good point
Can i refound unreal engine assets
In future don't cross post like this. #rules ask and wait patiently
Can anyone think of a smarter method to achieve the same results as this:
maybe a map?
not sure how a map could be used to do the same as the values overlap (7-10, 9-12)
derp, i have my > < backwards i just noticed that....
anyhow its supose to be a range <8, >7 < 10, >9 <12. >11 <16, etc
dont know i first need to undrestant what you are trying to do to help, bc this makes no sense from outside
let me fix it and i'll repost the image
so it gets the local check, then checks that number to find the modifier value to use for the function.
i really wanted to basically do a local check of to see if it fell between certain values on a non fixed pattern basically doubling each time.... 2, 4, 8, 16, 32, 64, etc. but not sure how one would go about that either and not possibly end up with a infinite loop.
first the conditions have no sense, you only need the <
the first value passed is the lowest possible modifier. so if its < 8, i don't want the modifier changing to 6 if the value is smaller the 7 if i used only < then it wouldn't give the right modifier.
but i get what your saying.
i can eliminate 1 >< check depending on the order.
like... so ...
i dont know xD i just would say to use clamp and if not useful, just check the number and return what you want
hrm... clamp range... didn''t think about that, ty.
something like....
course i'd probably need to floor the end result
for example. the first clamp its useless, try that and check if it is what you are searching
ditch first clamp, okay, i'll give it a go, ty @coarse jetty ๐ sometimes my brain just goes "uh.... nope not working today..."
this seems to do the trick for me for what i was attempting ๐ ty again.
cheers
well close to it, i still need to do a little modification but its working much better now.
Friends please help me with advice! I can't count the light in the scene. It throws an error and I don't understand how to fix it! Help me please, please
The x axis seems reversed, blender vs unreal
Anyone know what the action mappings for Xbox One, Series X and PS5 controllers are? Can't seem to find it online and surprised no one seems to have written this down somewhere.
- Console specific codes are under NDA, you can't freely talk about it
- You can just use the regular gamepad mapping and call it a day. You will be missing out some console specific stuff, but unless you have the SDK, it's not something you worry about
Ooh, that's pretty interesting! That explains why there's no information about it. Just bothersome cause I can't say my game has 'controller support' when I only know for certain it works for DuelShock 4, without buying the other controllers.
FWIW on Windows PC you're at the mercy of XInput without proper console specific SDKs, and there are dedicated software to translate gamepad input to XInput, and Steam's doing the same thing
Oooh, I see, that's good to know. Thank you! :)
hmm what am I doing wrong? Timer works for pressing once, but setting it to "looping" mode doesnt do anything different. I want to use it for auto fire on a weapon
bro just press build button on the top of engine then wait to build lights
it will fix
Not really the place, you probably want #1054845218723209226
oh no

Ive been trying to import some models and cook them for modding but once I pak them in it simply doesnt work, they either break or T pose. Ik its possible to get it working cus other people did but they wont tell me
go to the community for your specific game. we dont really do modding here
The thing is that it doesnt exist
hey everyone, is someone avaliable to give me some insight on opening my blueprint project in Visual Studio?
Open the unreal editor, new C++ and just create a blank one. After that it should generate the project files for you to open it in visual studi
even for my game that isnt c++?
the blank one will allow me to open my other project?
This "converts" it so to speak into a C++ project. But that's how you open It via visual studio
oh like this?
No, you open your project, the one you want to work on, and create a blank C++ class. Not a blank project
Yep
Yeah whatever, doesn't really matter
Np
would it be in my project folder in my documents?
when i try to locate and open in VS?
still not able to find the unreallightmass in my solution explorer, any clue? @real heath
very strange
Hi!
Is there a way to disable this window from popping up on every startup?
