#ue4-general

1 messages ยท Page 19 of 1

drowsy snow
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Still far from toughest.

pallid olive
grim ore
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implementing rollback netcode?

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managing 1 million concurrent users in one area in an online game running on a mobile device?

pallid olive
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Directly believe u Matheww haha. Didnt even touch multiplayer

oak patio
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Sound design is also much harder imo

plush yew
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what is happening? My mouse is double clicking everywhere.... just now some pointlight was added and I can't delete it

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I can move the light but it won't allow me to delete it

sage coral
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This is how I feel dealing with trying to understand the logic of the pc and why randomly some things fix the seam issue with my modular character, everything works but I think most can relate lol

verbal moss
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It's not expensive anymore with UE4 and UE5. Or even Unity. It will cost you time. There's a lot of good free assets and always grab the free monthly ones too. Theres a very steep learning curve. But youtubers and Unreal learning portal will help you in learning. Also learning some 3d modeling program like Blender for when you need to make your own assets.

oak patio
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Also if you don't want to pay money be prepared to learn a lot of skills.

Sound design, animation, modelling, UI design, marketing etc.

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If you don't want to learn any of the above it's gonna cost you, for instance I buy music packs because Im no composer

verbal moss
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yeah, theres youtube channels dedicated to royalty free songs too

oak patio
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Though royalty free does not mean free to use commercially. Even with royalty free and supposed copyright free tracks always check the license

verbal moss
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yeah.

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After learning Blender, I have concluded that i'm willing to pay somebody else to create assets for me

oak patio
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Even if it says "No copyright" in the title it probably has a license somewhere, and music is even worse in copyright as it has two types, the performance and the piece. A certain performance may be copyright free but that doesn't mean the song being played is

verbal moss
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I always check with the artist. From my experience, most are pretty chill with how you use their songs. Just credit them for it.

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There are some really nice building asset packs in the marketplace that I cant afford lol

craggy coral
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how can i install ue4

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i can only find ue5 in the epic store

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nvm

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found it

rose cloak
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Why arent these warnings showned in the Output Log ? They only shows when I enter a blueprint that are missing key assignment.
It makes it pretty difficuslt to locate not assigned keys if the warnings are not shown in Output Log. Is there a trick or am I missing something here ?

normal oxide
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What's the best way to rig a model for compatibility with the UE mannequin (without using tools like ARP)? I tried making something with the same bone hierarchy/naming but everything was still borked in the engine...

thin tendon
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might work might not. But worth a shot

normal oxide
thin tendon
# normal oxide Yeah, I tried using the default TP skeleton when importing the character but bot...

I found this link . In the video he uses an addon. but there is a comment that is interesting. https://www.youtube.com/watch?v=8Ad4v7x41RA&ab_channel=RakizFarooq

Use Blender and Uefy 2.0 to quickly rig unreal mannequin for animation and export to the engine with a rigify rig in a few easy steps. Tutorial contains detailed description of how to use a blender rigged mannequin to share animations across characters.

website: https://www.rakiz.com/uefy

UPDATE 4: With the release of Uefy v2.5.0 onwards the m...

โ–ถ Play video
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the comment - I think it would help if you explained to people why they have to standardize around a skeleton built in Blender. This is because Maya/FBX/UE support per-bone orientation information, while Blender only supports bones facing towards +Y.

The default UE4 mannequin has left leg bones that point towards -X and right-leg bones that point towards +X. Blender is not capable of preserving this information through an import/export cycle. The only solution is to build a skeleton inside Blender which has all bones in the Blender dictated orientation, and standardize on THAT rig in Unreal.

normal oxide
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That is interesting...

dreamy wasp
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If you have a TimerBy Event looping, is there a way to stop it?

oak patio
dreamy wasp
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I will look that up.

thin tendon
dreamy wasp
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but a branch will just stop the event from doing its thing, it wont stop it from firing, correct? Its like using a branch on tick. it dosent stop tick, it just stops whats after the branch. right?

thin tendon
dreamy wasp
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what im trying to do, is have a gun shoot (spawn projectile) every 1 second, when the player enters the collision, and stop firing when they end overlap. but i dont want to use tick

thin tendon
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For that def use the timer handle

dreamy wasp
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thnaks

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exactly what i needed

coarse jetty
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quick question, can i make box brush not affect navigation? can't find anything related thanks

wind mantle
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I'm not very good at navigation but isn't there blocking volumes you can place around that

azure zephyr
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Hello anyone has this problem? I Use one computer to make the scene and looks like 1st photo, with nice textures but then I change teh computer to render and looks odd

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I was trying to change LODs but I work with -1/0 and is very strange

wind mantle
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When I open a new level the navmesh the navigation doesnt work. Why is this, how can I fix this problem? If I run the level twice it works on the second load but not on the first.

wind mantle
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Solved it!

wind mantle
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As soon as I check-in on Perforce the navigation doesn't work on the map I just ran 'Build' on. It works locally, when I restart UE it works. But once I check-in on perforce it stops working and I have to run 'Build' again. Anyone has a clue why this happens?

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First I had the issue above but I managed to get that working by untoggling

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Force Rebuild on Load

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if that's on the navigation wont load when I load a map but now I have this other issue and it's infuriating

dim elm
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Anyone knows how to shape Shift a character to different or any target? Like COD prop hunt?

oak patio
dim elm
visual wigeon
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Hi people! does someone here know how to share a sublevel and still get correct static visibility for each persistent level? what happens now is that when I bake the visibility for one level the visibility for the other persistent level gets corrupted in the shared sublevel area

verbal moss
# dim elm I just wanted to do it like the game Prototype...i mean like from one character ...

This episode we take a look at one method of transforming an NPC into another. Follow along and take notes as we talk about how to create the polymorph spell seen in many games such as World of Warcraft.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my pr...

โ–ถ Play video
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Maybe this might help?

plush yew
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I think this isn't a mouse's switch failure, unwanted double clicks. I just noticed that when I click and hold to move the camera, if I do it fast, the cursor selects something in the view and immediately stops moving the camera.

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Now I see it. When I'm moving the camera, if the cursor goes outside the viewpoint's boundaries, it automatically reverts to selection and stops the camera's movement

plush yew
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noticed another behavior. If the perspective viewport is fullsize, I have this problem of the mouse selecting stuff out of nowhere. If the viewport is minimized, the cursor's behavior is normal

dim elm
twin warren
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Hello

visual geyser
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Does anyone know if there a content example for the water system for UE4.27? Or where can I find a starting point for an Ocean/Shore with foam and interaction with rocks and shoreline?

twin warren
twin warren
long schooner
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I got a question about something, more to know if its doable.

  1. in a First P. View, can I do an effect of the character tearing up. If its somewhat doable, would it be through like vignette and stuff

  2. i want my character to do a writing animation but as it goes, the paper would update for every word/character. Someone told me an animated Widget but I want it to look as realistic as possible, so I was thinking to set a video player on the paper and do a video that would be basically writing. Is there an easier way to do that idea? I didnt really know where to ask and both ideas are nowhere to be seen on internet

drowsy snow
long schooner
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Really? pika_NomPocky

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Here goes my idea for realism and what not aPES_Sob alright will do that

drowsy snow
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FWIW both The Last Of Us 2 and Red Dead Redemption 2 made some cut on realism with some animations just fine.

long schooner
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If anything, couldnt I make the character animation move in front of the camera and with a widget just pop up some text behind?

real heath
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Even movies do that. They cut angle just as the actor goes to write, and then cut back to this page of beautiful script

long schooner
drowsy snow
long schooner
drowsy snow
long schooner
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Oh

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Oh wait DOF aint FoV, why didnt I think of it sooner angrycat

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That makes things way simplier than I thought

drowsy snow
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If you really want to have first person writing animation, you got to be strategic with the timing. I'd say it works best when the character reaches tail end of the writing, scribbling the final letter.

long schooner
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And before going for the next line, thats where the widget would put the words

drowsy snow
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Of course the specific workarounds would be depend on the scene. e.g. for writing about past memory, intersperse with flashback imagery.

drowsy snow
long schooner
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A material of the fully finished letter?

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And gradient would be vertical I assume?

drowsy snow
# long schooner A material of the fully finished letter?

Texture of the whole handwriting, with the final letter drawn as gradient map, smooth-stepped with increasing value. Giving off the impression of tracing the letter.

Think of it like gradient transition in video editimg software.

long schooner
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By smooth stepped, you mean like with a timeline right?

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Imma have to do some more research on texture and materials, Iโ€™m not even sure how I would proceed since its not my forte ๐Ÿ˜‚ but thank you, I appreciate the tip ill apply it when im ready

drowsy snow
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Not really, smoothstepping in this case would be limiting the gradient map

long schooner
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Isnโ€™t that the exact thing I actually need lol?

drowsy snow
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So for example smoothstep between 0.4 and 0.5, it would make anything darker than 40% white become 0% white (or black), anything brighter than 50% white will become 100% white.

The idea would be to have a Blueprint changing the smooth step range, so the letter become progressively opaque

long schooner
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Oh Pain

drowsy snow
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It's kinda overwhelming at first, so I'd suggest testing with simpler gradient map.

Once it clicked, it really clicked and become trivial

long schooner
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Yeah its sorta all these parameters thatโ€™s overwhelming, like Divide, multiplys and atuff

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But i guess I gotta check a few tutorials on Materials and Textures

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One thing tho: If I want the paper to be sorta yellowish, wouldnt the gradient opacity make the paper fully white?

