#ue4-general

1 messages ยท Page 18 of 1

chrome dock
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enemy's ditance - player distance

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and get rotation

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than follow my player?

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but many enemy .. it's inefficiency

brave orbit
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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

last hearth
hybrid tusk
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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?

brave orbit
plush yew
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how can I place the mannequin in my level?

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I find the arms and the gun mesh, but not the whole body

pallid olive
plush yew
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I don't have it

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FirstPersonCharacter, but no others

flat solar
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why does it always disconnect at 17percent

plush yew
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Better finish our scene!

pallid olive
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if you want to build fps games i suggest you to follow some tutorials on youtube which explains the engine and programming

plush yew
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so I have to create a new level in third person template?

pallid olive
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depends on what you want to program, but for getting experience both works fine

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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

plush yew
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I'm not making a game, I'm practising env art

sage coral
# flat solar

Maybe retry installing the Base/Store launcher with Run Administration?

grim ore
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@plush yewif you want the default full mannequin(s), add the third person template into your project

plush yew
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is there something in UE to write notes about the project?

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write text and save it

drowsy snow
peak hare
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Does anyone have experience regarding interpreting the profiler?

swift cloak
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guys how to fix this?

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in blender it looks good

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but when I import this to ue4

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it becomes transparent

rustic panther
ember plover
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anyone know how to import a model from blender to unreal 4 with textures??

drowsy snow
ember plover
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what if you just used an image texture in blender?

drowsy snow
ember plover
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okok thxx!!

rose cloak
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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)

pallid olive
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it will destroy ability system component

arctic plover
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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:

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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.

rose cloak
arctic plover
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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.

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I play games in 30fps capped always, for example.

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That's a good question, the system was pre-built.

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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 ๐Ÿค”

pallid olive
rose cloak
pallid olive
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You arr destroying the variable and not the component self

rose cloak
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very odd

pallid olive
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From Destroy component set target to get ability system component instead of the variable

rose cloak
plush yew
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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

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where is it?

arctic plover
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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.

oak patio
supple creek
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A general question about gamejams - how do you guys colab? Using what?

tiny zodiac
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What to do when it crashes and there's no bug report? Should i go to breakpoint hell?

arctic plover
# oak patio use the profiling tools to find out whats eating up that budget

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?

tiny zodiac
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oh it gave me the errors like now. took so long

unborn grove
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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?

grim ore
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@unborn groveso the author doesnt tell you what it was recorded in?

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it looks close enough, what is the issue?

unborn grove
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and mine doesn't

grim ore
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he is using action inputs, you are not

unborn grove
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wdym

grim ore
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or the opposite I guess, i dont know whose is whose

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look closer, there are 2 sections in input. Action and Axis

unborn grove
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omg

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im stupid

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thank you so much

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you are a real one

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man have a great day

storm kiln
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hello. is there anyone if i have all my meshes on 1 skel i can like turn some off and some on ? thanks

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oh nice how can i do that?

grim ore
storm kiln
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oh thank u

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๐Ÿ™‚

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ihave my skel setup like this thought will it work

grim ore
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@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.

storm kiln
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oh alright thank u ๐Ÿ™‚ i like ur videos btw there helpful lol

neon wedge
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If i use hair cards, would I be using the groom functions in unreal when importing?

left marsh
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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)

prisma timber
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are we allowed to discuss tooling around UE4 and model extraction?

grim ore
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extracting models from where?

prisma timber
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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

topaz thunder
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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)

drowsy snow
topaz thunder
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Yeah my project has a c++ class

drowsy snow
topaz thunder
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got it thank you!

drowsy snow
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Happy 2023, but you're not allowed to talk about underground/unofficial modding tools in here.

rancid sorrel
oak patio
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oh you dont even want help

drowsy snow
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I admit it's funny to watch how the wording altered in real time

oak patio
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you are advertising help

rancid sorrel
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? I only thought if it is a markeplace asset, it was ok?

oak patio
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<@&213101288538374145>

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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! ๐Ÿ™‚ (yet...)

rancid sorrel
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and I only changed it to try to comply and cooperate,. I am new,

oak patio
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changing the wording of your message doesnt change what you are trying to do

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which we dont allow here

rancid sorrel
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ok, then i will delete it,.

drowsy snow
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At least I hope Quinn logs the message in original form

oak patio
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i wish i was there to see it

rancid sorrel
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Is the point to teach and help or get people in trouble? How strange. You said no! I deleted it,. What is the problem?