IT started appearing recently and I don't know why
That's live coding. As long as you aren't trying to recompile C++ while the editor is open you can disable it
At the top of your editor there should be a compile button, with a down arrow next to it
Click the down arrow and uncheck live coding
Oh you specifically want to work on the lightmass program? Hmmmmmm. You may need a source build. I'm not entirely sure
I must have clicked it accidentally ๐
a forum i read mentioned that too
from github
You can make it only popup when you actually run the live code recompile... and you should have it on because it turns off hot reload, which is far worse if you use it "accidentally".
Can anyone tell me how to create blank project because every time i try it open this.
There's an option for a completely blank project.
This?
I guess? I use UE5. But you can just delete that map and make one that has nothing in it at all.
Oh okay then. Thanks!
(I don't know where to post this so i guess i will post it here) What Do You Guys Think of Adding Level Cutscenes to a map you haven't entered into Project Euphoria?
Project Euphoria?
I'm not sure I get your question then.
I didn't really get it before, but now I'm totally confused.
there is a map selection and when you selected a map you haven't entered you will get a cutscene for the introduction of how it looks like
That's pretty standard stuff. If you wanna do it, do it.
Okay
Nvm
I'm making a multiplayer game, but whenever the player joins the server they get duplicated UIs, how could I remove the old one? Or somehow remove all UIs?
Is anyone here familiar with the game Age of Conan? I wanted to attempt to make a combat system like the one they have in it. Is such a thing even possible with blueprints? I reckon it'd be no different than a QTE style game, but merely with a delay window for each animation.
You issue is that you are using Get Player Controller 0 instead of the player controller that joined
Thanks for the help! I've been at it for hours now with very little progress, it seems when a new player join that happens to both plays. I tried messing with controllers but I can't seem to figure out how to get the player's controller (that joined) could I do that with the Event OnPostLogin in the Game Mode BP?
Why don't you put it on the player controller instead of the character?
sorry i'm struggling to understand, i'm quite new to UE4, how would I get the player controller? or is it a node or something I have to store from somewhere?
I suppose you could do Get Controller > Cast to Player Controller, or you could make a player controller blueprint and do it there
Oh that totally fixed that bug thank you so much! Though it seemed to create another, I think it couldn't give my variable "PlayerUIRef" something and its saying it's null
you are going to have to post the actual error if you want any more help
oh i did it's on top of the image, it's small since it's repeating itself but this is it full screened
thats not where your error is happening. click on Set Scalar Parameter Value in the window and it will take you to where its happening
oh alright, maybe something happened down the chain and broke it, but thanks!
Lightmass is inside the UE VS project. If you are using the Github build you will need to open it and look for lightmass and compile it again.
Hey thanks for the reply, I believe in using the build from the unreal launcher, other forums mention the GitHub build too but I'm not quite sure where to get that
Is this all that's needed for a UE4 project on GitHub?
Does anyone know how I might go about turning this into a function?
I want the function to take in essentially, damage values, the PlayerID, and the enemy that is being cast to. But I'm not sure how to get the casted to enemy part of the function, if that makes sense. I can clear things up as best I can if it doesn't.
Right click collapse to function
Yeah but I can't get it to make the cast a variable
So that means I can't get the appropriate setting of the right playerID (in this case it's an enemy mine, but there is also the option of an enemy turret and ship for example)
When it is collapsed right click the start of your function and add an input for the type of variable you want. Or just add an actor variable input and a cast node in your function.
Hey guys!
how could I make this kind of effect:
I'm talking about the lights
well, the shadows* xD
to be precise
I heard about lightmaps, would this be a good idea?
If the lighting is static, yes.
yes it would be static
How can I do that? I don't find any way to get a forest's lightmap online
Also if your level is fairly small
Make one yourself
hmm I'd use perlin noise or smth like that, but I'm thinking it may not be that beautiful
Unless you have the option to look up or first person view, you can just fake it
the game will be top down so there will be no way to check up
The key is don't think too hard about physical plausibility
Think of it more like a set dressing of a stage, not lighting real life world
hmm I see
is there a way to deactivate the low disk space warning before editor startup ?
Greetings, the Gods of Unreal..
I need a little quick help.
But I'm not sure about which channel should I post this problem at..