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Thats a dumb question im sure but Thats my process of learning KEK

drowsy snow
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So it's like layering the handwriting texture on top of the paper texture

long schooner
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So:

Make a material
1- Which contains a Linear gradient on the Y axis AND (a multiply parameter?)
2 - in that same Material have the handwriting as texture and the paper color separately
3- Plug the linear gradient to the handwriting Texture?
4- Go in blueprint to play with the multiply parameter
5- and voila? If im smart enough?

wind mantle
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How can I avoid this problem?

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I made functions to simulate input and to be able to skip frames in a separate module

raw cedar
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Is there a way to enable Address Sanitizer or Thread Sanitizer for a uproject? Getting some odd segfaults

oak patio
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They're editor only

wind mantle
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How can I make them not editor only?

oak patio
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If they're editor only, there's a good reason for it

wind mantle
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Well what is editor only, I made them

oak patio
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Oh bugger you did indeed.

I thought you were trying to call built in editor only functions lmao

wind mantle
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๐Ÿ˜„

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I want to use these functions for my automation tests so that I can "Delay until" a condition that skips a frame each time until the condition is met. And also be able to simulate input hence the functions were made

real heath
wind mantle
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Frick... yes they are, Type = Editor

real heath
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๐Ÿ˜„

wind mantle
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Thanks for pointing it out, should've known

real heath
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Yep, gonna have to move them to another module

boreal crown
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Is it weird that my player controllers constructor is being called multiple times when starting PIE?

pallid olive
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hello guys is it possible to add socket location in a anim montage ?

stray bridge
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I have a problem slicing procedural meshes. Slicing creates two new meshes but if i slice in a certain direction then one of the new meshes may have two loose parts that are joined together as one, including collision. Any ideas or algorithms to fix this?. I know Blender has "Separate by loose parts" which would work perfectly, but i'm not quite sure how it works to implement it and i need it to work within Unreal at runtime.

sharp willow
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This is not a simple problem to solve.

crimson vale
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hi i have a big problem with my project: i wanted to move all of my folders to one big folder but them it created duplicates that i couldn't delete so i restarted the editor to delete them but then everytime i tried to open something it just crashed so i closed the editor to move all of the folders to their original place and now i can open them but all of the references are gone

obtuse stump
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Hello guys, do you know if there's a command to remove every kind of hud from the viewport (like selection outlines, icons, arrows) to take screenshots properly without worrying about anything ?

crimson vale
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and i have errors like theses in all of my blueprints

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how can i fix this

obtuse stump
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also if there's a button to pause the viewport play

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from the keyboard

regal mulch
plush yew
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I think I've lost one or two changes in my level. It asked me to recover the last session from some unsuccessful engine closing. I clicked "skip" and now I can't see that recovery field again.

obtuse stump
spice ruin
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"Resize them via internet" ?!

obtuse stump
obtuse stump
spice ruin
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Paint?

young basin
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Is there someone with at least light experience with Wwise?

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Audio won't pause when game is paused it's very odd

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And pause event feature is hella delayed

young basin
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nvm there was delay in wwise events directly. i had to go on the wwise app and remove that delay :)

visual geyser
potent prawn
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Looking for Info/support.

Running UE 4.26 from VStudio (Debug Game Editor, Win 64).

I have a level which is only a floor.
I drag and drop a Navigation Modifier Volume on it.
I hit Build Paths.

NMV does not cutout the navmesh at all. It's considered a convex shape since it's brush based.

If I check the box "Mask Fill Collision Underneath for Navmesh", it's instead considered as a Box and works!

I tried also using the Nav Modifier Component on Simple Cube, Empty Actor etc... Same result, as soon as the shape is convex... it does not modify the navmesh anymore....

BUT

Someone not launching the editor from VStudio... instead just launching the binary... has it working in all cases?

Anyone encountered that before?

regal mulch
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Since you say you use vs with debug game binaries, my random guess would be that you are testing with 2 different binaries and your DevEditor ones are outdated

potent prawn
regal mulch
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Just saying, if you modified code and compiled debug game then your dev editor would be behind

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Recompile dev editor and start the uproject, check if it's still the same

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Better save than sorry

potent prawn
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Guess it's worth a try at this point.

autumn flame
blissful ibex
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Hello so, anybody have problems when starting UE4? Because its crashing every time for me and i kinda tried everything except uninstalling

drowsy snow
odd swan
blissful ibex
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Well, it just keeps crashing

blissful ibex
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For anyone having the same problem, deleting the derived data cache in AppData\Local\UnrealEngine(unreal version) worked for me

dreamy wasp
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So my game is VR, and when I play in the editor, it plays in a small window.
After my build, it plays full screen on the monitor.
How do I stop this?
I checked the GameUserSettings.ini file, and it looks correct.
Is there another place this could be set?

[/Script/Engine.GameUserSettings]
bUseVSync=False
ResolutionSizeX=900
ResolutionSizeY=500
LastUserConfirmedResolutionSizeX=900
LastUserConfirmedResolutionSizeY=500
WindowPosX=-1
WindowPosY=-1
FullscreenMode=2
LastConfirmedFullscreenMode=2
PreferredFullscreenMode=2
Version=5
AudioQualityLevel=0
FrameRateLimit=0.000000
DesiredScreenWidth=900
bUseDesiredScreenHeight=False

dreamy wasp
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Yeah, but that is more like, if you want to change the settings while in game.
The GameUserSettings.ini is supposed to set it for the build, correct?
My build goes full screen, when every time I play in editor, it plays windowed.
That's my problem.

thin tendon
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Even try searching for windowed mode or windowed. To see if there is a value there you can change

dreamy wasp
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remember this is VR, so there has to be a vr display window somewhere, right?

slender lichen
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not necessarily.

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what version of ue4 are you using?

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and what HMD are you using to launch the gmae?

dreamy wasp
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ue4.27

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Steam Valve

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Index

slender lichen
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the in editor could just be a setting in the editor window, I always launch in window as I test bc I have that window on another screen entirely.

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You can set the game to launch in windowed mode each time by adding the following lines to the gamesettings.ini file:

javascript
Copy code
[/Script/Engine.GameUserSettings]
FullscreenMode=0
LastConfirmedFullscreenMode=0

This sets the FullscreenMode to 0, which corresponds to windowed mode, and the LastConfirmedFullscreenMode to the same value to ensure the game launches in windowed mode even after changing resolutions or other graphics settings.

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change your =2 >> =0 like @thin tendon said.

dreamy wasp
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So we are clear.... I am not viewing the game though the Display VR View selection in the SteamVR control window. The game gets launched and should normally open a small display showing what the hmd should be seeing. but this is not the DisplayVRView from the headset, because I dont see all the UI stuff.

slender lichen
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yup

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have you tried it?

dreamy wasp
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k. will try

slender lichen
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word, let us know the results.

dreamy wasp
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waiting for it to build, because only this build has this issue..

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same deal. Full screen. no mouse

slender lichen
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and you can guarantee that it's pulling from that file?

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2 is right.

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there's no way around that, tis the file UE creates when a build is made.

dreamy wasp
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It must be pulling form somewhere else, is what im saying.
I'm looking at GAMENAME/saved/Config/Windows/GameUserSettings.ini

slender lichen
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no, i'm with you, but in this regards unless you coded resolution and what not elsewhere this is the default engine location.

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the expectation is something like beat saber where you can run the game from steam, and the executable is a window.

dreamy wasp
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DefaultGame engine is at the same level as the gamename. Same folder.
So it has UE_4.25 UE4.27 UE_5.1 and then all my project folders.

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The build is one set lower in a folder called Unreal Projects/Builds

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The build does not seem to have a user folder or file I can alter

slender lichen
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So ark and conan both put their gamesettings.ini in the same dir as the .exe

/ark-survival-evolved/ShooterGame/Saved/Config/WindowsServer/GameUserSettings.ini
\Conan\ConanSandbox\Saved\Config\WindowsServer\ServerSettings.ini

I know this from modding them both. tis 1am and I happened in to the thread on the way out, but now you have my curiosity, allow me some time to google further tomorrow while I ponder away and if I get something I will get back to you.

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Builds when packaged are standalone, you could put it in it's own folder on a drive like c:/<game> if you haven't done that perhaps try that and then run the .exe from there.

dreamy wasp
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I'm going through VisualStudio and finding all the fullscreen references.
I found 2 in a file called GameEngine.cpp there is no 0 1 2 after it. just eWindowMode==Fullscreen

slender lichen
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Also, just to make sure we are referencing the same thing, when you are saying build, you mean packaging the game for shipment? or previewing in the editor, with the build?

dreamy wasp
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Shipping

slender lichen
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K

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making sure ๐Ÿ˜„

dreamy wasp
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np

slender lichen
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yeah, ill dig, sorry I dont have more.

thin tendon
quiet ledge
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I bought a animated mesh that came in a bunch of different pieces. What's the best way to combine the sections? (i.e. Head, Armor, Boots, etc.) Should I attempt it in blender? Or is there an option in unreal that's effective?

thin tendon
quiet ledge
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Okay, thank you.

earnest basin
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If I wanna add a plugin from src, I just add:

  1. Add it to \Plugins
  2. GenerateProjectFiles.bat
  3. Setup.bat
  4. Open UE4.sln >> build

...anything else? When I go to the build target window in the sln, I don't see the plugin. I feel like I'm missing a step.

