#ue4-general

1 messages · Page 20 of 1

sly goblet
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And it looks like TAA issue, but i turned it off

peak hare
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I just realised a lot of the lag in my project is coming from the overhead of having multiple game windows open at the same time

knotty quiver
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Hi there, I'm completely new to visual scripting and here's a question, I have a SkeletalMeshComponent on a level, then I have an UI with buttons used for changing the character mesh of the skeleton. How do I reference the skeleton from the UI's Graph?

peak hare
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You need to communicate with the character who owns the UI

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Are you in single player

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Look at get owner actor or get owning player (can't remember)

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and call the logic in the character BP of that player

knotty quiver
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..... I'm completely clueless

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What do you mean by "the character who owns the UI"?

silent stratus
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I know this probably sounds quite stupid but how do I do this in blueprint.

I have a Character (my Player) and a Widget Blueprint (my UI). The character has a variable in it called FlashlightCharge (which is how much charge in there flashlight) and I want the text in the UI to show this variable. How would I make my Widget Blueprint read the FlashlightCharge variable in the other blueprint. (note the FlashlightCharge Value is not static, and updates every few seconds, so It would need to keep grabbing it.

plush yew
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How can I download UE 4? I think it's impossible, just asking.

knotty quiver
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Get the launcher, all editions are there

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I just downloaded 4.26

plush yew
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Ohh I just found it

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Thanx

knotty quiver
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I'm stuck on this for a few hours...

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Blueprint Runtime Error: "Accessed None trying to read property TheCharacter". Blueprint: CharacterSelection Function: Preview Mesh Graph: PreviewMesh Node: Set Skeletal Mesh
Blueprint Runtime Error: "Accessed None". Blueprint: CharacterSelection Function: Preview Mesh Graph: PreviewMesh Node: Set Skeletal Mesh

odd swan
knotty quiver
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@odd swan I did....

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I've used IsValid and the errors are all gone now, but the function NEVER works!

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Why is referencing so difficult on Unreal lol, I just want to change the mesh of a character with a UI button

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I think the problem comes from the variable not being SET before the PreviewMesh function is ran, how do I fix this???

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apparently it failed at the "cast to"

oak patio
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Which in pre construct seems very likely

verbal moss
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A little more detail on the "Gameplay" part other than "Craft necessities to survive the brute enviroments."

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In "Mechanics" You only listed something about windows and how important they are. But you don't really explain WHY

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Literally, be less vague in everything.

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Why should I play your horror game over the hundred of other horror games?

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It's called Unreal Engine 5

worthy depot
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<@&213101288538374145> Kouriku, also ThatUndeadPerson is trolling in Hangout

flat sundial
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what?

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I'm literally just coding a game-

weary basalt
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@flat sundial You are new to this Server, read the #rules please.

flat sundial
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oh alright, will do man 👍

frosty robin
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motion blur is likely enabled

dense knot
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This is on of the passcodes in my game. If you saw this what would you think the passcode is? I need to know if it''s clear enough to the player.

If you can guess it please directly reply to the message to make it easier to find the responses.

weary basalt
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It would probably be a good idea to indicate the number of keys required.

real heath
dense knot
weary basalt
dense knot
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DevilsD got it right 😉

real heath
dense knot
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lol

real heath
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I'd personally find that confusing the first time i ran into it. the longer it's been the closer it should be to a "rest" state, same as the unpressed numbers

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so the most recently pressed should be the most different imo

weary basalt
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Id argue the other way.

dense knot
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Ah I got ya

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I was thinking the more worn was first because someties u hit the wrong button on a keypad and restart so the first number would be the most pressed7

real heath
weary basalt
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I wouldnt worry to much though, Players will work it out on the first successful go anyway

real heath
weary basalt
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I like the idea though, not sure ive seen that before, but I dont play many games that require you to guess codes like that lol

dense knot
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Yah, I just wanted to make sur that it was clear enough for the player especially since its in the tutorial to get the player used to number pads that show up several times throughout the game

dense knot
real heath
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oh, if it's in the tutorial, perfect, just catch if they do the reverse and prompt "perhaps try it in reverse?"

dense knot
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I'll have someything pop up after 60 seconds to tell them a hint

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it'll say something like "The first number has been pressed the most"

real heath
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Good movies

dense knot
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When you interact with it the camera zooms into the keypad and when the player jumps or moves the camera leaves the view

waxen harbor
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is it possible to set a global sound attenuation setting? I realised I didn't put sound attenuation in my spawn sound BP nodes

rain mica
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can having too many bps in 1 map cause slowdown while playing in editor in ue4.27.2?

static viper
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yes

rain mica
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huh, i've tried playing in a standalone game form in editor too and it also lagged out and displayed warnings about texture streaming over budget, i've yet to play in packaged though.

#

im not sure if there is a channel meant for help for optimizing games though (I couldn't find one) so I just asked here

thin tendon
# rain mica huh, i've tried playing in a standalone game form in editor too and it also lagg...