It's an issue which I wish to rectify a little urgent. So that's why I'm trying to ask it here instead of AnswerHub or the Forums
You can just ask it here first, and then redirect if necessary later
Thank you so much..
So I'm working on a project lately.
And it's superhero related.
I'm using UE4.27
So the issue is, that the suit looks good with Skylight on. But the face/Metahuman looks good with the Skylight off.
Is there any possible way to equalise the looks of both of them?
Skylight on
Skylight off
Hey guys where would I post my music production website?
@trim cape if its to promote it for potential work, only the job board channels are allowed.
So I'm in a bit of a pickle at the moment. I'm working on my level and I accidently pressed something and now my editor looks like this. Does anyone know how I could fix this as Control Z did nothing.
Select another asset in the level and press F for focus. It should bring you closer back in.
I have tried this but it didnt work, I think it may be something to do with my camera
Neverminded ignore me I know what I did, I selected the skysphere by mistake ๐
thankyou for the help!
Do Unreal's physics have a CPU fallback option? I've got an issue with my server not simulating physics and I wonder if that's because the cloud may lack a dedicated GPU
wdym
I'm not in charge of the decision of what cloud we use, unfortunately. So if the server is CPU only, that's something that will have to be dealt with. Maybe I'm blind but I wasn't able to find a clear answer on whether or not PlayFab's game servers have a GPU
My question just boils down to whether or not Unreal has a CPU-driven physics implementation that it can fall back on if there's no GPU compute available
Yeah. If I have to mess with physics I think I'm gonna swap to Bullet. Atm I'm just trying to diagnose the issue
Always wanted to try putting Bullet in Unreal
Oh yeah I can relate to the lighting woes
had to gut tonemapper in my project to break away from the "Unreal Look (tm)"
yeah the look that every single UE asset flip has lmao
May look into it one of these days. I do have the burning issue of being an eternal noob though so I am very dependent on community support to figure out my problems
I did notice that deviating from the corridor shooter pretty much always requires hellish asspain to get working
I have a voxel project on a hiatus, currently working on a less brainy spellcrafting arena shooter
its on a hiatus cuz its a personal project more so than anything else
The spellcrafting arena shooter I'm developing for an employer so it takes priority ๐
The biggest annoyance I've had a while back was a lack of a readily accessible compute shader system. I'm not a wiz, so getting that figured out by reading source was a bit of a
yeah
The more indepth graphics programming stuff of this sort, fidelity etc. flies over my head. I just want GPU compute with the same simplicity Unity provides ๐
Man, this felt like it's been spammed.
TBH Unity got it better when it comes to lower level shader stuff
In UE you need to get through lots of hoops to get compute shader working 
Maybe specular and roughness imbalance?
Wtf is this dissertation length rant
On this note, UE4's PhysX should be calculated on CPU, though you probably haven't replicated it into the headless server
You know this is for ue4 not udk right
No, we really don't care
I don't have the patience to entertain children
Not heckling anyone. Just wonder why I had to scroll for a couple of decades to see an actual issue in the channel
He is an epic troll.
wtf is even going on
Idek
Some moon-landing-is-fake level conspiracy that there is a team at epic stealing on lone persons stuff
So when is Elon buying Epic and deciding that Fortnite is overrated?!
Like gold and platinum weapons because that's totally original and hasn't been happening since 2007
Back ontopic please.
I'll keep looking, thanks! Gonna compile for another test in a minute and see how it goes
jezus
hey could anyone help me out with these error messages? "Bodies was found with no primitives!
They have been reset to have a box." and "unable to create a convex hull for the given bone as there are no verteces associated with the bone", i have rigged a bike in blender and tried to import it over and get those messages when i try to create a physics asset, the bike is rigged and attatched to the rig in blender, with each bone working as it should.. i had another bike set up and imported (as far as i know) the same way and it worked fine
Hello everyone, one question, I'm looking to make a character creator, just to customize the face, change the eyes, hair and if possible height and weight. Do you recommend any video or those paid packs
Hey all! I'm building out a level, and I've got videos imported and playing without issue. I had to tweak the project settings to allow virtualized audio to ensure that A/V don't get out of sync. This works fine when I play in the UE editor, but when I build the stage and run it, the video kicks off fine but the audio will only start when I get close enough to the sound emitter. Am I missing another flag somewhere, or maybe a command line switch for the server?