oak patio
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the point is to not help people mod games that dont support modding

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there is no problem now

rancid sorrel
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I am only trying to mod abandonware of what was a free demo.

oak patio
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its still nto allowed here no matter how pure the intentions are

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the same techniques are also applicable for other means.

rancid sorrel
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'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.

oak patio
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bit of a stretch there

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its really not that hard to follow one very simple rule

rancid sorrel
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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?

oak patio
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but yes if you are modding you are very much in the wrong place

oak patio
rancid sorrel
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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..

weary basalt
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@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.

rancid sorrel
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No helping is one thing, Barring any Mention is quite another!

weary basalt
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Do not continue to discuss it here

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This is not the server for that type of content.

rancid sorrel
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ok.

weary basalt
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You will be removed if you do not follow our rules.

rancid sorrel
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No need... I will do that myself.

drowsy snow
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I'm a modder myself, but I understand why the rules is enforced this way.

rancid sorrel
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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,..

oak patio
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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

rancid sorrel
oak patio
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teaching people how to violate license agreements, which unsupported modding does, is also not good in a server widely used by professionals

rancid sorrel
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I was asking about supported stuff: an actual asset for sale in the marketplace.

oak patio
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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

rancid sorrel
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teaching people to build Nuclear Bombs..

drowsy snow
oak patio
rancid sorrel
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NO I mentioned an interst in that ... branch... but was only asking about the Plugin for sale specifically..

drowsy snow
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The point is, this isn't the place, chief.

oak patio
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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"

rancid sorrel
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fine. I had stooped.

oak patio
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its just not allowed, and reflects poorly on the server

rancid sorrel
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fair enough.

drowsy snow
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Feel free to ask it elsewhere, on dedicated underground/unofficial modding forums on the net

oak patio
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you will get better help there anyway, since its dedicated to that, whereas generalist ue help wont be much use for you

plush yew
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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?

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I don't know if I'm making myself clear.

worthy forge
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How does IP protection/claiming for endless runner mobile games work, is only copyright necessary

real heath
# worthy forge How does IP protection/claiming for endless runner mobile games work, is only co...

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.

oak patio
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Also be warned mobile games are a vicious market with little regard for copyright laws

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There's a reason you see 12 new game clones a week on the app store.

Especially with endless runners

real heath
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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

oak patio
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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

grim ore
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#mobile or #virtual-reality would be more appropriate, but, when you remove it completely and try and package again what happens

soft dawn
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ooh ok

dreamy wasp
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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. ๐Ÿ˜ฆ

topaz thunder
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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

astral rapids
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does anyone know how to stop fog from affecting large meshes the wrong way like this?

queen rivet
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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

wind mantle
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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

robust lintel
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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

wind mantle
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SetSound you are reading the property of Audio and its "None"

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cuz its not set yet

robust lintel
wind mantle
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Drag the variable into the bp

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then u get option set or get

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this is just an example

robust lintel
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I know its a mess, but i know how to set a variable...

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I think i got it now

wind mantle
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Nice! Sorry I was away

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If you think the BP is a mess, consider refactoring it ๐Ÿ˜‰

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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.

robust lintel
# wind mantle Now to my question: Is there anyone who knows if its possible to simulate a mous...

This could help. The UE forums are full of usefull stuff. https://forums.unrealengine.com/t/how-to-inject-simulate-mouse-clicks/25602

Epic Developer Community Forums

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 didnโ€™t 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.

wind mantle
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I'm actually on that exact side and looking now, thx ๐Ÿ˜„

magic quarry
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Whenever I try to change one parameter on Local Rotation, all other parameters change, how do I prevent this?

pallid olive
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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?

rotund sorrel
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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?

rotund sorrel
# drowsy snow 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.?

robust lintel
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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?

pallid olive
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look in marketplace there are plenty of models free with full licenses but i think mannequin has full licenses to use

drowsy snow
plush yew
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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?