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oh wait , I think that's it O_O

dreamy wasp
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There should be tutorials on yt for this.

quiet ledge
thin tendon
quiet ledge
thin tendon
# quiet ledge I've tried to "Join" them in blender but it didn't work and I've tried to repare...

ok well there is also this video that can help you out https://www.youtube.com/watch?v=7IUpa3Pxqug&ab_channel=UnrealEngine

The stories you create aren't static, so why should the look of your characters be? Using the UE5 Lyra Sample Project as a starting point, this session will discuss various techniques available to add, swap, and customize your characters.

Weโ€™re excited to bring you sessions from Unreal Fest 2022, available to watch on demand: https://www.unreal...

โ–ถ Play video
quiet ledge
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Thank you, I'll give it a watch ๐Ÿ™‚

magic quarry
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Hey guys

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I have this Reload Animation that is playing correctly but after it plays, the magazine gets flipped and stuck on the top at the end, I don't know why this is happening, can anyone please help?

magic quarry
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Anyone?

potent prawn
tardy birch
magic quarry
tardy birch
# magic quarry Yup attached to a Socket, I am using a SceneComponent that is attached to the Pl...

I mean that sounds like it should work. Usually there's some ways to perform the same thing a bit better. Perhaps you don't need the SceneComponent, and just attach the magazine to your skeletal mesh's hand bone/socket once the animation starts and when it's over you attach it to your weapon's socket. I'd recommend looking at the Shooter example or even UE5's Lyra to deconstruct how they did the reloading.

magic quarry
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Thanks, I'll see ๐Ÿ™‚

tardy birch
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Was wondering if anybody knew how to save a high res screenshot on to the userโ€™s drive in a packaged game. It works fine in the editor. It saves the screenshot to the specified path and name from the open/save function.

visual geyser
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Can I get a 360 HDRI out using path tracer?

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Anyone know what's causing these broken lightmass bakes?

crimson vale
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hey is it possible to get a texture 2d from a texture object?
i'm using the download image function and it returns a texture object but i want to apply it to a widget

topaz thunder
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I'm looking into making a multiplayer game and I plan on using linux to host the dedicated server, I was wondering if It'll work with Ubuntu? Or does it work for only specific branches of linux?

real heath
topaz thunder
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Thats perfect! Thank you

mortal jacinth
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my powers put guys im scared ๐Ÿ˜ฆ

slow rover
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i hope not a lot of progress is goneโ€ฆ

mortal jacinth
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30 minutes โ˜น๏ธ

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itโ€™s already just lighting stuff

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should be fine

oak patio
#

mathewW's stuff for documentation, benui also has some good ones iirc.
and the only other ones are videos that teach computer science/programming fundamentals like oop and decomposition

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understanding how to break down problems and utilise oop to solve them is 90% of the battles. and its something tutorials dont teach, in fact i imagine its purposefulyl avoided so you keep relying on tutorials

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yes

upbeat spruce
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is there a way to make the editor zoom in on the actor components instead of the components + the root?

magic quarry
#

I don't think people who make tutorials have the intention of purposefully hiding information haha, they just want to help people

thin tendon
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Mathew W and Ryan Layley both do great tutorials. Also William Faucher does some great stuff to.

wind mantle
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Why LNK2019?

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in my .cpp

spice ruin
#

Did you include the module in your build.cs?

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A lacking include would be an undefined symbol, not a link error.

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Also that class isn't exported.

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So you can instantiate it yourself.

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I think

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I know nothing about oculus sadly, but sure.

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Well you have 2 different checks.

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One is Linux and one is Android...

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I imagine so

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But the entitlement proxy isn't referenced anywhere else except in its own header and cpp file

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You could absolutely change the source!

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It is not.

wind mantle
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Ok

scenic nebula
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How come if I add a sphere to a mesh/model from basic shapes/meshes in UE4 and merge them with a game model (as a learning test), (the sphere is transparent and has a weak glow effect), it makes the game crash when I go remotely near the object or even load in?

spice ruin
#

"merge them with a game model" ?

scenic nebula
#

Merge two meshes/models togheter

spice ruin
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Merge them how?

scenic nebula
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so they are one static mesh

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But different materials

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I want to see if I can make a blur or glowing effect by using meshes around a static mesh.

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by using another mesh

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like can i make a bubble/sphere of water around a mesh, with a dynamic magnifying effect

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that sphere being another mesh simply made transparent etc. by using a material

fossil gorge
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I'd like to avoid building the engine, we made it so far without doing that (13 days until release)

pallid olive
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hi fellow devs got a question about ammo

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so basically when enemy shoots and hits fellow npc it does damage

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tried something like this

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or cant instigator be childeren of parent

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childeren cant == to parent ?

drowsy snow
waxen coral
#

Hello, anyone knows why sometimes BP position in the level is reset after editing and saving this BP? It's not construction script in my case, it's empty.

thin tendon
# pallid olive or cant instigator be childeren of parent

I don't think it works that way. But what I would do for what you are doing. Create an interface for the ammo, character and AI to inherit. Then pass information using the interface. For example create an interface event OnDamage. So it only gets called on actors with the interface. You could also use this same setup to pass a character reference from player to ammo and then to the AI.

pallid olive
scenic nebula
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Is there some way to fix blender error due to naming scheme "sphere. 003" etc. Not allowing the send to unreal add on to function properly, requiring renaming every time.

crystal hornet
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Hey guys!

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I'm trying to use a skylight

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it works if I have an exponentialHeightFog activated

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if I hide the fog, the level's background becomes black (which I prefer for this indoor scene)

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BUT the skylight doesn't work anymore:

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How could I have that black background, while keeping the skylight as if there was the heightfog?

mortal jacinth
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still no power yโ€™all!

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texas gang

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no unreal engine for me

plush yew
#

Hi, I'm very new to Unreal Engine 4 and I'm looking for an in-depth tutorial on how to make a ghibli environment using Unreal Engine 4 (similar to genshin/BOTW)

Does anyone know if there are any good tutorials/classes out there for that? Its fine if the class costs money. not an issue to me

drowsy snow
plush yew
fierce agate
#

Why megascans doesn't appear in plugins?

fierce agate
#

Do mega scans works in unreal 4.27.2?

glacial otter
#

The plugin isn't available for Unreal 4. You need to use standalone quixel bridge (or use their website), download the assets and import them in your project as any other asset.

earnest cloak
#

hey how do i move the pivot point in the asset editor ? I moved the pivot to the corner in the view point but it still in the center like in the picture

azure shore
#

I just do it by attaching some other component like a scene and then parenting the other thing to it, and then offsetting how you need

final onyx
#

Is it possible to trim the edges off a landscape brush after I've finished my map? Quite often I don't Know how big my level will be. So I make a big landscape brush to start... Now I'm finished I realise it was way too big but can't resize or I'll mess my level up...

real zephyr
#

Does anyone know why BC5 normal maps always show up with an alpha channel, even though in the 4.27 docs BC5 is said to not support alpha?

#

On top of that, checking Compress Without Alpha doesn't seem to change the resource size the way it does with other formats. This doesn't make sense to me.

mortal jacinth
#

powers back yโ€™all!

#

unreal time

quaint fox
#

is there any way to scroll to the selected item in the world outliner?

steel pasture
steel pasture
mortal jacinth
#

well ps1 graphics

steel pasture
mortal jacinth
#

yes sir psx graphics to create a silent hill type game

#

id rather do that than the ue5 type super computer graphics i mean cmon..

#

the ps1 stuff allows me to learn more about making graphics and this is teaching me about different lighting strategies, (flashing lights on police cars, flickering lights on traffic lights and street lights)

azure shore
#

yeah always easier to make any other graphics style than realistic, or at least easier to make it consistent

#

though idk if youve noticed already, but unreal will make it harder for you in some ways by trying to make it realistic when thats not what you want

#

Ive been hoping to find out at some point if theres anything I can do to cut down filesize and improve performance for my game, since its very simple graphics but just the fact that it uses unreal means people with bad computers wont be able to run it

oak patio
azure shore
#

no Im saying I want to find out how

oak patio
#

Sure unreals default renderer likes to make things realistic, but you can always get around that by modifying the engine

azure shore
#

if youre a coder sure

oak patio
#

Well I mean if you're not a coder you shouldn't really be aiming to modify graphics?