This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization strategies and pipelines early and as a team. Learn the tools and how to employ them to identify key performance problems as well as engine features that can help you improve performance in your...

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real heath
thin tendon
lusty carbon
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Where is support channel gone?

tropic magnet
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How do people create a separate camera for first person animations?

ember hinge
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Hey all

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Can anyone tell me what in the hell javascript would have to do with UE4?

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I am seeing a ton of Engine.ini configs with lines like this:

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r.DynamicRes.Operatijavascript-event-stripped0
r.Streaming.NumStaticCompjavascript-event-stripped3
s.UnregisterCompjavascript-event-stripped0.1
s.LevelStreamingCompjavascript-event-stripped1
etc.

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This in reference to a bunch of performance-enhancing mods for FFVII Remake (a notoriously poorly-optimized port). People are passing around these .ini files like candy, and whenever I've searched for "javascript-event-stripped" the only results Google gives me are the FFVII .inis

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ChatGPT believes they are malformed / corrupted somehow

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I said: "I do not understand the bits that include 'Javascript' - I am not sure what Javascript has to do with UE4."
ChatGPT: "You are correct, the javascript-event-stripped parts of the settings are not related to UE4 and seem to have been added to the .ini file mistakenly or as part of an error. It is possible that the person who recommended these settings was using some sort of tool or script to modify the .ini file, and the tool may have accidentally inserted the javascript-event-stripped text."

real heath
ember hinge
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A bunch of mods from Nexusmods

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It just immediately struck me as odd that javascript would be referenced in UE4. It perplexes me how nobody else has seemed to notice

real heath
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shrugs it's certainly not valid unreal inis, my guess is their system is sanitizing them for whatever reason

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The js references are nothing to do with unreal, it's either sanitizing it in your browser, or they have a nodejs backend system that's sanitizing it

ember hinge
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Yeah, I believe the correct lines would be:

r.Streaming.NumStaticComponentsProcessedPerFrame=3
s.UnregisterComponentsTimeLimit=0.1
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1

plush yew
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Is there a way to start a Sine Node from - 1 instead from 0? My glowing Material starts with max Emission but i want it to start with 0 Emission

solar sedge
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anyone know how i can fix this?

silent stratus
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Currently, I have a variable on my character (Health) and I want it to be sent to the UI to display. How would I do this?

autumn flame
quartz dragon
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Question: will it be necessary to let a game precompile on first start if its a UE5.1 engine project?

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I've noticed newer games doing that to avoid potential stuttering

uncut glade
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Heyo! I haven't really used UE4 all that much before, especially not in c++, but I have a thing that I just do not know how to solve by myself.
How would one go about getting all the levels, and export their meshes to obj files at runtime with c++? Didn't really come up with anything just by searching, though I may have been searching wrong

gleaming axle
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Hey I'm trying to figure out the potential of Floating Pawn Movement, and I want to make my guy gently bounce off of walls when he collides with them, what's the best way to go about that while still giving the player some control?

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I'm trying to make a character who can swim, but the built in character movement setup for swimming is too loose, I like the turning boost of floating pawn movement

shy nebula
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so how does the listen server work? All I have to do is put ?listen in the Options if I want to open a level in a blueprint?

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is there a way to specify a port that listen server will use out of the box or do I have to code that in?

spice ruin
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?listen?port=xxxx

shy nebula
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oh man thanks

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finding the documentation for the listen server is proving to be difficult because its not coming up in my google searches

spice ruin
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What documentation?

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That's both a joke and a question.

shy nebula
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what options are available for open level

arctic pebble
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Hi

spice ruin
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That's a random message to reply to. Also she left hte server a month or so ago.

gleaming axle
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Hey so I'm working on a setup for a character surfacing, diving, and jumping out of the water

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what's a good way to go about this kind of thing? Currently my water volume has a surface volume as part of it, when the character enters that, they begin their sort of water surface routine

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I'm honestly really overwhelmed by the amount of options UE4 offers for player movement. Never know what to use and tend to feel like I'm doing it wrong no matter what I do

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The most straightforward method of making swimming controls I can think of is using UE4's built in swimming character mode but that doesn't actually feel good imo, it'd be nice to just build all this out of manually moving things on tick, then I'd have direct control, but is that even optimal?