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every operation to copy or move is taking 2 seconds or so

rotund sorrel
tame marsh
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In the UE documentation, is there anywhere I can see where I can see when the page has last been changed?

plush yew
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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.

plush yew
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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

drowsy snow
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It's been 4 hours, so worth bumping it, I guess

plush yew
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hows that done? sorry I'm not familiar with bumping.

tame marsh
plush yew
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ah gotcha

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thanks ๐Ÿ˜„

left marsh
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does this set array element do anything to the actual save file?

plush yew
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I have the impression that autosave or something is filling up my disk

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less than 100MB free?

grim ore
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the derived data cache could be, or auto saves

pallid olive
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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

oak patio
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Also no crossposting

pallid olive
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Hey Brother, alright thanks,

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to be fair those post are made by professionals

hidden dew
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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?

hasty epoch
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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.

hasty epoch
# raw oak Voxels

Ok, but how? Sorry, I dont know what is it and how can i use that.

marsh nebula
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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).

marsh nebula
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Sorry

round light
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anyone ever seen this error?

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help me obi wan

plush yew
plush yew
round light
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where can i run that script in windows?

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@plush yew

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visual studio? atm im only building in editor, hadnt used visual studio yet

plush yew
plush yew
round light
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installing powershell now from windows site

plush yew
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you can just use a command prompt as well

round light
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pardon my novicenes

plush yew
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no worries, we've all been there

round light
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or just open and enter command

plush yew
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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

round light
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believe im on the right track, just trying to figure out the commands i should enter now

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im looknig in appdata at unreal and my engine version

plush yew
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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

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did you get it from the epic launcher?

round light
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yes

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should i look in that folder?

plush yew
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then it should be here.... C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles

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of course it will be in a folder for your version of the editor

round light
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C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles

plush yew
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correct

round light
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hmm

plush yew
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right, needs to be this: cd C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles

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then

round light
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ahh so im missing the cd at the front

plush yew
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./Build.bat UnrealLightmass Win64 Development -verbose

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cd just takes you to the fold, kinda like double clicking a folder, just with text instead

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two commands, the cd command takes you to the folder

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then the ./Build.bat UnrealLightmass Win64 Development -verbose command tells unreal to build the lightmass

round light
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think im getting closer, thanks for your help and paitence

plush yew
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no worries

round light
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pressed cd and right arrow to get the batch file

plush yew
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and don't forget the . before the /

round light
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still missing it a bit

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in the 2nd command

plush yew
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nah, second command is good, it's your first command isn't working, it's not taking you to the directory.

round light
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tried the /linux at the end of the batchfiles command too but still no luck, not sure what im missing

plush yew
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well, your not on linux so it wouldn't help.

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okay, got the problem

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in the first command, add " around the directory..... so "cd C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles"

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oop

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s

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cd "C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles"

round light
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bingo im in a blue font now

plush yew
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pic

round light
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quotations in the next command too?

plush yew
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no

round light
plush yew
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good, now...... ./Build.bat UnrealLightmass Win64 Development -verbose

round light
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looks like we're moving

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truly, sincerly appreciate the help

plush yew
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good, now you try doing what you were doing before, and see if it gives the same error

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no problem

round light
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hmm

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still the same

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and no errors other than lighting needs to be rebuilt

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doesnt happen in other projects

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someone said this project may be corrupt

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but idk how

plush yew
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no, just means you need to recompile the swarm thing. one sec

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here, try this.... i don't know if it will work, but it's worth a shot.

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Epic Developer Community Forums

I had suffered this problem from foliage, InstancedStaticMeshComponents as well. However have found a solution to fix it in 4.7.6. Open โ€˜World Settingsโ€™. Goto โ€˜Lightmassโ€™ category. Check โ€˜Force No Precomputed Lightingโ€™. A popup will appear. Press โ€˜OKโ€™. Press โ€˜Build Allโ€™ or โ€˜Build Lighting Onlyโ€™. Static Lighting will be crack. Thatโ€™s OK. Save ...

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just look at the steps provided by donggas90

round light
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followed and tried the no precomputed lighting fix but still the same error

plush yew
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and it's only happening with that project?

round light
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yeah i havent added anything to the other projects like this to attempt to recreate the error but other projects build lighting fine

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at one point i cleared the swarm cache

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as some forums suggested

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didnt fix it either tho

plush yew
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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

round light
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really appreciate the pointers and giving me more insight into the commands

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thank you @plush yew

plush yew
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just make sure you migrate all of it to the new project, then see if it still has a problem

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and your welcome

round light
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ahh migrate the content folder

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so much easier hahah

vital bear
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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?

earnest basin
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hmm no the first screen is project browser

bright root
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/job salary

plush yew
astral rapids
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would anyone know what i should do to fix this landscape geometry seam?

novel grotto
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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?

oak patio
coarse vector
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what are some of the ways to animate the player movement from an actor component similar to timeline?

steel pasture
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heyp

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heyo

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how to cast a actor ?