#

Or pay someone else to do it

azure shore
#

see how ironic this is

#

Im doing the most simplified graphics I can because I dont have the budget for anything more

#

just wondering if theres anything I can remove or disable that dont need to be there

rain pebble
#

Any idea on how to make a nemesis system like in the lotr games?

plush yew
#

is this a bug? by default, at least in 768p screens, that X is impossible to click because look at where it is

grim ore
#

chances are its not tested for low HD screens, you can move the details panel or resize it if needed.

real heath
#

Yep, i'd guess the UI default sizes target 1080p. But you can resize that panel as MathewW said

fathom epoch
#

Hey all, attempting to create a shader that uses Distance Fields, however neither the visualizer nor the shaders seem to work.
Scalability is set to Ultra
Generating Mesh Distance Fields is on in the settings
Extend default luminance range in auto exposure settings is off
Creating a new project is absolutely not possible.
Any suggestions welcome : )

#

UE 4.27.2

real heath
fathom epoch
#

It looks about the same as lit, just slightly brighter

real heath
#

... it should look like a grey blobby representation of your scene

#

that setting should produce something like that

fathom epoch
#

Same for global

real heath
#

no, not mesh distance fields, the global distance field one, slightly higher

#

hmmm

fathom epoch
#

It works perfectly fine in a blank project

real heath
#

interesting....

fathom epoch
#

Yep, been banging my head on this for a few hours

real heath
#

and you restarted the editor since you turned on "Generate Distance Fields" in project settings?

fathom epoch
#

Yep, restarted, relaunched

real heath
#

maybe dig into ProjectDir\Config\DefaultEngine.ini and make sure nothing is overriding the generate distance field settings

fathom epoch
#

On, off and then on too

#

How would I be able to tell if something is overriding it?

real heath
#
[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DistanceFieldBuild.Compress=False
#

you want to make sure there aren't any double entries like any of those lines

#

maybe even compare each line between your new proejct and your existing one, look for anything that looks wrong

fathom epoch
#

Nope, only mentioned once in the file

#

I might have figured it out though, I don't think anyone else checked on generate mesh distance fields

#

For any of the meshes.

real heath
#

you could check this section

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
#

or, compare with the new project i think is the best bet

fathom epoch
#

So it's compiling shaders rn, that might just be it

real heath
#

yeah that could definitely be it

fathom epoch
#

Will let you know, thanks for the help either way Boris!

real heath
#

np

fathom epoch
#

Nope, wasn't it

#

Oh well

mortal jacinth
#

shi looks good ong

#

might have to snatch

plush yew
#

now I've found what causes massive performance loss in UE4. Having multiple assets open in the editor is what makes the FPS drop to a slideshow

#

I cannot leave any asset open

mortal jacinth
#

hey yall is there anyway to check how much time I have on UE4?

real heath
#

It's because it's trying to draw them all constantly

eager kraken
#

If i work on my project from 2 devices with different OS, in this case windows 10 and 11. Will there be any problem with the binaries build and such?

pine remnant
#

i need to make a game that makes procedual biomes like 7 days to die but i cant find a good tutorial, does anyone know?

dreamy wasp
#

I'm having some issues with Spawning in VR.
seems the very first time the player spawns, they spawn in the correct location, but when the level get reloaded, after death, or from hoping levels, they tend to spawn off center.
The player should be spawning at 0 0 0 , and it says 0 0 0 when they respawn, but they are clearly about 1/2 meter to the right of where they should be.

#

I just dont understand why, the first time they load the level, its fine, but subsiquent loads, its off.

oak patio
pine remnant
oak patio
#

The only downside is it's ยฃ350

#

There's another plugin I saw called procedural biomes that's free ATM. But not sure how good it is

pine remnant
oak patio
#

Procedural dungeons probably not but it can do procedural worlds. I reccomend doing your own research into it

pine remnant
#

i will its ,just unreal promotes creating open worlds in all the demos and what not, but form my search this week, i cant seem to find it. im can make the maps for my game by hand, but ill need a way for my game to pick the different maps for the same zone. like if a man is going through a 3 floor cave, and they get to the end of cave 1, i want the game to pick what floor 2 will look like. im really surprised this stuff is hard to find. never winter has been out for more then 5 years and it has a procedural generator lol

oak patio
plush yew
#

This may be a stupid thing to do

But what do I put in there if what I'm trying to cast is an actor?

mortal jacinth
#

but like changing depending on the time and month is going to take a lot of tutorials and a lot of time, id suggest checking youtube!

deft kindle
#

hey simple question, where i can find a list of the exact release date of each UE4 version ?

mortal jacinth
#

google each version and then put date of release after it

deft kindle
#

i want a list

wind mantle
#

So depending if Im testing, lets say I have a function โ€IsRunningTest() I want to be able to have a static seed for calling random numbers and when IsRunningTest is false I want the normal randomness. Whats the best solution? I probs should use random stream, should I set its seed every tick or how can I approach this?

#

This to have the same behaviour every time Im running the test and when in live version I want the randomness

#

Any suggestions is appreciate

mortal jacinth
# deft kindle i want a list

how many versions? i mean itโ€™s up to what 4.29? you gotta google 9 times bro and put it into a google doc

#

if you want when i get home iโ€™ll make one for you and send it here

tender pecan
manic prawn
#

Unable to rename Custom Launch Profiles

#

nvm, had to clone the project to solve the issue

haughty falcon
#

my headphones die in the middle of fixing an audio bug

#

that is indeed an oof

oak patio
mortal jacinth
#

ay anyone here live in the UK?

#

and knows what vehicles were driven in 1996?

gilded cave
#

Has anyone encountered this renaming issue?
I've renamed a folder in the content browser, and went through all of my levels/ blueprints to ensure they are correctly using the renamed folder path. But, on reloading the project, the old folder gets regenerated. The new folder is empty and the content stays in the old folder

oak patio
#

if youre looking for reference materials

sage coral
#

Can anyone tell me whats going on with the light baking here? I dont have any lights in the scene so Im confused where this orange hue is coming from

mortal jacinth
#

the other one is a generic sedan but kinda looks like a Ford Mondeo

#

so ig I did well

#

the other is a VW Transport van, might have to model a Transit

#

I watched 'The Bill" a UK police show so I could get some of the vehicles too

#

here are the cars of the Coldharbour Metropolitan Police!

#

btw its a ps1 graphical game

long schooner
#

does anyone know why my camera offsets if i stay idle? like i didnt do anything to it, it justs offsets, i have a feeling it would be because of the animation but idk.

All i did was put third game mode, take the camera, attach it to the head socket and thats about it

north flower
#

just tried to export what should be a .tga file from UE4 but it tries to save it as a .t3d or .copy file

#

what gives?

#

other .tga files in the same asset folder export just fine

haughty falcon
#

i had an old copy of my player in my project but ue4 was being super werid about it like thinking i was still trying to edit player-BP-OLD so i just had to cut it out

#

no idea why it was doing that tho

static viper
narrow badger
#

how do i make the mouse cursor be active when i open my game

#

i have to click once for it to become active

trim spruce
#

There's an editor setting to auto-capture input or something along those lines iirc

narrow badger
#

doesnt work do i need to restart

#

or make anyother settings

#

i got it working thanks

#

how do i make the normal cursor disappear too on launch

#

when the launchmovies are playing

steel pasture
tulip mortar
#

Hey can some one tell me how to align Aim Down Sight with Line Trace Channel. The cross hair is aligned with line trace channel but aim down sight is not. Help please.

mortal jacinth
mortal jacinth
solar sedge
#

does anyone know the best way for mod support?

#

i tried the ugc plugin but could never package the game or any mods

#

I just wanna do a map system like RL but I think they use UDK

dreamy wasp
#

Quick question: In the ini files or something, I remember a line about how sound is treated when the mouse is over the window.

Can anyone remember that line of code?
I keep thinking it was window focus" or something similar.

real heath
# dreamy wasp Quick question: In the ini files or something, I remember a line about how sound...
Epic Developer Community Forums

This has been moved to the Engine.ini file as of 4.6: GConfig->GetFloat(TEXT("Audio"), TEXT("UnfocusedVolumeMultiplier"), UnfocusedVolumeMultiplier, GEngineIni); In the DefaultEngine.ini or any of the Engine config files where you would need to change this just set: [Audio] UnfocusedVolumeMultiplier=1.0

dreamy wasp
#

awesome. Thanks.

steel pasture
steel pasture
pine remnant
#

Oo so im not touching camera speed, i must be accdiently hitting something , but i slow down allof a sudden when using the right mouse hold and wasd keys. increasing the camera speed doesnt help much

#

can anyone tell me what the buttion is that makes your move speed slow to a crawl please ty,

stiff bane
#

right top of the viewport is a camera icon i believe

#

you can change speed there

#

and also with you scroll wheel while holding right click

nimble flame
#

Hello, how would I go about making a plugin work with a modified version of Unreal Engine 4.26?

neon wedge
#

How do i get steam VR to stop turning on everytime i open editor?

#

I believe I already turned off the plugin but that doesn't work

thin tendon
steel pasture
quaint fox
#

my packaged build keeps starting in fullscreen mode, despite the last settings saying it should be windowed... is that a bug on my part, or just a weird behavior of the engine/gameusersettings?

ashen root
#

hi everyone. has someone had this problem? render target doesn't work in package build. flag "render on pause" is set

neon grove
#

what should be the normal camera FOV for a game?

#

because 90 is default but it feels all stretched

#

i hear mosrt games have 60 but the problem is that in unreal it zooms in the camera way too much

static viper
#

60 is way toooo small lol

#

90 to 110 is common

#

there is also horizontal and vertical stretching

#

or fov

spice ruin
#

It depends on the system.

#

Console games have much less fov than pc gamers.

#

They tend to sit further from the screen.

#

So 50 or 60 is their usual. 90 or whatever for pc gamers.

fathom epoch
haughty steppe
#

I have show camera frustums flag enabled yet I dont see them at all. What can be a problem?

spice ruin
#

Do you have any cameras?

haughty steppe
spice ruin
#

It may only work on camera actors, not camera components

#

Oh you have one there, nevermind.

haughty steppe
#

i stopped simulation and they appeared. Wtf I did it several times already

#

They are not shown during gameplay. Is it intended? If so how do I turn them on

neon grove
# spice ruin Console games have much less fov than pc gamers.

yeah but the thing is 90 gives the fish eye effect, i think minecraft for example has 60 and unity also has 60 by default, 60 gives you a more inmersive and cinematic
but for some reason in unreal 60 zooms in way too much, for example when you rotate the camera it doesnt feel like its rotating on the camera axis, but rather it feels like the camera is attached to a long stick that it rotating

winged cloak
#

I want to try gaming in 1440p, but how much will that affect my game development?

oak patio
#

i mean you might like gaming too much and forget to dev

#

but you arent going to be doing both at the same time so its redundant

mortal jacinth
#

hey quick question, am I allowed to post my game somewhere for people to get it here, or is advertising not allowed (been in this discord for a while and actually finished a game for once ๐Ÿ’€ )

spice ruin
mortal jacinth
#

ah nice thanks!

trail kernel
#

what r.RayTracing.Shadows.LODTransitionEnd

#

does?

dreamy wasp
#

anyone know any good tutorials on hod to reset the camera position in VR?
In most games you can hold the menu button for a few seconds, and the world snaps to face your current position.
Looking to do that.

pallid olive
#

hello for animated widget can we animation be made in external software and import it here in UE

#

basicly comes down to importing .Gif

austere swan
#

Will they ever fully finish their plugins that are in beta??