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I really like the way the spyro games and things like majora's mask control underwater, basically just a forward thrust with steering, but you can dolphin jump out of the water

sage coral
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Just had a question that needed verified. Planer reflections are the only reflections that work in Forward shading Correct?

grave nebula
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Incorrect

sage coral
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Than I am unsure why my reflections are not working for box and spheres

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I enabled the global clip plane in the settings awhile back, could this be whats causing the issue? Im just trying to get my floor to reflect the environment

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You can see in the photo here its not reflecting the scene for some reason even though I have tried both sphere and box reflections and have rebuilt the reflections I get no change. Unless I am missing an obvious set I overlooked

grave nebula
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Shading is forward, reflections are also forward.

sage coral
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Not sure why but sphere and box reflects dont seem to work but I got planar working fine somehow. Still unsure what caused the issue

nocturne yarrow
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Hi all! I'm looking for a specialist to work on my project. unreal

How can I post a job? I don't have the rights to do that.

vivid canyon
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There's a couple of editor features I'm used to from Unity and haven't found in UE yet and I'm wondering if I'm just missing them or they don't actually exist:

  1. Given a specific actor instance in the world outliner, find all the places it's referenced. If I use the reference viewer, I just get all references to the blueprint class. I know UE keeps track of this list, because if I try to delete the actor, I can see all the references in the warning popup. Is there a less awkward way to get this data?
  2. Find all actors in the world outliner that contain a specific type of component.
    Googling either of these seems to just bring up ways to do these things programmatically.
urban turtle
coarse jetty
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is posible to use control rig IN RUNTIME in ue4?

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like to have a skeletal mesh that you can grab and animate in runtime

pallid olive
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hi can someone help me

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if you get all actor of class and get first index of the array and assign a widget with healthbar only the first index is progress bar displayed normale other actor has a bug version

thin tendon
# pallid olive hi can someone help me

Not sure what your bug is exactly. But based of your blueprint code. I am guessing the issue is enemy number 1 has a correct health bar. But enemies 2 and 3 don't?

pallid olive
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correct slimwaffle

thin tendon
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Your widget is prebuilt on the player or somewhere like that. You aren't using a widget component on your AI?

pallid olive
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i do the widget is a component in the npc base actor

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and it use pre-construct node

thin tendon
pallid olive
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i need the health reference to display the healthbar progress

thin tendon
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So to do that you can just get the owner of the component. Cast it to your AI's blueprint. Then get the variables for health and max health.

pallid olive
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got something like this now

thin tendon
pallid olive
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hmm sorry didnt get the info brother

ember hinge
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Anyone here familiar with UE4 audio implementation?

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posted an inquiry in the audio channel, but figured I'd mention it here as this channel is far more active

acoustic forum
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Can someone pls pls help me. i merged my landscape thinking it will help with the frame drops but when i did that everything got fucked and i cant fix it. pls help im desperate

subtle nexus
acoustic forum
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the frame drops got 1 million times worse

pallid olive
# thin tendon

okeee that is one good way with reference with self, really thankfull Waffle for your help with images/premade nodes. thanks brother

thin tendon
fierce tulip
thin tendon
acoustic forum
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ok i see now im fucked

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is there anyway to undo a merge actors?

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cus its in an instance now

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can i reverse that?

subtle nexus
thin tendon
# acoustic forum

In that game folder. Is all of the items that have been autosaved. Not sure with the reverse merge. I would think if you can't ctrl + z your only option is likely a restore

acoustic forum
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nope ue crashed because of the amount of lag it produced so its stuck like this

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no ctrl z

fierce tulip
acoustic forum
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well fuck me then

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1 week of work gone

thin tendon
acoustic forum
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how do i back up?

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save an extra time?

thin tendon
acoustic forum
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ok

vivid canyon
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Not sure what the best channel for this is. I'm getting this warning a ton in the built client, and google is being extremely unhelpful:

LogSerialization: Warning: Reloading inlined bulk data directly from disk, this is detrimental to loading performance
They're all for the same asset (a texture). Does anyone know exactly this is about and what I can do about it? (Or failing that, what I can do to diagnose the issue further.) I'll gladly take pointers towards relevant docs as well. 🙂

rotund blade
sage coral
pallid olive
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hi was wondering if someone could help with physics settings,

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got some offices boxes that player can walk over move around but sometimes player character gets launched 2000 units in the sky

sage coral
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@pallid olive try setting the collision to Ragdoll and test yo see if the boxs fall over from physics and make sure your player can not step up onto them in the settings.

pallid olive
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wanted so the boxes could be moved if player walk over them

sage coral
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That's odd it should still react with your character. Changing it back to what you had should work just turn off the option for the player to walk onto them. You may have to trick it with 2 different box types one with physics and one without cause the physics cant handle being stod on and the floor below I know you can fix this somehow in the settings but Iv had to do it the way I mentioned cause it always bugs out and launches the player like it does for yours

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@pallid olive maybe try playing with the dampening. The higher it is the less the box slides you can also look into changing the boxs weight. Or had a separate collision just for the top of the boxs that acts as a floor and not a physics so you can jump up onto of the collision above the physics one while having it attached to the box.

urban turtle
sage coral
pallid olive
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it has default weight of 12kg orso, but trying to contraint lock posistion in Z for both player character and boxes, problem is when player walks over it, it hits collision 40 times so character and camera gets all shaken

urban turtle
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May I send you a DM?