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when i cast an actor with get player character its says it will always fail so what should i do ?

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i got it thx anyways

opaque seal
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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

drowsy snow
thorny meteor
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Hi guys, Anyone knows how one would setup a fog of war system in ue4 ?

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I know there are plugins but

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Want to know what the logic behind it would be

drowsy snow
thorny meteor
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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

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and I want the fog to still stay

thin tendon
opaque seal
drowsy snow
opaque seal
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and this my apply and save code in settings widget

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when you press on apply & save it saves widget variables on character variables then it saves those variables

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then i load variables from character on widget variables when widget open

thorny meteor
#

by a lot

drowsy snow
#

Your widgets can simply get the GUS again

#

Also typically those settings are fine with immediate change, except resolution and window mode

thin tendon
opaque seal
#

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

copper bobcat
#

Or remove the current widget and add a new one

opaque seal
uncut crow
#

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

hidden dew
#

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

snow vale
#

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?

round light
# plush yew Did the migrate work for you?

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?

peak hare
#

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.

small mural
#

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?

plush yew
#

what did I press? every time I select a brush it's flickering

midnight parrot
#

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? ๐Ÿค”

grim ore
#

of bones on a skinned mesh is too high I beleive? look into something like that

midnight parrot
plush yew
round light
#

Trying just to find a work arpund

#

I feel the unlit mode is my quickest short term fix

neon wedge
#

I swear miximo to unreal doesn't work anymore

topaz thunder
#

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?

grim ore
#

@topaz thundernames are not guaranteed and not a good way to compare

topaz thunder
#

oh I see, how would I compare it?

grim ore
#

what is the "pad" you are touching?

topaz thunder
#

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"

grim ore
#

so when that cube is touched, you want to see if the player is the one that hit it?

topaz thunder
#

exactly

#

i did it by getting the name of the actor that hit it, and compared it to my character

grim ore
#

you can get the player character itself (you are doing that) and compare it to the Other Actor directly

topaz thunder
#

oh i never knew that was possible, thank you!

alpine basin
#

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

pallid olive
alpine basin
pallid olive
#

Yes ofcourse u can add socket location in your weapon mesh

#

This method is almost standard in ue

clear palm
#

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

pallid olive
alpine basin
#

The bullets spawn from the gun, but just go directly behind the player

#

I don't know what causes it at all

pallid olive
#

If u use socket in your mesh you can select that as rotation and location so its shoots smoothly from weapon even while sprinting

pallid olive
clear palm
pallid olive
#

Okee depends on what gerne ur intrested in there are plenty youtube tutorial series on different gernes

clear palm
pallid olive
# clear palm ogloco thank you, I am looking to get into the RPG style of games I will look fo...

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...

โ–ถ Play video
#

But its more advanced

clear palm
drowsy snow
pallid olive
clear palm
clear palm
pallid olive
#

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

clear palm
neon wedge
#

rpgs are full of things to make, maps,batttles,ai,armor,items.
I would pick a easier genre

clear palm
drowsy snow
#

Blame Final Fantasy and Idolmaster for that one

clear palm
eager kraken
#

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?

spice ruin
#

I think you have to do it all again.

dreamy wasp
#

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...

queen rivet
#

How can I display ping like this in my game?

coarse jetty
#

hello guys, can i reposition a whole animation that is played thorugh level sequence?

coarse jetty
# drowsy snow 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

hidden dew
#

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

drowsy snow
midnight parrot
drowsy snow
#

> html5

I'd say that's the problem

midnight parrot
#

maybe but you know how clients are ๐Ÿ˜…

drowsy snow
#

Yeah, using UE to make HTML5 app isn't a great idea.

I tried it in the past, it went nowhere

brisk girder
plush yew
#

what did I press? selecting brushes is causing flicker

#

the yellow highlight is flickering

floral solstice
#

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 wonโ€™t open as a Fbx file itโ€™s just an invalid file but I downloaded it right I should be able to just import them why I used to

plush yew
#

found out why. It's the AA that causes the flickering

rotund sorrel
#

Can components add other components like trigger boxes, mesh?

pallid olive
#

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 ?

frozen pond
#

hi, anyone knows how did hydroneer code thier mutliplayer system? its like somekind of local coop ?

weak urchin
#

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.

rose cloak
novel grotto
#

hey, quick question does anyone know how to make a 2d character move to where it is looking?

rose cloak
#

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?

west cloud
#

hey did you ever figure this out?

grand rune
#

Does any know how to turn your ue4 project into a DLL file?