#

Otherwise I guess we'd have to fiddle with the code ourselves if can.

peak hare
#

hey guys does anyone have any experience in aerial melee combat design, i am struggling to come up with a combat system that feels good

#

especially with units that move at high speed in 3d

sour gale
peak hare
#

it's already fairly simple, i only have two basic attack types atm

modern kite
#

Has anyone ever patched his game? My workflow doesn't work and I get an error after putting in my patch pak

meager solar
#

Hey gang. I'm working on a new (fairly simple) project. It's derived from the first person template, and has some assets brought over from another project. When I Alt+P to run it in PIE... I can't move around using WSAD. I'm not sure why. There's a Player start node, a gametype and map in the project settings. I'm not certain where to check the key bindinds. The camera just stays stuck, and wont even rotate with the mouse.

Any suggestions for getting control back?

meager solar
#

Figured it out.
Was missing bindings in Projects Settings/Engine/Input/Bindings.

shy nebula
#

Hey guys. Is there any way to get your public IP address and port using game session nodes?

#

I've successfully been able to host/join game sessions but there doesn't seem to be a way to get your IP address from it. I was thinking that I would need to find another way. "Take note I do not have plugin support"

sage coral
#

Any tips on how to make a load screen like the classic style resident evil?

I wanna do somethin like the door open anim for example but I'm not sure if these need to be a level by itself or if I can do it via sub level.

haughty falcon
#

Why does unreal engine tend to make ghost files? Basically I have a version of my blueprint which doesnโ€™t show up in editor but exists in file explorer thatโ€™s odd right?

real heath
#

It's left behind so other blueprints and assets that reference that asset can still find it after the move. The fixup redirectors action can use a lot of memory or take some time as it has to load and save every asset that has a reference to that redirector. It's a bit of a editor workflow optimisation, otherwise renaming and moving assets would be extremely painful. You can get it all done, and then do the fixup redirectors, rather than waiting each time you do a move or rename

gentle forge
#

Is there anywhere specific I can ask about a graphics issue that is effecting some of my unreal engine 4 games? (they may use UE5 actually I'm not sure)

real heath
gentle forge
#

Thanks for the help :) I am a customer, but this specific error doesn't seem to happen to anyone else in those communities (I have tried). So I was wondering if people who work with UE more regularly have seen it

chilly crow
#

guys do you have idea how to set collision box to detect ground? Its generated from heigh map box are set to overlap all and generate overlap events idk what to do more

#

i am printing hello message when box getting overlaped

#

but i am not printing it when I touch ground

true ridge
spice ruin
#

It's not enough that the plane just blocks the ground. The ground also has to block the plane.

#

Make sure they block each other's collision type/channel.

pallid olive
#

anyone an idea of how to retrigger collision

#

for example detect object but the object is still in range but retrigger again after some time

chilly crow
spice ruin
#

Shrug

pallid olive
#

an custom event does get trigger but the visibilty doesnt change

#

anyone an idea

opal seal
#

**A quick question regarding toggling rotating actors and splinepoints:
**

  1. How do you toggle between rotating all actors around their individual pivots VS rotating all actors around the last selected actor?

  2. How do you toggle between rotating all spline points arund their individual locations VS rotating them around the last selected spline point?

I've done 1 accidentally once but I can't remember how to do it again and I can't find anything online.

gray tundra
#

Hello, I have a question about light reflections.

Despite raising the r.RayTracing.LightCulling.Cells value to 32, reflections of lights in my scene are failing to render at a distance. Why could this be?

Any advice would be appreciated. ๐Ÿ™‚

Cheers.

reef ridge
#

why does the glb/gltf export do this to textures?
and how do I fix it?

mortal jacinth
#

1 of many chicago pics I took from my scene

visual geyser
#

how do you get bloom without the crappy lens elements glare stuff?

autumn flame
#

Lens Flare in Post Processing

mortal jacinth
visual geyser
#

Also can I select objects from the outliner and convert them into a actor blue print from the level?

mortal jacinth
#

oh that aint me my b

visual geyser
#

shit son

flat turret
#

What is an example mp4 video streaming servers like AWS S3(it costs too much) ?

shadow mural
#

Can somebody please tell me if this course is about creating game-ready model? https://www.youtube.com/watch?v=WffGxrWD6NE

Here is a preview for a course on how to createa stylized 3D Outdoor environment with Maya, Zbrush, Substance Painter and Unreal Engine 4.

Get the course here, it's amazing:
https://gumroad.com/a/159233139

It is a narrated course made by my friend 3DEx and you will learn how to model assets with Maya, how to sculpt them in a stylized way with ...

โ–ถ Play video
outer vigil
#

Hello, i was wondering if a dedicated server is supposed to load all the levels before creating the game session (world generation etc)

dreamy wasp
#

I remember there being a way you could update the Image of an actor, or Model, in the Folders view.
Anyone know how to do that?
I have a few models that saved their view far away, so I can't tell what's what easily.

oak patio
#

if it costs too muich to have an mp4 streaming server. dont have one. ive never seen a game that needs it

red condor
#

i want to know is it necessary to use hands for the player and for other player full body

#

i am learning unreal engine 4

#

thats why

#

i want to know how to do only hands animations for the player camera

#

but full body animations for other person camera

#

how can i do this

#

please help

sage coral
#

Whats the best way to go about making tears on a player model? I havent found too much into on this online. I know Ill prob need to use something like a panner to make it look like the tears appear. If anyone knows of any documentation or youtube tutorials all is appreciated ๐Ÿ™‚

static viper
#

a second uv channel for the face area

#

and then you make a mask

#

and use a lerp

#

that can look really amazing

sage coral
#

@static viper Thank you for the advice much appreciated ๐Ÿ™‚

pallid olive
#

hi got a question about trigger volume box, can this be attach to a actor or placed in a actor ?

#

or make a look a like with box collision

oak patio
pallid olive
oak patio
pallid olive
#

Thats pretty solid

#

Thanks its perfect

oak patio
#

Np

knotty plank
#

Hi

#

I submitted a form to the epic games self publishing closed beta

#

How will it take for them to respond

knotty plank
oak patio
#

knowing epic, a long whle more

lament basin
#

Can a bp actor hold another bp actor inside? like how prefabs work in unity

oak patio
lament basin
silent rampart
#

Does anyone what is wrong with my BP?

#

Everything works except playing the level sequenec

#

When the bp triggers, it disables input, the set timer by event works and enables input

#

But the sequence doenst play

solemn goblet
#

Hey there! Any tips to optimize a project for iphone 8 level of performance (?

grizzled hornet
#

hi! what's the standard approach to restrict, in game, actors' rendering to only a specific camera?

lament ledge
light thunder
#

What ini/preferences file controls the "Collections" aspect of the content browser? I want to include that in my version control

nimble ibex
#

h!

#

i have a massive problem wtih sequencr

#

sooo my level sequence ignores FADE

#

and it showed something like "cancellining fade" when i started the game

vast breach
azure bloom
#

If I included all relevant maps in the ProjectLauncher settings do I also need to list them in the Project Settings here?

sage coral
#

Are these artifacts known as vertex fogging? and if so is there a way to get rid of this when using forward shading?

light thunder
#

How do I open that asset directly? navigating to the folder is going to take a lot longer if I have a large error list

light thunder
frosty robin
#

Does anyone know if MegaScan Trees are being worked on besides the one type?

rugged sorrel
#

@south yoke can i dm u about ur job post

dapper otter
#

๐Ÿ’€

azure bloom
#

Okay, damndest thing just happened to me

#

ERROR: Project 'C:/Program Files/Epic Games/UE_4.26/' does not exist

#

When I try and build

#

Will Verify files and see how it goes

glacial laurel
#

Since 4.21 have they changed how stencil works for boats to keep water out of the inside of the boat?

azure bloom
#

yeah no idea, I've done probably 100 builds and now this strange error

silent ermine
#

Hey, im new to UE (4.27) just doing some basics, is there a way to stop textures from scaling with the actor (i think its called)

silent ermine
#

is there a simple fix for this?

#

do i need to make a new texture for every block is use?

thin tendon
#

the wall on the left is one face. The wall above the door is another face.

#

The best way to adjust the scaling is to remap the UVs to be the same scale using blender or some other 3d modelling software

silent ermine
#

thanks

silent rampart
timid cloak
shut stream
#

hey folks,where do i ask technical stuff about unreal games and the unreal engine?

brave lynx
#

Hello everyone!
a little beginner question: i have the bug in my spline that the previous segment is always disabled. could you help me see why that is? sincerely

thin tendon
thin tendon
ancient spade
#

I've did it with 2 accounts and they both got locked

lament ledge
silent rampart
#

i had to drag

#

camera cut

lament ledge
#

Oooh

robust lintel
#

How can i save game settings?

spice ruin
#

Settings, like graphic options and things?