(UE version 4.21)
I'm trying to make a TV and it works for the most part, but I can't get audio to work on the client, just on the server. What am I missing?
For the suit I use a lot of metallic and opacity. I just wanted to find a way if one can disable a light's effect on a specific object.
If, that's even possible in ue4.27
Hey, if anyone who knows how to replicate stuff for multiplayer well. Could you help me figure out how to make a grapple hook system that multiple people can use? This is what I got so far as for functional single player system
Sup guys, has anyone here setup shared DDC via DefaultEngine.ini?
In my former company we had it set up soo we only changed SharedDDc in DerivedDataBackendGraph in DefaultEngine, it was quite easy to do but right now I need to do it from scratch and... it looks like my DefaultEngine is not overriding BaseEngine options.
Even worse, when i change editors BaseEngine DDC paths they are not changed, which is weird.
Anyway I was thinking that there was something wrong with my syntax but even after copying everything from Unreal Documentation and changing just the PAth It's not working.
Here's what i have in DefaultEngine.ini
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, ConsiderSlowAt=70, PromptIfMissing=false, Path=C:\DerivedDataCache, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache)```
It's at the end of my DefaultEngine.ini and i dont know why It's not working >.>
yea this guy is crazy, I think he was in 3D Art discord before with this stuff๐
Putting plugins in a subfolder on a project level should work right?
Thanks, that'll help my (meagre) organisation
hi does anybody faced this problem? im trying to compile for android es3.2
how to replace character with cc4 character with Advanced Locomotion Character
why would people use UE4 instead of 5? just curious
They already have an existing project and have considered the work and risk involved isn't worth upgrading.
good point
The further into development you are, the more costly and the more things break during an upgrade
but if you are new, is there a reason to use ue4?
ue4 has more documentation / videos / wider network of people. UE5 is still on the bleeding edge. So bugs bugs bugs. Missing things and bugs. So if you know more about the engine easier to deal with said bugs. Though don't expect help on most things. As ue4 most of the bugs and limitations are known and theirs plenty of workarounds for each one.
Though if your learning and stick to ue5 dev classes then you should be okay as long as you keep your scope / project ideas smaller. As you get the hang of things upgrade the view and scope and you should know how to deal with the issues as they come.
๐
https://dev.epicgames.com/community/learning?application=unreal_engine
Great resource with plenty of free classes. Great way to get started as it covers lots of basics.
Make sure to click the "Courses" log and view all of the options as they will teach you each part ๐
some would argue yes, but i believe the general consensus is "no". UE5 has everything UE4 does, plus more, and you can turn off the new features to get the performance back.
What?
ah okay
any one got ALS and weapon component merged?
anyone know what could be causing this?
This file has not changed since last week, and I record my data like this. Same file, different day. Anything I load in Unreal has these pulses.
Steam games run fine. No chop.
Any Ideas?
A default, Blank starter Unreal VR file.
Same pulses.
Should not be normal. I haven't had them before. Only when I turn my head, or something loads in, but this game is super optimized, and I got rid of all the heavy textures, and complex LODs.
My HMD is a Steam Valve Index. I'm using a Steam 'game'/plugin called fpsVR to get my stats.
Same file was getting 140+ fps last week, now it's at 65-82fps.
I've tried several games from my steam library, so I know it's not the headset.
Only happens, now, when I use unreal.
Hello all. I was curious, is it possible to modify the view modes in unreal engine. For example, maybe I wanted to tweak the "Detail Lighting" view mode to be slightly different than it is now. Is that possible? Working in 4.27.
Try asking in #virtual-reality
i set this variable in widget bp and i use this varible (in actor bp) in a branch, it doesnt do anything.