#

Or at least put your c++ code into a DLL file?

spark cedar
#

Iโ€™m 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 donโ€™t want to ask players to go through the hassle of installing this.

Is there any workaround for this issue? Maybe using a different encoder?

real heath
#

bink video support has been added, i think it MIGHT have shipped in 4.27?

spark cedar
spark cedar
real heath
#

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.

drowsy snow
spark cedar
#

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...

drowsy snow
spark cedar
# drowsy snow 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.

honest vale
rotund sorrel
#

Is it possible to getOverlappingActors but filter by Channel or Collision Type instead of class?

drowsy snow
queen topaz
#

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

real moss
#

is this specs , can i make a simple game of it in unreal engine?

spice ruin
#

Possible, but you will have a very hard time.

modern kite
#

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?

real moss
modern kite
real moss
modern kite
real moss
#

but i will do simple games

#

like mobile games not more

modern kite
#

then it should be functional

real moss
modern kite
marble iris
spice ruin
real moss
#

and i saw in the requirements it is recommended to be 8gb ram

spice ruin
#

Myabe weak graphics cards, but your whole system is weak.

modern kite
real moss
marble iris
#

Graphics don't have have much to do with the engine btw

real moss
spice ruin
grim ore
#

the project name = application name

real moss
#

i mean the walking and things actually is very slow

modern kite
marble iris
modern kite
grim ore
#

ok and?

real moss
#

any way i will make low graphics not high graphics

modern kite
grim ore
#

Section 6 in that link tells you how to handle C++

modern kite
#

But is it really safe to do that is the question

grim ore
#

and yes it can corrupt it if you dont do it right, its also why ARK was shipped as Shootergame.exe

modern kite
#

ok

#

so i guess its better to leave it as it is

marble iris
real moss
marble iris
#

Yeah

#

Godot definitely doesn't lag though

#

It can run on a literal android

real moss
spice ruin
real moss
#

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

marble iris
#

Explain?

real moss
#

bro search on youtube and see

#

and yeah godot has a blueprints

short night
#

Does the Browse Button in the Translation Editor for a culture not work?

drowsy snow
drowsy snow
spice ruin
#

Web browser != an android

drowsy snow
#

Not ideal, but I guess that's an option for someone with nothing but a cranky netbook in a remote island

drowsy snow
#

And I definitely won't bother practically going further, I'm not stranded in a slum

spice ruin
#

Android != an android

rain badger
#

What are some of the pros/cons to taking a character blueprint and just duplicating it vs making a child blueprint?

thin tendon
glacial arch
#

dumb question but what is this and how does it trigger so I can never trigger it again

keen hearth
#

(*file=asset)

silver quest
#

Unrelated and probably useless, but why not ue5?

tardy ember
#

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.

proud abyss
#

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?

glacial arch
glacial arch
plush yew
#

Can i refound unreal engine assets

real heath
undone bough
#

Can anyone think of a smarter method to achieve the same results as this:

undone bough
#

not sure how a map could be used to do the same as the values overlap (7-10, 9-12)

coarse jetty
#

but i think the problem is from the roots, and how a number can be <7 AND >10

#

xD

undone bough
#

derp, i have my > < backwards i just noticed that....

#

anyhow its supose to be a range <8, >7 < 10, >9 <12. >11 <16, etc

coarse jetty
undone bough
undone bough
#

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.

coarse jetty
undone bough
#

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 ...

coarse jetty
#

i dont know xD i just would say to use clamp and if not useful, just check the number and return what you want

undone bough
#

hrm... clamp range... didn''t think about that, ty.

undone bough
#

course i'd probably need to floor the end result

coarse jetty
undone bough
#

ditch first clamp, okay, i'll give it a go, ty @coarse jetty ๐Ÿ™‚ sometimes my brain just goes "uh.... nope not working today..."

undone bough
coarse jetty
#

cheers

undone bough
#

well close to it, i still need to do a little modification but its working much better now.

opaque lance
#

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

plush yew
#

The x axis seems reversed, blender vs unreal

magic helm
#

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.

drowsy snow
magic helm
drowsy snow
magic helm
rare hawk
#

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

opaque seal
oak patio
agile vigil
#

Hello hello

#

I need help with something rather specific

dire zealot
#

oh no

agile vigil
#

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

oak patio
agile vigil
round light
#

hey everyone, is someone avaliable to give me some insight on opening my blueprint project in Visual Studio?

real heath
round light
#

even for my game that isnt c++?