#

Or progress?

narrow zealot
#

Hey. I'm using UE 4.27 and it has this really annoying keyboard shortcut by default, that's Ctrl+left click will move a selected object along the X-axis. I absolutely hate that. Only problem is, I cannot find it anywhere in the Keyboard Shortcuts to disable it. Any idea where it might be?

spice ruin
#

I don't think you can. It's pretty baked into the viewport/gizmo.

#

Right click does a differnet axis and both does the 3rd.

static viper
ancient spade
#

@static viper I've tried to upload that video as a tweet and the reason my accounts got suspended for 12 hours is this:
Violating our rules against posting or sharing privately produced/distributed intimate media of someone without their express consent.

#

Makes no sense

static viper
#

can you veto this?

#

anyhow?

#

i didnt watch the video

#

i didnt even saw the tweet

ancient spade
#

it's just a short intro of my game

static viper
#

why did you upload it on twitter

#

youtube and vimeo links work perfectly

ancient spade
#

I've reported by contacting twitter support cause it's a mess if this happens randomly

ancient spade
#

didn't even know why it happened then tried with my other account and got locked for the same reason

static viper
#

probably automatic

#

you need to get in contact with tweeter

ancient spade
#

yah, but I wonder how the system checks the content of a video

static viper
#

they tell you

ancient spade
#

Maybe the "X" of POLIEXA seemed like something sexual to the system xD

#

cause if you see the video, it does in the X with the camera...... maaaybeee... ๐Ÿ˜„

static viper
#

i dont know

#

go and find out

#

there is nothing anyone here can do now

ancient spade
#

@static viper Also, I remember you for helping me a while ago, sorting out my performance issue ๐Ÿ˜„

static viper
#

sure

mortal jacinth
#

ay does anyone here speak Korean?

#

i would like to translate this

#

nvm

#

๊ตํ†ต์•ˆ์ „ - Traffic Safety

sage coral
#

Just had a little question, I have turned my pass on for my masked and opaque "going through the nightmare of recompiling all the shaders lol" From my understanding and what I read the Early Z pass should make it so masked materials are easier on performance?

How exactly does this work to be more precise what exactly even is an Early Z pass and how does it help the game and foliage so significant?

More just a knowledge question cause Im fascinated by how it works

rare hawk
#

Anyone ever used Components for handling States (Fire, Reload etc)? What are the advantages and disadvantages? Is it only for better organisation?

lofty rampart
#

Presumably they could be reused on different actors

rare hawk
lofty rampart
#

Depends on what you're making, if you just had selectable fire modes with different rates of fire you could probably get all that into a component and just control it with setting variables while using the same logic

#

Replicating fewer things is always better than replicating more things, I would think

#

So I doubt it's for that, lol

#

The purpose of components is to hold reusable logic that can be shared between different types of actors

#

So you don't have to add the same code in more than one place

#

This can also be done with inheritance on the actors if they all descend from the same parent

#

So for weapon states I'm not sure it makes sense to me, but, hey, we all do things differently, lol

#

That being said I have a few components on my characters that I really only use for organization of code

rare hawk
lofty rampart
#

I mean... each of mine have a pretty specific set of concerns, but I definitely don't put everything into components

dusk nebula
#

Components don't cause any extra overhead so you could just use it to make things more self-contained. It potentially opens you up to granting or disabling specific functionality when you want, like how in the Arkham games Batman will collect various pieces of equipment that can then be utilized

#

The "can be granted to multiple actors" thing is merely an advantage to components / a guideline for best practice, but you could use them in the way I described no problem

mortal jacinth
#

guys me and my gf broke up i need the unreal community to support me in these times

mortal jacinth
#

aight no way homie just tagged lounge

#

cold

tender pecan
mortal jacinth
#

damn thatโ€™s crazy ๐Ÿ˜

brave lynx
trail kernel
#

Hi i hv created a material which uses wrld position to project texture sample. It also using rotateaboutaxis node to rotate thoe workd position given axis. The custom function just converting 0 to 360 to 0 and 1 which that node takes in.
https://youtu.be/9H8l_9hCQkk

Here is it in action
https://youtu.be/BifAnWxosiA

Now i want to make the world position rotate and project along the directional light vector, there are nodes like atmospheric light vector but question is how i can get the axis and rotation

pallid olive
#

hi sometimes when using hud/widget ref and set event it doesnt fire off

#

for example opacity

pallid olive
#

in video games if you have shield and health displayed in a progress bar

#

are these 2 seperated widgets ?

#

like on top of each other

azure summit
#

Is there a way to extrude/inflate vertexes in a skeletal mesh, whether via material or CPP?
Trying to set up a toon outline for a mesh with custom normals & vertex colours without post processing, and without having to rig up an identical mesh to the same skeleton (have something that allows a rendersection in the mesh to inherit the polygons of another rendersection).
All tutorials include using VertexNormalWS which doesn't work for custom normal meshes and have tried generating maps to help with this with no luck currently

#

Basically want to simulate if the mesh was completely smooth normal-wise, like this cube for example to avoid gaps in the outline (Left = Default Maya Cube. Right = Default Maya Cube with smoothed normals)

timid cloak
azure summit
# grave nebula Bake extra set of normals

From my own tests, I hadn't gotten good results, but it could be that there's a better way of doing it or I'm misunderstanding something.
Are there any good recommended resources?

grave nebula
azure summit
#

Then perhaps you could elaborate?

grave nebula
grand quail
#

So I've been beating my head against an Unreal project for several months.
Frequently the documentation I come across doesn't have the answers I need, and even YouTube tutorials often let me down.
I'm a software engineer with experience in Unity, but I want to take advantage of UE's capabilities.
But it seems like UE is frequently fighting me when I try to do things in a "best practices" way and instead asks me to do things with more kludge or duplicated work across my blueprints.
Is there any free course anyone can recommend? Some "trick" to thinking the way UE wants me to? I'm honestly surprised at what people can do with the engine without proper documentation. I've heard they just read through the UE source to learn?

autumn flame
# grand quail So I've been beating my head against an Unreal project for several months. Frequ...

Can't generally say much without knowing the exact problems you're encountering

You can check pinned comments but most of the knowledge you'll get by just working on it and searching / trying to figure out specific problems, documentation can be lacking indeed, bur going down the rabbit hole of the problems you encounter you'll figure it out by yourself or by someone who had your problem somewhere and got solved / random user made document in the pits of hell

#

For example if you want naming conventions you have Allar's, if you want a network compendium there's Exi's, if you want to know about GAS there's Tranek's, if you want better lens flares there's Froyok's, technical art stuff you have Asher's etc etc...

vital flicker
#

Hey everyone! I've been using an actor that emits audio and it follows the player's Y and Z axis. It's important for my map but was wondering if there's a way to limit the Z-axis number? Basically, I want it to follow my Z axis until I reach the very top so that the sound always sounds like it's coming slightly below the player. That's kinda why I have the -190 attached to the Z axis which works well for the most part, it just doesn't quite sound right when I'm at the highest point in my map, where the sound still sounds like it's only slightly below the player.

timid cloak
#

Btw, can i set physics constraints only for rotation

#

?

static viper
#

this actually looks quite nice low

#

i am digging the wire flow

#

its poetic

timid cloak
ivory tinsel
#

This is the structure of the Pacman BP. I have the Capsule Comp collision set to block all dynamic if that's of any relevance

#

I suspect it's the spring arm colliding with the walls

pallid olive
harsh ginkgo
#

Question somewhat related to bp and somewhat related to garbage collector. I have an object that is created and returned in a function (blueprint). It has its lifetime and then should be destroyed by gc - this happened as long as the function was void, but I need a function to return this object. Now obj list returns to me that these objects are in memory even after gc. Is this because it is in return and blueprint keeps them in memory all the time? It seems that gc does not destroy it because it is "stored" in the return of this function?

spice ruin
#

If it's a non-pure node (it has exec pins) that may be the case.

harsh ginkgo
#

yeah non-pure

#

maaan thats sucks

spice ruin
#

They cache their return values

#

However it shouldn't be cached forever...

harsh ginkgo
#

yeah i need to perform some tests, but after 10 minutes nothing changes...

spice ruin
#

You can always specifically destroy it ๐Ÿ˜›

harsh ginkgo
#

UObject?

#

how?

#

so i find out some solution, I need this return but not in every case - instad of calling the create function in event graph i can do it in another function. Then the output is not cached

#

tricky, but it works

ocean hemlock
#

Hey all, will disk defragmentation affect dependancies for my projects or break any links?

shrewd forum
#

hello im beginner at ue4, i download a ready assest pack and i click enable on plugins but where is the assest i cant see on content

ivory tinsel
#

click import all and you're good to go

#

Is it possible to Create an AIController to posses a Pawn and have the Pawn move to follow another pawn? or does the AIController have to be implemented on a character (because of the character movement component) ?

shrewd forum
ivory tinsel
#

In my case I'm trying to get an enemy pawn to follow the main pawn around a maze, I've got my nav mesh right and all but the enemy pawn doesn't move

ivory tinsel
coral field
#

Hey all,

We're trying to use SetWorlOrigin to fix precision issues when are away from the world origin.
Unfortunately doing so is not updating any water bodies using the Water plugin.

The water bodies disappear, making us think it's not getting the offset information.