I have figured out you can access the materials used by the Buffer Visualization (EngineContent/BufferVisualization). But I want to access the actual view mode materials if possible to modify them.
Is it possible to import and use some AI text to speech model in unreal?
Is there any way I can either make the process of copying over "Details " data from one component to another? I have to copy hundreds if not thousands of components over to a new one but a bunch of blueprints were built with the old component. The old component blueprint cannot be modified. Is there something like a blueprint I could use to quickly just copy over all the data in all the fields of a component to another that's almost exactly the same?
an example of what I would mean is that there are a bunch of stuff plugged into these variables. I just want to copy or duplicate them all into a newly made component. https://i.gyazo.com/4698674ecf25788184161c4b8d107e24.png
BTW I am aware I could right click and copy from the drop down menus but it still would be VERY time consuming. I just want to copy all data from all drop down menus in a single component into another single component
How can i make it so that OnPlayerDeath the specific player goes back to MainMenu level as doing that with OpenLevel Function it changes it for all the players.
actually if someone doesnt mind can i get a dm, i wanna talk about these constant issues im having with lighting and building its completely holding me back from finishing my small project
i cant even build once without the lights not appearing in the playtest or everything turning black with broken shadows
Hey there, is anyone familiar with the CharacterMovementComponent that might be willing to help?
I tried implementing a teleport, and I can tell that the teleport happens on the Client, but with Server Reconciliation, I'm pretty sure the player gets rubberbanded back to their position before I tried to teleport
I followed this tutorial for reference: https://www.youtube.com/watch?v=SNNH7uJo40A&t=1194s
with slight delineation, using C++ to call a function to start the teleport rather than blueprints.
this tutorial uses 4.22, so maybe CharacterMovementComponent has changed since then, but I'm not sure
Previous Video: https://www.youtube.com/watch?v=DoZyH86n_gs
Source: https://github.com/HarryPearce/JetpackTutorial/tree/TeleportTutorial
Epic's doc on character movement component
https://docs.unrealengine.com/en-US/Gameplay/Networking/CharacterMovementComponent/index.html
my /Job command to Manny has been not loading all day - anyone else?
It just triggers a loading thing where it never actually displays anything
discord has a discord-wide bug with the/ commands atm
also please dont crosspost. We cant use quinn to strike atm, so thats in your favor :p
Thanks + sorry about that I get so disorientated I'll work on it
I'm trying to make a settings menu and I need to get cursor to show, and it works but I can still move my camera, is there a way to lock camera movement?
The node you are looking for is "Set Input Mode UI Only"
Thanks!
also instead of that branch you can use a select
Oh I never knew that existed, thank you!
ya, select is fun
Has anyone ever experienced left/right mouse click errors in Unreal?
so for example we click file or right click in view port. the menu appears and immediately disappears as if there were 2 clicks
this also happens in unreal 5
I had this issue a while back and it turned out to be a faulty mouse
I also thought about it but my mouse still works normally
64GB RAM!??? my dream ๐ญ
i have 8gb lol
haha pleb
||/s||
Is it possible to set different EditorStartupMap for different devices? I changed it to my custom test level but I don't want to send it to version control
I've been there, it was agonizing
Until when will UE4 be supported by EpicGames?
About a year ago
No patches come out for old versions
Did they still bothering with 4.27-plus and the master ue4 branch?
Yeah, not much happening on both
yes I still get that ALL the damn time in ue4. Have to restart the app to get rid of it.
Is there a reverse of a TransformToString node? Or will I have to buckle up and create a string parser myself
What GPU? NVIDIA?
Hello everyone, I'm creating a "sanity" test to load all maps and check wether those maps have required assets for that map to play and function. How do I load a map in C++?
I can't pass 'this' as a parameter because 'this' is not a UObject nor Actor
GetWorld() doesn't work for the same reason
So how can I open a level without those constraints?
Another constraint is that this is supposed to run from a CI environment by command line so I'm not allowed to use any Editor specific tools because the CI environment is using a Headless version of UE.