sage coral
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It seems it's the common issue that older games had. It seems from what you said that it's not that your player isnt hitting the collision but it seems more like they are becoming trapped inside it for a second

sage coral
robust lintel
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What is the easiest way to save key mappings, audio settings and some custom settings options?

hasty mortar
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Hi guys, so I have my engine versions installed on my SSD. How impactful is saving projects on there as opposed to my other drive?

open chasm
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Hey guys! Does anyone know of anyone in broadcasting who is testing UE project avalanche? I really want to move into broadcasting and I would love to chat about Project avalanche/ see it / learn about it!

pallid olive
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is it possible to run a node even when the game is set to pause ?

pallid olive
sharp willow
pallid olive
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no just thoughts

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but its possible u say to run the timeline while the game is set to pause, because everything else is on hold

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one of these 2 nodes ?

pallid olive
pallid olive
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anyone an idea how to prevent character stepping on these physics officeboxes that it doesnt get launched 1000 units in the sky ?

sharp willow
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Class Settings -> Tick When Paused is the one I think you want

gleaming axle
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anybody know how to make the character movement controller bounce off walls in flying mode?

gleaming axle
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actually I figured it out using launch and quickly setting control back to the player

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This feels really good tbh, now I just want to know how Floating Pawn Movement's Turning Boost works so I can apply it to the regular Character Movement

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can anyone help me with that? Flying movement mode specifically

haughty slate
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I think I'm having a stupid thought right now, but I'm looking for floating point errors on a large map and one thing I am noticing is that they seem far more prominent with high values on the Z axis than they are on X and Y - even when the distance length is the same in all cases. Anybody know why this might be or if UE4 (and maybe 5, only used 4 so far) is doing something that makes dealing with large floats more accurate at large scale when on X+Y axis?

opaque seal
lament ledge
haughty slate
lone pebble
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hi guys, i just made a quest system following a tutorial, now when i swap levels everything is reset and when i got back to the level all the quests are back to their npc. i am sitting on this for days please help!

sullen heart
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Guy's I have two questions. First. how to packaging and exporting my game - Unreal Engine 5?

timid cloak
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Hi, i have strange bug with shading with mesh with cloth physic

visual geyser
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I'm looking for some help with what I believe may be a mip or virtual texture popping issue. I'm using gpu lightmass and I'm getting texture popping and not sure how to fix it. Any ideas?

tulip marten
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Currently having problems with collision, I'm sure it's something simple I'm overlooking but I'm blind 😔
Actor (with Object Type "Tower") should overlap with the Ground (WorldStatic) and trigger the overlap event but that's not firing

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I'm also not overriding collision when spawning the first actor

tulip marten
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Solved -> it was indeed something simple...
As I was using a mesh that was not initially meant to be used for that purpose, I didn't add collisions... 🤦‍♂️

long schooner
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Hey there, I have a quick question: My game is a narrative game which will have endings based on dialogues/actions. I keep seeing online people talk about flags/Boolean flags/If / Elif statements. Then some other say its a complex system. I just wanted to know: would it work with a public variable? say each action/choice is a -1 or +1, then at the ending do a Boolean « Is finished And Value < / > / =< / >= » to trigger the ending desired?

tulip marten
# long schooner Hey there, I have a quick question: My game is a narrative game which will have ...

highly depends on what you want
if it's a linear system like karma (-> how evil/good your decisions were) then yeah, you could use that
if not, then this may not be what you seek

also depends what kinda endings you want to have, e.g. "good" ending "obtaining" a princess
if you had the option to kill her before during gameplay and this is the only "evil" action the player chose, it wouldn't make much sense to get the good ending

autumn flame
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Why not, sounds more like a karma system where you have influence points of sorts but yeah

long schooner
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I think that could count as some sort of karma system

tulip marten
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yeah, seems fine in that case

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also commit liven't made me chuckle xD

long schooner
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Im just looking out for those who could relate and feel unwell

tulip marten
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yeah I understand, the wording was just so unexpected^^

autumn flame
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That would work indeed then

long schooner
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Ill just have to figure how to change variables through dialogues now lol

autumn flame
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Should be easy enough, but depends on your system

long schooner
autumn flame
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How you handle the dialog

long schooner
#

It won’t be the same npc/linear id say

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Well yea, linear but not the same npc

autumn flame
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I mean dunno if you build a dialogue system or what you're using is what I mean

long schooner
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A mix of Item pickup + Dialogue

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Like i said, dialogue, events etc

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Like take some illegal stuff, reduce the variable, deny help, reduce the variable, cleans the room, increase variable, that sort of stuff

autumn flame
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Variable you can just store in a SaveGame

long schooner
long schooner
autumn flame
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It's a literal save

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Gets saved on the disk

long schooner
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Like I could save it anywhere, but since its the whole level it would make sense there? As I’m not sure why I would technically save it, its a narrative game, not particularly like a rpg or anything

autumn flame
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You use it to save progress

long schooner
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Actually depending on the length Ill check into it

autumn flame
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Like you can store karma points, a identifier of where in the story you are and stuff like that