If you've run into this or know how to add an offset to the water system I'd really appreciate your help!

coarse pond
#

Looking for help with framerate optimization! Anyone here an expert at optimization for a RPG hack n slash?

peak hare
#

what means

frosty acorn
#

how do i enaable event driven loader

peak hare
#

dont know

reef ridge
#

how do you use the gltf exporter correctly? its the only thing export that auto assigns all the textures correctly in other applications
but it screws up the textures big time

soft dawn
#

i dont know why but i can seem to create new project in unreal 4.27

#

the path is correct and i also change / to \ as well but its not working

weary basalt
soft dawn
#

i do

timid cloak
#

probably

#

very likely i would say

#

but how much i cant say

dreamy wasp
#

How do you load up the AutoSaved file?
Is that file a full copy of the project?

I am asking because My idiot roommate blew a breaker, and the power went out while my file was open.
I just saved like 3 minutes earlier, but now when I open the file, none of the windows I had open are there, and all the colors of all the folders I had are gone, so everything is grey again. My Filters for selecting things like Meshes, Levels, etc, are gone, and the lighting is set back to LIT, instead of Unlit (which is how I work).

#

The project seems to be ok, as far as I can tell, but all the UI stuff seems reset to default.

#

Only on that project save. The earlier saves have all the colors and eveyrhitng is fine.

static viper
#

it looks great

rapid nest
#

does anyone has any idea why traveling to few maps crash with this

#

only on shipping

#

development/test/debug is ok ๐Ÿ™‚

timid cloak
#

and added rigs

#

and animations

#

and coin

static viper
#

mh megabricks?

#

can you download models there for free?

timid cloak
#

yep

static viper
#

and that is legal?

#

is lego allowing this

timid cloak
#

idk

#

i dont make any money with these assets so i dont care xD

#

thats question for people owning the site

static viper
#

how are you getting the models tho

timid cloak
#

press edit

#

and then export

static viper
#

no its your responsibility

#

you need to check this

timid cloak
static viper
#

will you share the game when its done?

timid cloak
#

game yes, assets no

static viper
#

then it is your responsiblity.

timid cloak
#

in my country its legal

#

:>

static viper
#

yes but this server is not bound to your country.

#

its english

#

so international law applies.

#

so back at you.

#

its your responsiblity to check the legal site.

#

lego might sue you

#

and we dont want none of that

#

so be careful.

timid cloak
#

๐Ÿ˜‚

static viper
#

you laugh now but be aware of the server rules here

static viper
#

especially nr 5

timid cloak
#

Nobody sued him]

static viper
#

be careful.

#

you could get banned...

timid cloak
#

As i wrote, i dont sell their intelectual properity, dont steal (directly) nor claim any rights to it

static viper
#

but youre making a game with it which you stated, you want to share.

#

that is were trouble could start.

#

you must check your legal situation.

timid cloak
#

Not really

#

people make such projects and nobody care

static viper
#

well. i gave you a warning. i really tried. dont be sad when something happens ๐Ÿ˜ฆ

timid cloak
#

:>

dreamy wasp
# timid cloak :>

You don't have to take credit for creating something to get a copywrite strike. If you do not have the rights for something, it's not yours to sell, even a likeness.
redbubble sells shirts, so does zazzle, and amazon. zazzle and amazon are real strict about even hinting at something. I had a shirt with a square rabbit on it, with the word "Beware" below it. Amazon felt that was close enough to Monty Python Holy Grail, and told me to take it down.
I had a shirt on Zazzle, that was a Krav Maga Shirt. They said the Chinese word for Knife was too close to the Krav Maga logo, so I had to change the shirt.
redBubble has tons of stuff that are using intilectual property like Star Wars, but they have a deal with Disney. The shirts get uploaded, and a team reviews them, and they can be sold.

rotund hatch
#

Hi

timid cloak
#

Can i somehow improve alembics perfomance ? Or turm alembic file into less perfomance expensive format?

shy nebula
#

Dumb question but is it at all possible to add a plugin without source control?

brittle gulch
#

Hi there! Is it possible to reimport a skeletal mesh with the same skeleton but with renamed bones?

timid cloak
#

You can always import it as separate skeletal mesh and use retarget to make animations work

#

Or just reimort mesh with all animations at once

modern quest
#

Hello, could someone help me with a slider, I have a material, but the color of the cube does not change

oak patio
modern quest
#

With this material I cannot make it change color, on the other hand if it is a ConstantVector4 instead of Skin Saturation, if it changes, I suppose I am doing something wrong in the parameters or I don't know

glacial arch
#

Hey guys, any clue if there's a way to scale up on-screen messages such as "stat fps" display?

frigid mauve
#

Hey guys! I need an advise from experienced programmers. I'm stuck with working with unreal. When I wanna do something, usually I can't find any helpful tutorial or documentation. I feel I need to learn some intermediate stuff inside unreal to have a skill to find solutions myself, without googling. I know Unreal basics, c++ and blueprint, but how can I learn more, to feel more comfortable with UE? I know, that samples is very helpful, but I wanna make RTS games, and there are very few examples of something similar. Are there any books?

bleak locust
#

I tried to import a character model from blender to UE4. A lot of the weights are off but that's not the issue, the issue is that I can't move left/right/forward/back, and when I jump the character flies into the air and gets stuck in the air. How do I fix this?

rotund hatch
#

hello unreal engine 4 gets stuck in 3-4 seconds

ivory tinsel
#

is it possible to make an AI controller (possessing a pawn) try to get as far away from a target as possible?

#

I'm trying to make a pacman game, I want the enemy to try and get as far away from the player as possible when the player picks up a powerup

sharp willow
#

World Normal is Surface Direction, isn't it?

spice ruin
#

Surface direction might be orthogonal to normal

#

Something like that. Though I am only conjecturing.

hoary inlet
#

how do i fix my gun facing the wrong way?

spice ruin
#

Rotate the mesh in your DCC before exporting it or rotate it when attaching it to your player.

hoary inlet
#

what's a dcc

spice ruin
#

I'm sure there's probably rotation settings in the import settings too.

#

Digital content creator.

hoary inlet
#

i replaced a different gun with the one in the pic

hoary inlet
spice ruin
#

If you don't know, it won't help.

ornate shard
#

Hello, I was wondering is orthographic camera currently bugged in ue4?

#

In perspective, the preview is chill. Whereas, if I enable orthographic, the result is borked:

#

This is just a basic test scene, so no shaders should be messing this up

#

If this is the wrong channel, apologies, i'll move it :p

#

(This is on 4.27.2)

fierce tulip
#

@ornate shard ortho never worked properly. also anything depth-related wont work.

ornate shard
#

Oh :(

fierce tulip
#

generally we suggest people to just use a camera with a very low fov

upper tendon
#

hope i don't interrupt anything, but i've been having some nightmares with the post processing volume all day if anyone wouldn't mind taking a look whenever they're free

#

i've looked all over and i'm kind of at my wits end haha

ornate shard
shrewd forum
#

if i make level design with ue5 can my friend open my project with ue4?

spice ruin
#

Okay?

neon wedge
shrewd forum
#

i cant find good level design tutorial for ue4 can someone suggestion

mortal jacinth
#

done

mortal jacinth
#

pizza

spice ruin
#

Also, which cat shat on your pizza? ๐Ÿ˜‚

manic sequoia
#

hey I've been using UE5 for a project for work.. but then we decided to DOWNGRADE.. which it did need to happen.. but anyway.. this isn't working in UE4.27

#

what do I have to do to assign a parent socket in 4.27?

#

clicking the magnifier does nothing

#

Do i just need to do it in the construction script??

mortal jacinth
spice ruin
#

Odd name for a cat.

mortal jacinth
#

yes.

umbral gate
#

Hey I just finished setting up my Reverb G2 and 3090. The Vr template works butter smooth, but every other template stutters and has massive problems when using the play in vr button. I read to use the pixeldesnsity cmd to bring some of the performance back, but this seems hacky and there is still something sucking up performance. What is the default ue4 vr project doing that gives it better performance?

floral girder
#

Hey so I'm kind of stumped on a math problem

#

so basically I have 2 values that will be added up into an overall value

#

the top values base value is 1 (translated into 100 to make math easier) and the bottoms base value is 0.5 (translated into 50)

#

The top value affects 80% of the final value and bottom value affects 20% of the final value

#

I then bring back 2 decimals, and this is what I get

#

The calculation printed on screen

#

If I change the bottom value, you will see it barely affects the final value (red), as it only affects 20% of the final output

#

The real value of the bottom/orange value is 0.3

#

I now changed the turqoise/top value to 0.7

#

so I think you get the idea

#

now here is where my true problem lies

#

As mentioned previously the bottom/oranges value base is 0.5

#

anything below or above that is bad

#

so what I want to do is if the bottom/orange true value (not the calculated value through the blueprint) is 0.7, I want the calculated value to end up as 0.12

#

as if the bottom/orange value was 0.3

#

For my math wizards out there, what the heck do I do?

#

I've tried dividing it by -2.5, multiplying it by 2.5,

#

nothing seems to be working and it the system doesn't really work as intended that way

#

I know this is quite complicated, and doesn't have much to do with UE4 other than doing it in bps

#

so if anyone can point me a place where people are more suited to answer that'll be just as fine

bleak locust
#

Is there a way I can make 3rd person camera clip through objects

round light
#

hey everyone, looking for a little help. ive make a mob spawner that i can destroy but now i want to be able to spawn this spawner in at different locations around my map that you seek out and destroy like a portal or a mob gate, then check if the mob spawner is destroy and delay then spawn another gate, any tips?