I'm using OSC to transmit data from UE4 and it stops transmitting data after roughly 8 seconds for some reason. I've read that it might be possible it gets garbage collected but I'm assigning it to a varibale after creation
I have a MediaPlayer, I can click on the video, and it plays VideoA.
If I hit pause, I can see all the planes that have this texture (movie) on them are paused at the same spot (so I can see the video is working on them).
But.... I do not know how to get the video to play when simulating. It just resets.
Simply dragging the material onto a static mesh only plays when I hit Play in the Media Player.
Setting it in the BP with OpenSource does nothing. Adding a Play Node, does nothing.
So I'm out of Ideas, here.
Everything is set to Tick, and Auto activate.
suggestions?
Using 4.27
is there a way to use RVT to draw mesh->mesh, or another method to project a spline mesh to a mesh material? 4.27
Ok, for some reason the OSC Sender stops sending after EXACTLY 559 messages. Like, I can recreate this multple times and /i tested with a different computer
I received inside UE4 and a seperate program and they both stop at 559 messages
I do not know what's going on
The pin execution for the sender is still executing properly as expected
But something goes wrong after the 559th message
What is the best way to add a pain/health overlay to the player in VR?
I'm thinking a bubble around the HMD with a transparent texture, but if the player adjusts the hmd, their hands will go through the bubble.
Can this be done with a widget? Best for fps?
I'd like the standard redness around the edge of view, that gets less transparent, and covers more of the screen as they lose health.
Is there a point to still using ue4?
Genuine question
Like i mean is it worth learning or should you go straight to 5 now
Ok, as usual PEBCAK, I was appending the message constantly so after a while it reached an extraordinary size
Straight to 5
Does anyone know how to set the default viewport position in ue4? It resets on each map to something seemingly random I dont remember setting. I thought it was supposed to remember the last location but it hasn't done that for a long time for me
How do I change the position this button goes to?
hello
does someone know how to export a texture image without it getting weird
Targa (.TGA) is messed
PCX file (.PCXis messed
Does anyone know how to do motion matching?
Do you still have UE4 project far into development
Nope, Iโm practically completely new to using unreal engine. Just wondering how much of a difference there is between versions and if 4 is even worth learning. Idk if Iโd be able to use 5 cause idk if my pc has good enough specs for it
You can scale down UE5 down to UE4 quality rendering just fine
So i should use 5 then? What other differences does it have besides the rendering?
Not trying to build anything that big till i do a lot of smaller projects and get familiar with the features
The UI, some features are replaced, C++ stuff got changed around (but nothing major)
Though for beginner it's nothing to worry about
Ask the divine gods of machina to gain the divine ability to read eldritch lore
https://nvidia.custhelp.com/app/answers/detail/a_id/5157
I tried using this and for a while it worked
Salu
Go UE5
is it possible to rotate a text in umg ?
you want to rotate run time or widget editor
in the widget editor
yeah wait
hi for what
check DM
welcome
Posting here also for a slight bigger reach
Can I reach game code from a homemade plugin?
I'm making a plugin for UnitTests so that it only ships in the Editor build version and when its packaging it's excluded to shipping.
I want to be be able to make UnitTests on GameCode from the main source folder from my plugin
Do I need a dependency or include path here?
Please
ServerCommunicator is in the mainmodule fyi
So the gamecode is in project/Source (this is the code I want to reach)
My plugin is in Plugins/GaimUnitTest (This is where I want to reach the gamecode)
If I were richer and could afford a nicer PC I would.
I'm completely stuck on this issue ... <.<
Why are you making a plugin instead of just a separate game module?
Usually your plugin wouldn't depend on your game code, but the other way around.
Is there a fairly trivial way to detect that an older UE4 game is running on a Steam Deck w/ Photon? Is there a unique GPU driver name I can just pattern search?
Have anyone used the DualSense in Unreal Engine?
Help, why does the "get Durration" return 0.0? The sound file is definitelly longer and plays as it should.