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So you can load your state back

long schooner
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Right so people wouldn’t need to redonthe whole levels

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Alrighty

autumn flame
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Yeah, you can give each dialogue option identifiers like UIDs or tags and load the state based on that

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Say for example I'm at dialogue 52

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With -8 Karma

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Or you could keep a track of each dialogue choice, up to you on how to build it up

sage coral
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Does anyone know why this is happening? I have my near clip plane on 0.01 and it is still clipping the modular part of the body for some reason

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Found the fix if anyone else is running into an issue with your modular characters make sure Use attach parent bounds is checked this will fix the issue with clipping in first person

urban turtle
#

This looks amazing

thin tendon
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Is there a way I can simulate collision events in editor during construction?

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For example event overlap while placing stuff in editor

ember hinge
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I've got a dumb question

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Is there any way to extract only a specific type of file / media from .pak files? I want to find / extract audio only from FFVIIR

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Game weighs in at around 100GB, so unpacking everything into separate folders and files is slightly a bridge too far

autumn flame
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Nope, no way, and surely would not ask again

golden anchor
#

Hey guys I'm trying to make camera shake events for my character any recommendations as I don't think I understand why the walking isn't stopping. The only way I got the shake to stop was ending the stop Walk CS on stop all camera shakes which stops all the other separate Camera shakes...

tropic magnet
#

Can somebody please take a look at my file? I can't import it in ue4 and I'm not sure why, it has a skeleton but ue acts like it doesn't, am I missing something?

sly jackal
# haughty slate I think I'm having a stupid thought right now, but I'm looking for floating poin...

Not sure if anyone answered you.
More of a possible explaination is that this isn't exactly exclusive to UE.

When dealing with structures(like a vector), the final structure member, if precision based, is just more likely to undergo precision errors on the hardware.
This means the vector.z component in particular.

Why this happens on computers, I have no clue. Probably something with memory alignment.
You can actually find errors similar to this in other 3D programs. It just... happens.

Also, more checks may be occurring on Z than X and Y on the map, which could contribute. Kill Z is a thing on maps.

tall sorrel
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I’m about to buy a $60 asset pack for a project I am doing, but before I do I would like to know if these required settings (for it to look good) are common / don’t have a significant performance hit.

The settings are:
Enable “Generate Mesh Distance Fields”
Enable “Virtual Texture Support”

There is one more for dynamic lighting, but my game is all static, and I already know this is a performance hit, but it’s:

Disable “Allow Static Lighting”

But are the other two ok to turn on without a big performance hit? I do not really mess with the niche project settings much so idk.

autumn flame
silver wing
#

how do i get hold of a characters collision settings in blueprint?

hasty moon
#

Hi, I’m trying to implement BPI and i don’t know why Target is “BPI Character Interface” but not an actor.

outer moss
#

I'm trying to add Physics Constraints on my Weapon which is a Skeletal Mesh Attached to a Socket on ALS Character.
My Current Setup is this But even if I name the Component 1 and 2 it doesn't work. Anyone knows how to do this?

high violet
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Hello, is there a way to make a blueprint become a destructible mesh while keeping all the work that I did on the blueprint. I want to be able to use this hp blueprint i made on a destructible mesh

spice ruin
#

Make a new BP based on destructible mesh?

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Or just add a destructible mesh component

frozen grail
heavy light
#

trying to fig this compile error after migrating a plugin. idk how to get that node

thin tendon
thin tendon
vocal viper
#

Does anyone know why the text doesn't change even though the first and last print strings appear?
if I put the set text in the event construct it changes
(Blueprint to widget communication with BPI)

thin tendon
thin tendon
vocal viper
#

but why does it change if i connect it to the event construct ?

thin tendon
wind burrow
#

@everyone Hello ! I just started to learn UE ,but is some of u guys crazy enough to try make a new game .... IF we can build a team in here will be great .... I want to give a try cause we never know ,"maybe baby" ... And on this way I can learn more and better surrounded by more experienced ppl.... IS just a humble idea so pls don't hate me

long schooner
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stupid question but: if i import stuff to my project (content) but i end up not using it, when ill export/package the game, will it import the content too? if so, should i delete any assets im not using?

high violet
steady vale
#

on same axis, when 2 sprites are kept, how do i make iot such that one sprite is rendered on top of the other instead of the gitter? (i dont want to change the z valkue)

keen thunder
#

Why is that in fps and third person template, our character spawn in this character actor instead of player start. And even though we drag the same character actor from the content browser it wont work, and only work with the actor that appears when we open the template for the first time.

small pier
#

hey guys!
is it correct for a client to change their PlayerState directly? my server doesn't see any replication happening.

or does it have to be a rpc from PlayerController to server, which then changes the Server's PlayerState and replicates that back to all clients?

autumn flame
#

You want to OnRep it

small pier
#

i have

autumn flame
#

Good

small pier
#

any other things i need to keep in mind?

spice ruin
#

It can get more complicated than that.

small pier
#

right, thanks a lot!

autumn flame
#

Pics of what you trying to achieve or are doing would help, but yeh #multiplayer

high violet
#

would anyone be able to help me with something im trying to do. I am trying to make a Health blueprint system i made able to be used with a destructible mesh. The problem is that I can't make a blueprint actor destructible. I'm very new to ue4 so I was following a tutorial for the health bar, but i can't find anything for what I'm looking for. I don't want to mess up my blueprint or have wasted my hours.