#

the blank one will allow me to open my other project?

real heath
#

This "converts" it so to speak into a C++ project. But that's how you open It via visual studio

round light
#

oh like this?

real heath
real heath
round light
#

select none?

#

as the parent

real heath
#

Yeah whatever, doesn't really matter

round light
#

trying to fix my lightmass

#

right on, thanks a lot

real heath
#

Np

round light
#

would it be in my project folder in my documents?

#

when i try to locate and open in VS?

round light
#

still not able to find the unreallightmass in my solution explorer, any clue? @real heath

round light
#

very strange

ancient spade
#

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

real heath
#

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

ancient spade
#

OH my god Thank you I never checked that part xD

real heath
ancient spade
#

I must have clicked it accidentally ๐Ÿ˜„

round light
#

from github

spice ruin
# ancient spade

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".

glossy grotto
#

Can anyone tell me how to create blank project because every time i try it open this.

spice ruin
#

There's an option for a completely blank project.

glossy grotto
spice ruin
#

I guess? I use UE5. But you can just delete that map and make one that has nothing in it at all.

glossy grotto
#

Oh okay then. Thanks!

flint sleet
#

(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?

spice ruin
#

Project Euphoria?

flint sleet
#

its my game

#

so yeah

spice ruin
#

I'm not sure I get your question then.

#

I didn't really get it before, but now I'm totally confused.

flint sleet
#

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

spice ruin
#

That's pretty standard stuff. If you wanna do it, do it.

flint sleet
#

Okay

barren pagoda
#

Nvm

topaz thunder
#

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?

glacial laurel
#

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.

trim belfry
topaz thunder
trim belfry
topaz thunder
trim belfry
topaz thunder
trim belfry
topaz thunder
#

oh i did it's on top of the image, it's small since it's repeating itself but this is it full screened

trim belfry
#

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

topaz thunder
#

oh alright, maybe something happened down the chain and broke it, but thanks!

craggy belfry
round light
hidden oxide
#

Is this all that's needed for a UE4 project on GitHub?

rain badger
#

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.

thin tendon
rain badger
#

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)

thin tendon
crystal hornet
#

Hey guys!

#

how could I make this kind of effect:

#

I'm talking about the lights

#

well, the shadows* xD

#

to be precise

real heath
#

Light function maybe?

#

Depends

crystal hornet
#

I heard about lightmaps, would this be a good idea?

drowsy snow
crystal hornet
#

How can I do that? I don't find any way to get a forest's lightmap online

drowsy snow
#

Also if your level is fairly small

crystal hornet
drowsy snow
crystal hornet
#

the game will be top down so there will be no way to check up

drowsy snow
#

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

crystal hornet
#

hmm I see

gritty sorrel
#

is there a way to deactivate the low disk space warning before editor startup ?

frail hornet
#

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

drowsy snow
frail hornet
#

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

trim cape
#

Hey guys where would I post my music production website?

fierce tulip
#

@trim cape if its to promote it for potential work, only the job board channels are allowed.

topaz sundial
#

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.

unborn bolt
topaz sundial
#

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 ๐Ÿ˜‚

#

thankyou for the help!

glacial arch
#

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 ๐Ÿ˜›

#

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 ๐Ÿ˜›

drowsy snow
#

Man, this felt like it's been spammed.

drowsy snow
oak patio
#

Wtf is this dissertation length rant

drowsy snow
oak patio
#

You know this is for ue4 not udk right

drowsy snow
#

Just press the magic button

oak patio
#

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

spice ruin
#

He is an epic troll.

glacial arch
#

wtf is even going on

oak patio
#

Idek

#

Some moon-landing-is-fake level conspiracy that there is a team at epic stealing on lone persons stuff

spice ruin
#

So when is Elon buying Epic and deciding that Fortnite is overrated?!