Its saying this error:
Got it - all i needed was to promote it to a variable and make it public
How do you mean a seperate game module?
How does that work? I'm new to this!
Add it to your uproject and then just create a second module
Copy+paste the first one, remove most of the files (except the module files) and then rename stuff.
Alright, I'll give that a go!
That's probably a terrible way to do it, but it's the quick and dirty method! ๐
How would you do it then? This is a commercial product so I don't want a quick and dirty method
let me explain what I want to accomplish
I have the game right it's the main module and I want to unit test the games functionality (doesnt exist any tests atm). But for the CI I want to run the tests and then when packaging I do not want the tests to ship with the product
Sweet
The files you need are YourNewModule\Source\*.Target.cs *.build.cs and ModuleName.cpp/.h
Figured as much, I think I can manage to solve it then
As you say it kinda makes sense, plugins shouldnt be dependant on game code, game code should be dependant on plugin
so it would be a backwards way to think about it
Hello, I need code for changing the input movement keys and i just cant find how to do it. Can you help me please?
anyway to make the spring arm camera probe not collide with pawns?(i need it to still detect the enviroment tho)
Guys, How we can make a robust savegame system?
Do we have to make each Variables (in SaveGame class) to save everything ? It's a hassle. Wanted to know if there was another way.
I havenโt used it myself, but perhaps the โSave Extensionโ plugin could help with this
Guys, my animation BP keeps looping whenever it is in the walk/run state....is it the animation that I used or other....please reply if you can
@orchid temple Ripping assets without the permission from the devs is against our server #rules, especially discussing how to do it
Either way it's frowned upon here
big frown
Depends on how you setup your anim graph, really
Yes, that's how games usually do it.
Usually, because some games saved the whole state as opposed to just necessary variables
Can you provide more description about this ?
I need to know how they do it.
At least i need a direction...
My graph is set up speed on the vertical axis and direction on the horizontal axis...and also I am using a blend space not 1D
A plugin can always help.
but i need to know the fundamentals and behind the scenes.
That's how I will be able to create algorithms of my own.
There aren't many industry in my country sadly.
That's why i am learning through you guys..โค๏ธ
So if i accidentally place a bunch of actors in the level with the grid option disables, is there a way to still make them snap or is deleting them, enabling them and replace them the only way?
Anyone know where this is located, so I can change the name?
I have cloned, renamed, used the UE4ProjectRenamer, and even did a ReplaceAll in VisualStudio, and it still shows up as The original name I created the project with.
Config/DefaultEngine game=XXXXX didn't work either.
is game development expensive?
Even if iโm just a single developer?
Game development is free.
You can develop all the games you want, in UE5, for free.
What isn't free is your time.
And all the assets you'll probably buy off the marketplace.
๐
If it's your first game, don't make a MP game.
so single player doesnโt need a server even if it has a lot of cutscenes?
...what?
Yes and no both cause it depends on what type of game you are making
What? Why would a single player game ever need a server because it has more cut scenes?
I know this is probably a troll, but it's worrying.
It's not depend on cut scenes
Thanks lol
Iโm just an overthinker
No problem
And you don't have to rely on "cinematic cutscene" either, as in the cutscene completely took control away and only watchable.
what is the best way to open levels with lvl unlocks after completing
with integer/name mappings ?
Iโve got a widget that contains another widget that directly references (get actor of class) a large BP, but of course this makes everything that references this widget enormous. Is there a clever work around?
Where would one recommend getting started when building a top down adventure game (think A Link to the Past)?
Obviously not aiming for full scale, but I want to get an idea of where to start with such a project.
Behold the monster I have made through accidentally choosing the wrong re target model
ship it!
Quick question, how do I invert these element's positions?
Youd have to manually invert them by assigning them in blender or what your modeling program is.
ah ok
anyone an idea how to check which level is current ?
GetWorld()->GetName()
hi could use some advice, i got saved maxhealth and currenthealth from gameistance
but as of right now, when player opens new level the current health will be max health
how can i keep current health per level transistion
My animations play perfectly fine in the Animation Editor, but when I preview them in a blueprint or in game, they just don't do anything?