#

if anyone would be able to just @ me. I need it done by like 4 pm EST today due to my days schedule so the sooner the better.

nimble flame
#

How do I upgrade a map file in UE4.24 to UE4.25 without opening in a project?

oak patio
high violet
spice ruin
#

Goo the BP editor and add a destructible mesh component

#

Goto *

wind burrow
oak patio
long schooner
steep steeple
#

Does anyone have any tips for improving performance at high altitudes. Nearly everything has an LOD, and they all use material instances but my draws are still heavy...

neon wedge
#

merge meshes together? using foliage instancing

steep steeple
red cipher
#

Heya, looking for some opinions on whether to start a new project in UE4 or UE5. We've been using UE5 so far but some bugs are making us rethink that decision. We're working on a project that has a 15 month development roadmap, 2 artists and 1 programmer. One of the artists has UE4 experience and the other artist + programmer are pretty new to Unreal. Our goal is to have a good workflow and focus on the creation of the game. We don't need Nanite or Lumen, they would just be nice to haves. Would love to hear your thoughts!

deep wraith
#

it's really up to you

red cipher
#

Yea I'm mostly trying to figure out how production ready ue5 really is with a smaller team

deep wraith
#

what i'm just wondering is if it's the best idea for working on mine alone

#

and how i would get voice actors for the other characters

red cipher
#

Don't know about best idea but definitely not impossible. Friend of mine worked on an Unreal game alone for years and released to success.

deep wraith
#

i also need voice actors for the characters

#

which i don't know how to get

haughty steppe
#

Does tick group have impact on performance? I mean are there any gains when switching to a particular tick group or it does not matter at all

oak patio
oak patio
#

No engine version is bug free.

red cipher
obtuse stump
#

Hello, let's say someone makes a map for me and at new project he chooses c++, will still be able to use blueprints? If he sends me the level finished can I import it in my blueprint project?

oak patio
obtuse stump
neon wedge
# steep steeple I used the foliage tool to place them so they should be a foliage instance?

I'm sorry I don't have enough information i havn't run into that kind of situation myself. My best advice is to use Landscape, fooliage and high use of LOD's. Maybe try reducing density of fooliage you have.
Try looking at documentation https://docs.unrealengine.com/5.1/en-US/testing-and-optimizing-your-content/
It could editor overhead. Try building the project and running it standalone to see performance.
Or you use fog to obscure objects in the distance, if possible.

How to make sure your content does what you expect it to, at the quality and frame rates that you need.

long schooner
#

You listen to whoever sound like what you envision your character

long schooner
spice ruin
#

It should only package content you actually use.

neon grove
#

unreal 4 floats are 32 bit right?

spice ruin
#

Yeah.

neon grove
#

ah nice

#

is there a way to create a 16 bit float in blueprints?

spice ruin
#

You could use a struct type with a function library.

#

And make it all work at the c++ level.

#

(so the answer is no)

#

Why would you even want to save 2 bytes?

neon grove
#

or does unreal automatically turns them into 16 bits?

spice ruin
#

I think it might even use 8.

#

But only for certain things.

#

What are you replicating so often that it requires 2 bytes?

neon grove
spice ruin
#

For what purpose?

#

BP doesn't have a 16 bit type.

neon grove
#

for water sims

#

so should i replicate it directly with c++ or is there another way

#

or how can i tell it to convert them to 16 bit when replicating

spice ruin
#

I don't think c++ replication supports any 16 bit types either

neon grove
#

or should i convert them to byte variables

spice ruin
#

Look into the quatized vectors that it uses for vector and rotator replication

#

And ask in #multiplayer maybe, they'll know more about replication.

neon grove
spice ruin
#

It has them, but I don't think you want vectors, right?

#

You just want floats?

#

What range on the floats?