oak patio
#

Like gold and platinum weapons because that's totally original and hasn't been happening since 2007

weary basalt
#

Back ontopic please.

glacial arch
static viper
#

jezus

proud abyss
#

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

modern quest
#

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

warm osprey
#

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)

topaz thunder
#

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?

frail hornet
#

If, that's even possible in ue4.27

sly ermine
#

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

viscid kiln
#

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 >.>
rare hawk
tame marsh
#

Putting plugins in a subfolder on a project level should work right?

tame marsh
#

Thanks, that'll help my (meagre) organisation

coarse jetty
#

hi does anybody faced this problem? im trying to compile for android es3.2

deep raven
#

how to replace character with cc4 character with Advanced Locomotion Character

fallen crow
#

why would people use UE4 instead of 5? just curious

real heath
fallen crow
#

good point

real heath
#

The further into development you are, the more costly and the more things break during an upgrade

fallen crow
#

but if you are new, is there a reason to use ue4?

steep basin
# fallen crow 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.

#

๐Ÿ™‚

#

Make sure to click the "Courses" log and view all of the options as they will teach you each part ๐Ÿ™‚

real heath
steep basin
#

What?

steep basin
#

ah okay

bitter mural
#

any one got ALS and weapon component merged?

pallid olive
#

why is the move to location not working or even called

dreamy wasp
#

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.

tame marsh
#

huh, I thought those pulses were normal

#

What platform are you using? SteamVR? Meta?

dreamy wasp
#

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.

gaunt spoke
#

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.

fast dove
#

i set this variable in widget bp and i use this varible (in actor bp) in a branch, it doesnt do anything.

gaunt spoke
rotund sorrel
#

Is it possible to import and use some AI text to speech model in unreal?

shy nebula
#

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?

#

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

woeful willow
#

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.

glossy laurel
#

how do i stop this over the top darkening on build.

#

nvm. fixed it

glossy laurel
#

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

broken gazelle
#

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

brittle pilot
#

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

fierce tulip
#

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

brittle pilot
#

Thanks + sorry about that I get so disorientated I'll work on it

topaz thunder
#

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?

thin tendon
topaz thunder
#

Thanks!

rustic panther
topaz thunder
#

Oh I never knew that existed, thank you!

rustic panther
#

ya, select is fun

vocal viper
#

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

thin tendon
vocal viper
frail portal
#

i still use ue4

#

but will switch to 5 after i reach a certain point in my project

slow rover
#

i have 8gb lol

drowsy snow
#

haha pleb
||/s||

lost niche
#

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

drowsy snow
wicked seal
#

Until when will UE4 be supported by EpicGames?

real heath
#

No patches come out for old versions

drowsy snow
#

Did they still bothering with 4.27-plus and the master ue4 branch?

#

Yeah, not much happening on both

slim raptor
tame marsh
#

Is there a reverse of a TransformToString node? Or will I have to buckle up and create a string parser myself

wind mantle
#

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.

tame marsh
#

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

dreamy wasp
#

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

urban meadow
#

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

tame marsh
#

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

dreamy wasp
#

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.

amber talon
#

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

tame marsh
late girder
#

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?

pallid olive
#

hello

#

does someone know how to export a texture image without it getting weird

#

Targa (.TGA) is messed
PCX file (.PCXis messed

brittle tendon
#

Does anyone know how to do motion matching?

drowsy snow
amber talon
drowsy snow
amber talon
#

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

drowsy snow
#

The UI, some features are replaced, C++ stuff got changed around (but nothing major)

Though for beginner it's nothing to worry about

amber talon
#

Ah okay

#

Thx

raven nest
#

any tips on nativizing a BP and finding the resulting file for analysis?

#

๐Ÿ˜›

drowsy snow
vagrant crown
#

Salu

wraith kindle
#

Go UE5

pallid olive
#

is it possible to rotate a text in umg ?

stable tendon
pallid olive
stable tendon
#

yeah wait

pallid olive
stable tendon
#

check DM

pallid olive
#

sorry didnt receive notification

#

its perfect ๐Ÿ™‚ thanks

stable tendon
#

welcome

wind mantle
#

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?

wind mantle
#

Please

wind mantle
#

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)

vagrant crown
wind mantle
#

I'm completely stuck on this issue ... <.<

spice ruin
#

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.

prisma spindle
#

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?

fierce oar
#

Have anyone used the DualSense in Unreal Engine?

robust lintel
#

Help, why does the "get Durration" return 0.0? The sound file is definitelly longer and plays as it should.

robust lintel
#

Its saying this error:

robust lintel
#

Got it - all i needed was to promote it to a variable and make it public

wind mantle
#

How does that work? I'm new to this!

spice ruin
#

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.

wind mantle
#

Alright, I'll give that a go!

spice ruin
#

That's probably a terrible way to do it, but it's the quick and dirty method! ๐Ÿ˜„

wind mantle
#

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

spice ruin
#

I mean, the end result is the same.