Depends on how you do your levels.
If you are doing level streaming its alot more difficult to get the current scene name if you are trying to save stuff in a level, I still have yet to fined a valuable way to save streaming levels.
If you just do a traditional open level by name you can have a get current level name node in the levels blueprint and attach that to a print string. Now what ever your level name is it should show in the top left when you load that level in
Yea i founded, the levels are not that big, so was thinking to fake stream it by creating a widget before level opens
I dont think it needs 1.0 seconds to load
What is preferred for armor assets, skeletal meshes, or static, & why?
Depends on your setup, but skeletal mesh is generally easier to make modular
That's what I figured, thanks!
Anyone have any idea why a level would reload itself, instead of the requested level?
I have an opening credit level, where it just plays a movie in front of the player.
12 seconds.
Then the command OpenLevel(ByName)
The name given is Level01
This works fine in the simulation, and in Preview, but when I build, it reloads the Credit Level (itself). So it's just a cycle.
Ideas?
... hmmm...
So OpenLevel(ByName) does not work in builds. I guess this is just for testing.
use OpenLevel(by Object Reference) for it to work in the build.
open level by name does work, you just might have to make sure the map was actually packaged if using that method
hey.....!!! you're that awesome guy!
I watch all your videos. Thank you SO much for making all those.
WTF is.......
Tomatos?
Seriously, whenever I'm stuck on something, your tutorials are by far, the most clear.
That was the goal ๐
is there a i need help chat?
just having some issues getting my project to source ue4 version of 4.27
Do you use perforce or something? Seems like your project file is read only
Or it's open in another application - like you have it open in the editor already.
could someone pls help me with this: how does UE determine how to store landscape heightmap? Most of the maps it's a single big texture and every component uses the same texture; but there are a handful of maps where each landscape component would have its own small heightmap... even though the Landscape Information (verts, component count, section count, etc) are exactly same, the heightmaps are very different...
Nope
Hey folks, im having a crash on my shipped build, returning with "FATAL ERROR" and game crashes randomly at times.
In the crash dumps i noticed that the game thread is marked as crashed but how can i get more information of what's causing this crash if anyone could help with some insight, would be very appreciated.
Is there a function to turn InputActionKeyMapping into Text/String? (without the actions name tho)
nvm found it
ue4 keeps crashing on windows 11, can somone help
Why does "get input chord display name" return an empty name when the chord has left shift as a key?
I think there's one for the modifier keys as well.
You could check the Shift Boolean and if true add the shift to the string of the name.
No, you mean like A+shift, that works. Left shift doesn't work
Hello, I need help with something. I have a file with uassets. i dragged the folder to content browser, but in unreal i see none of the uassets. I need unreal 4.27.0 but epic launcher does not give that option. how do i solve this?
I maybe don't understand what you mean, but if you have a LeftShift to an action input, by pulling from the Key you can "Get Key Display Name" and will return Left Shift
it doesnt tho
But i mean you just posted a pic that it does XD
Well here is a pic that it doesnt
Get Key Display Name will just be the key
There should be a Get Modifier Display Name
Or some such
Control, alt and shift are treated as modifier keys by input chords.
Howevre, there's a method (in c++ at least) that gets them both combined. Not sure if available in blueprints.
(It's called Get Input Display Name)
Input Chord display name? Yeah, thats whats returning the empty Name.
Input Chord display name?
No
but there is not get input display name...
anway i got it somewhat working...
thanks for help
You should let the players decide that.
t.maxfps console command will set the limit, though.
Anyone know why my modular character sort of clips out sometimes. The whole body is in game just split into modular parts for customization as-well as the gore system Im just unsure why some of the pieces disappear sometimes
Hello guys, I could use a little help. I'm importing an animation which has beldshape curves in the animation, but when I look at them in unreal the blendshape curves are really extreme to what they're supposed to be.
Has anyone encountered this & know how to fix it?
Thanks!
By far thoughest about game development is ui design