#

And what precision do you want?

neon grove
#

yes vectors

#

for location

#

precision rn is 32 bit, but 16 bit works too if it helps reduce memory

#

FVector is 3 32 bit float i suppose

spice ruin
#

Yes

neon grove
#

how can i use the unreal vector quantization

shell quest
#

hello does anyone have experience with Va Rest? I just need some help figuring out how to get info from a saved json file. not from a server, which ironically is working fine.

coarse jetty
#

if it is a savegame you just need to create the varest json object variable, set fields, and get fields when you want to read

shell quest
#

i need to get the email id for a login whenever the game is opened which is taken from the json file and set as a variable

#

it should be the same

#

i just wanted to ask how does one set the path as relative, ik the option relative to content is there but not sure how to use it, if i give the game to someone else it needs to work on their system as well

shell quest
#

sorry im very new to this

coarse jetty
#

you have nodes to acces local

shell quest
#

the error is LoadJsonFromFile(213): Can't open file config1/Config1

#

i have set it as follows

#

i have put the file in a folder in content

#

its a blueprint project. not sure if this helps

#

if anyone has any ideas why it cant access the file please lmk thank you

normal viper
shell quest
high violet
#

would someone be available to help me out with figuring out how to make a secondary firing. Like i can share screen and help me out. I have a charge feature designed and I want the fps gun to fire a double damage projectile, I'm wanting to have MMD be the firing mechanism

#

I'm extremely new to unreal, I know what I wnat to do and the specifics but I don't know how to do it.

quaint hedge
#

What would be achievable when creating a hologram, as a developer within a 6 months timeframe? Any help/advice is appreciated, how many teams will be needed ( design, animation, and programming )?

ivory tinsel
#

I want my game to have a character mesh other than unreal's default 3D skeletal mesh, is it possible to do that while still using the default skeleton and animations?

oak patio
opaque seal
narrow loom
#

hey does anyone know how to make the car in ue4 faster?

#

Ive tried all settings but none worked

lucid grove
opaque seal
#

another question is should i select version of compiler when im packaging game?

lucid grove
lucid grove
opaque seal
#

ok thanks a lot bro

lucid grove
opaque seal
#

ok tnx ❤️

high violet
#

does anyone have any experience with increasing the damage of a projectile after a second of charging? i don't know how to implement it .I have a charge system but idk how to implement the damage to the fps starter projectile

unborn nimbus
#

has anyone come across this type of error in the dedicated server log? I'm using a custom font for some of my UI widgets.. and it seems like the dedicated server is not loading these fonts correctly.
I don't get these error mesages when I run as a client or as a listen server

languid quarry
#

yo

#

i got free assets that cost alot

#

can i give it out?

#

or?

autumn flame
#

Give it out where

languid quarry
#

people that might need them

#

like

#

beginners

autumn flame
#

No

languid quarry
#

hm

#

alright

worn frost
#

Hi Wolfgang, we're glad you've got a new game. Please post your project in #1054845218723209226 and don't share using a Google Drive link, instead choose a reputable service that protects server members when downloading.

versed seal
#

hey, can anyone help me create this like dim/faint emissive material?

real heath
plush yew
#

I found a variable I want to change in the code but I'm not sure how to add it to an ini.

plush yew
#

O it's a parameter not a variable...

still tulip
#

Hello. Any useful 3rd party plugins that offer increased productivity, debugging, etc that you have used and recommend?

real heath
still tulip
#

Thank you! I will check them out!

real heath
#

Actually i also forgot, Autosize Comment to go with Blueprint assist

still tulip
#

I watched a YouTube video back in the day that explained the difference between 3D model rendering in Blender for example vs 3d Game rendering. Does anyone know of videos that explain it well that could help me remember it? Theory I mean.

real heath
#

As in raytracing/pathtracing vs rasterization?

robust lintel
#

My lights work weirdly. The ceiling isn't illuminated at all!

timid cloak
#

Hi

#

This part of my blueprint work just fine in editor but it doesnt work in game after packing

#

its in level blueprint

#

it play after sequence

#

Ohh sry i will ask on blueprint channel

signal badger
#

Hey guys, does anyone know if we can do DLC purchases using Steam core plugin?

past oriole
#

What is the 3rd node created in this video?

modest trench
#

my terminology may be off though

modern quest
#

Hello, a question about the Morph Keys, would they help me to make an interface, where you can decrease or increase the size of the character? it would be like a characterization

past oriole
frosty wedge
#

Anyone have a recommended approach to creating optimized foggy environments for a horror game setting? I’m trying to make a hazy corn field, with a player using a flashlight.

tall sorrel
#

any way to rotate a static mesh in its actual mesh environment that was not imported? I created a mesh out of a plane I threw into the level that I put a material on, and I need it rotated 90 degrees but there are no import options to do so.

tidal gate
tidal gate
# tidal gate

Need help, getting this blotchy noisy pattern when moving around the scene, how can I fix it?

tidal gate
# tidal gate

Its UE4.27 and I baked lighting with GPU Lightmass, it shows like this even if I up the GI samples to 5k.

#

Really?

#

I baked it with GPU Lightmass and it took about a minute to do, so I thought its baked.

#

How do I change it from real time raytraced GI to baked?

tidal gate
#

which one? final gather or brute force?

#

okay et me try that way

#

I did that once, but what if I wanna use Ray traced shadows?