#

Instead of crafting them manually by hand.

wind mantle
#

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

spice ruin
#

The files you need are YourNewModule\Source\*.Target.cs *.build.cs and ModuleName.cpp/.h

wind mantle
#

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

robust lintel
#

Hello, I need code for changing the input movement keys and i just cant find how to do it. Can you help me please?

cerulean geyser
#

anyway to make the spring arm camera probe not collide with pawns?(i need it to still detect the enviroment tho)

formal inlet
#

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.

odd swan
icy jolt
#

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

gaunt abyss
#

@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

fierce tulip
#

big frown

drowsy snow
drowsy snow
#

Usually, because some games saved the whole state as opposed to just necessary variables

formal inlet
icy jolt
formal inlet
#

There aren't many industry in my country sadly.
That's why i am learning through you guys..โค๏ธ

rotund sorrel
#

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?

dreamy wasp
#

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.

fierce agate
#

is game development expensive?
Even if iโ€™m just a single developer?

spice ruin
#

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.

#

๐Ÿ˜›

fierce agate
#

Thanks bro

#

Do I need to buy servers for my game?

spice ruin
#

If it's your first game, don't make a MP game.

fierce agate
#

so single player doesnโ€™t need a server even if it has a lot of cutscenes?

spice ruin
#

...what?

stable tendon
spice ruin
#

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.

stable tendon
#

It's not depend on cut scenes

fierce agate
#

Thanks lol
Iโ€™m just an overthinker

stable tendon
#

No problem

drowsy snow
pallid olive
#

what is the best way to open levels with lvl unlocks after completing

#

with integer/name mappings ?

boreal crown
#

Iโ€™ve 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?

rich stream
#

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.

sage coral
#

Behold the monster I have made through accidentally choosing the wrong re target model

static viper
#

ship it!

rustic canyon
#

Quick question, how do I invert these element's positions?

sage coral
rustic canyon
#

ah ok

pallid olive
#

anyone an idea how to check which level is current ?

spice ruin
#

GetWorld()->GetName()

pallid olive
#

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

wary gyro
#

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?

wary gyro
sage coral
# pallid olive anyone an idea how to check which level is current ?

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

pallid olive
#

I dont think it needs 1.0 seconds to load

deep eagle
#

What is preferred for armor assets, skeletal meshes, or static, & why?

drowsy snow
deep eagle
dreamy wasp
#

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.

grim ore
#

open level by name does work, you just might have to make sure the map was actually packaged if using that method

dreamy wasp
#

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.

grim ore
#

That was the goal ๐Ÿ™‚

solar sedge
#

is there a i need help chat?

#

just having some issues getting my project to source ue4 version of 4.27

real heath
spice ruin
#

Or it's open in another application - like you have it open in the editor already.

prime skiff
#

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...

foggy narwhal
#

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.

robust lintel
#

Is there a function to turn InputActionKeyMapping into Text/String? (without the actions name tho)

#

nvm found it

quartz marsh
#

ue4 keeps crashing on windows 11, can somone help

robust lintel
#

Why does "get input chord display name" return an empty name when the chord has left shift as a key?

robust lintel
spice ruin
foggy narwhal
robust lintel
wooden olive
#

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?

foggy narwhal
# robust lintel

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

robust lintel
#

it doesnt tho

foggy narwhal
#

But i mean you just posted a pic that it does XD

robust lintel
spice ruin
#

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)

robust lintel
#

Input Chord display name? Yeah, thats whats returning the empty Name.

spice ruin
#

Input Chord display name?
No

robust lintel
#

but there is not get input display name...

#

anway i got it somewhat working...

#

thanks for help

spice ruin
#

You should let the players decide that.

#

t.maxfps console command will set the limit, though.

sage coral
#

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

deep eagle
#

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!

pallid olive
#

By far thoughest about game development is ui design