#

i.e. how to spawn an actor at different locations. then check if that actor is destroy - wait - then spawn another

copper bobcat
copper bobcat
bleak locust
#

based

round light
#

i ended up rigging this up

#

just need to add the different location points it could spawn with some arrows

#

and make it choose randomly from an array of those arrow

#

s

#

does the trick for me

normal breach
#

hi y'all, I need to optimize loading times and I suspect that a certain level has a ton of hard references needlessly raising its load times. Is there any tool I can use to check up on the hard refs?

#

Listing them by "weight" would be the best

pallid olive
#

anyone an idea why the boolean doesnt work or the destroy component ?

meager stone
reef ridge
# meager stone can you share the project with us? I know when glTF Exporter is baking materials...

One example of it doing such is when exporting the megascans abandoned apartment, it screws up textures, but I will try the simple bake material!
Also is there any way to reduce the size of the glb's when importing into something like unity?
that megascan for instance takes up around 25ish gigs to preview/load in unity as a glb(this is a common issue with a lot of glb scenes I am finding, and wondering if theres something I am doing wrong)
I use glb because it auto-assigns the metallic, emission, and roughness textures, vs fbx which only does albedo(and is a hassle cuz you also have to export the textures seperately)

potent igloo
#

Friends, I have a problem that there is no texture from 3dmax datasmith to ue5, do you know how to solve this problem

fallow hornet
#

anyone have an experience where the high quality render setting in movie render queue output doesn't match the viewport? If so how have you worked around this?

reef ridge
#

AND IT FIXES THE TEXTURES
TYSM!

frosty robin
#

I know this isn't really the proper place for it, but wondering if someone who has a knack for researching places would want to work on a project in unreal 4, for Ground Branch and Ready Or Not?

#

filling out a form would probbly be a waste of time so i figure i'd just ask

frosty robin
potent igloo
lofty lodge
#

if i remember correctly, there was a pointer component that would act as a laser pointer more or less and show you what you were hitting. does anyone know what it was called? im in ue4.26 im looked through all the components and couldn't find it.
im also in a pawn if thats important btw

#

i want to say its the arrow component, but i dont think its that

#

nvm. its a line trace

sage coral
#

Anyone got any tips for postprocess on making the lighting look more ps2ish?

timid cloak
#

I love how very small test scene bake lighting for like 30min

#

i dont want to know how long does take bake lighting in open words in unreal engine 4 xD

#

or maybe i messed up some settings

#

Ahh i made volume too big xD

dreamy wasp
#

question about velocity.
I have a guy on a moving platform that need to smack an enemy. It seems to be taking the speed of the platform into account on thrusts.
During a L/R swing, the damage is correct, but he doesn't even need to thrust forward, and the enemy takes damage.
Is there a way to subtract the forward speed from the weapon, so that it only gets the relative speed?
both player and enemy are on the same moving platform.
If the player is facing forward, he hits every time.
When he faces backward (toward the rear of the platform) the hit takes like half damage.

hidden dew
#

Hi all. I don't understand components a lot. To use an Instanced Static Mesh I have to use an ISM Component.. that's about all I know.
My question is, what's the difference in meaning between using a component and using a member variable?
For example, I could make a "CellsManager" or a "CellsManagerComponent". What would the difference be between those 2 things?
--> Bonus Q: Can a non-component member variable have a component?

dreamy wasp
# hidden dew Hi all. I don't understand components a lot. To use an Instanced Static Mesh I h...

youTube is the best guid to this, but the short of it is that you can make a bunch of changes to something, and all the instanced versions of it will also get those changes. you dont need to go into every item and make the same changes. Like a material. You make a base material, and then you cna make instances that do slightly different things.
Blueprints are the same. Make an instance and then you can have.... lets say a gun. In the instance you change the style of gun. You go from a 9mm to a 45. Then you only need to make a few changses in th einstance. like spawn size of bullets, and the mesh

hidden dew
#

... Are you sure that's talking about components ?

#

Procedural Mesh Component, Static Mesh Component, etc

late solstice
#

Hi guys,
I've got a problem where my PaperCharacter isn't casting any shadows, despite checking that options in details.
It's using MaskedLitSpriteMaterial. The project is using the first person template. Raytracing-based shooting works with the character.
I've tried rebuilding the lighting; it doesn't cast a shadow on a plane, so I don't think the landscape is the issue; when I create a new project, the problem persists (I've used a different template, shown in screenshots).
I've got no idea what may be causing this, the same setup works for other people.

timid cloak
#

Hi, i have question. If i want make cape for character, can i have cape as separate object while making cape react to character model physical assets ?

timid cloak
#

ohh its going through mesh even as single character

ancient spade
#

Hey guys.
Why is my editor grouping wave tabs into one?

#

I need to open multiple wave files in separate tabs but it won't let me

solar pumice
#

Hey guys, so my artist have given me a room mesh as a single fbx file which I've imported and immediately collisions weren't working any my player was falling through. I went into the static mesh component and selected auto convex collisions, clicked apply and then save. I went back into the game and refreshed everything but still no collisions. So I went back to the static mesh and the collisions are gone again (the collisions accuracy settings have reset) but I can still see them when I clicked on show simple collisions

#

Really confused here so I would appreciate some help

acoustic forum
#

anyone know why this happends?

#

my character is just blurry

spice ruin
#

Focal length?

#

Depth of field?

acoustic forum
#

idk where the option to change it is

real heath
narrow loom
#

hey does anyone know a tutorial on how to make a race winner? Like 3 laps, first one to win gets a text displayed

odd swan
narrow loom
#

oh thx so much

#

i was wondering how to do that

odd swan
narrow loom
#

thx

#

and 1 more question

#

how do i make it player based?

#

each person each position

#

and usable in mutliplayer too

odd swan
#

well, if there are multiple characters in the game they will all have their own instance of that variable. as far as multiplayer goes youโ€™d want to make the variable replicated and set it on the server

narrow loom
#

position for a.i

odd swan
narrow loom
#

like a.i racers

#

that will compete with u

#

oh wait

#

it doesnt matter for them

#

only of they win

frosty epoch
#

Will there be UE 4.28?

real heath
peak hare
#

Hi guys, I am looking to optimise my game which is currently lagging heavily at times. At the moment when I have large number of skeletal meshes on screen at once, I am getting GPU bound (not in pixel shader because massively lowering screen res does nothing). I am getting large number of draw calls at times (1000+) and also my depth drawing sometimes gives me huge ms. I think there are 2 main possible culprits:

A) I am only using 4 materials per skeletal mesh, all of which are pretty simple with the exception that one is a transluscent material. I can LOD my SMs so that the material is only translucent close up; but I would like to identify if this is actually what is causing the issue first.
B) Each skeletal mesh has a health bar above itself which is visible across most of the map, so that the UI of the player looking at the meshes can be displaying dozens of health bars at the same time; is this very costly on performance? Sometimes the health bars look like they are competing with their Z order.

I would like to know what 'depth drawing' actually refers to, whether it is related to translucency (if so, is there a way to limit the number of translucent objects I can look through at once before further ones are rendered opaque or transparent? The translucent components are small and I don't care about visual perfection) or is more likely to be related to the UI issue (I may need to rethink when the healthbars appear and only render them when an enemy takes damage, say) - or is it something else, say tri count (each SM is about 25k vertices)?

real heath
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While there are good practices to follow regarding minimising performance issues, when you encounter them, always follow the data, or you'll end up spending lots of time on things that have minimal performance impact

peak hare
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I appreciate what you are saying, I still struggle to understand how the profiler works although I try to use it sometimes. At the moment I am using stat scenerendering, have determined I am GPU bound and not in the pixel shader and that one big problem I have is depth drawing. In fact about 1 minute ago I turned off 'render in depth pass' for the health bars and massively lowered the ms increase caused by 'the 'depthdrawing' stat, while they are still visible as before.

real heath
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Type profilegpu in the console and it'll show an expandable list of things that are happening in a frame on the gpu

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Depth pass is a render of the scene rendering only depth data so when it does the actual drawing pass with textures etc it does less overdraw, as it can test if the currently rendering pixel is behind an object that is yet to be drawn

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So it can quickly reject pixels without doing all the texture samples etc

real heath
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Disabling health bars beyond a certain distance as you suggested is a great idea too

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Can help with performance, but also visual clutter

peak hare
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Yes distance and also relevance.

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I'll looking more into profile GPU, in fact seems more performant to turn off 'render in main pass'.

real heath
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That may be the case if you are draw call constrained. But that's not a good rule of thumb to follow. There are options in the project settings rendering tab to change the early z pass to full, partial etc that can be worth looking at on a project to project basis

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Again, there's so many different things that can affect it, blindly changing settings is really the wrong way to go about it. You need to see what your draw calls are at, you need to dig through profile gpu, you need to see so much more of what's happening to make good informed decisions about what you should change. Turning off draw in passes may "work", but the ultimate fix may make those changes unnecessary, and possibly problematic

odd swan
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I have some concerns about my landscape resolution, to say the least. I have no clue how this happened. Is there a way to restore the resolution to its proper size?

narrow badger
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Opinions about the steam page?
https://t.co/MeqLrq1FpP

Remorses is a first person psychological horror game that delivers an immersive, horrific and absolutely terrifying experience through investigation and surviving in sinister enviroments. Solve puzzles, explore, craft your way to freedom and most importantly, stay alive by any means necessary.

ocean hemlock
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How could i have a blueprint create a sort of grid

sly goblet
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How do i fix ghosting effect? It's not TAA issue, tried to disable whole AA, same issue

spice ruin
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Looks l ike motion blur?

sly goblet
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No, it's off