#

Or I cant? with GPU Lightmas?

tidal gate
tidal gate
#

I got it fixed just now,

#

Just disabled the raytracing features like u told me to

#

I thought I could use RTX features nd GPU Lightmass at the same time but its not working properly together so gonna have to work without those features.

#

Thanks, you were a big help, I was searching for this issue for past few hours lol.

modern quest
#

Hello, a question about the Morph Keys, would they help me to make an interface, where you can decrease or increase the size of the character? it would be like a characterization

subtle egret
#

Curious Man here. Why do people use Ue4 still? not saying you should use Ue5 just wondering like is it because of the layout?

real heath
fiery sorrel
#

Minimizing the complexity early, drastically increases productivity and reduces bad buggy code most of the time

timid cloak
#

Does add to vieport / player screen work in packed game ?

#

Because i cant get it to work

subtle egret
little vector
#

4.27. I have a montage that works fine (play montage). If I restart editor, this doesn't work anymore and I need to remake it from the animation. This then works again, until engine restart.

Any clues on what's going on?

plush yew
#

How to I create a post process volume blueprint?
I can't seem to find it anywhere

#

I can drag one in from the "place actors"

tall sorrel
#

anyone else having any problems with unreal right now? When I get about an hour into working, hamburger menus (like pressing file) flash open and closed real fast and won't open. It has been doing this for about 3 days now and I first noticed it when I was working on a really intensive project (for my pc) and I noticed my gpu usage was pretty high and I just blamed it on that and closed the project, but now I am in a basically blank project and it is still doing it after about an hour. All my resources are fine, and I have updated my drivers which was one solution I found, but it still does it. Im in 4.26.2.

ocean seal
#

can someone help me import a .uasset file into ue4 I can't seem to get it to work. if you are able to help me please send me a dm

autumn flame
ocean seal
#

oh so if the file was made with ue4.26 it wont work in ue4.27?

autumn flame
#

You can make it work and all but just use the migrate tool

ocean seal
#

oh i see thank you

summer meteor
unborn dew
#

Would anyone know how to make a widget appear on screen when your in a collision box and pressing a button?

tall sorrel
#

but the resolution of my second monitor is messed up somehow and I am too lazy to trouble shoot it, and some apps are unuseable on it

#

unreal being one of them lol

pseudo trout
#

Thought I should ask this here but me and my friend are trying to use 4.25.4 but he can only download stuff like 4.00.0 and I cant download anything like 4.25.0 does anyone know what to do ☠️

still tulip
#

Hello. Anyone use UE 4 georeferencing plugin for map creation?

#

Trying to import data from the QGIS tool for Geodata of a location

languid quarry
#

How do I turn smd to work in ue4

spice ruin
#

smd?

languid quarry
#

It's a file type

#

And tbmat

#

I found this clicker model from tlou

#

And it's confusing asf

spice ruin
#

At this point, those are just words.

languid quarry
#

Look

#

This is the model I got

spice ruin
#

I doubt people are gonna download that

languid quarry
#

It has tbmat formats and smd formats everytime I try to put either one in it doesn't work

crisp gale
#

How do I make texture not overlap this

glacial laurel
#

In Unreal Engine 4.27, I'm having this weird issue where after about 10-20 minutes, I can no longer right click. I have to restart to fix it. I made sure to update my graphics drivers, and it's still happening. Is this a known issue?

real heath
rare hawk
#

Sorry for the stupid question, but if I wanted to generate an elongated oval as the base for my terrain mapping, would it be possible? My gamemap is 1 level and the map is shaped like an oval so I figured it would be helpful for my terrain mapping process. If there is some glaring problem with this please let me know, I am very new migrating from Unity 🙏

real heath
rare hawk
sage coral
#

How can I disable my directional movements? I just want to be able. to more forward, back, left, right. I dont need the diagonal movement or the extra 4 anims for my set up

wind mantle
#
Model /Game/.....ModelComponent_53 has elements that reference missing vertices. MaxVertex=2931, NumModelVertices=0

What does this mean?

fierce agate
#

I change the export settings to quixel bridge to ue4 and this appears on my screen

#

I don’t know what to do

#

...

split oyster
#

hey guys

#

I'm actually new to UE4 and i need help with a map and i wanted to ask if it was possible to steal a map out of another game or if any one of you has a map of new york city in fbx format for UE4 or any city actually. I'm tryna make a GTA 5 replica please i need your help and support

fierce agate
#

You’re probably gonna get sued for that

#

jk

#

not at all

sturdy smelt
ebon violet
#

Hi, would anybody happen to know why when I import an asset into my workflow and I try putting it into my game scene, I just get a square that says “Blueprint bad” on it?
I’m happy to clarify anything that you might ask, I’m relatively new to UE4 so apologies if I’m not detailed enough

steel narwhal
#

Hello, I need some help, I want to extract audio/sounds from a game but they are in .UASSET and .UEXP, how can I do that?

static viper
#

this is illegal @steel narwhal

#

please dont do that

#

rule 5

steel narwhal
static viper
#

anyone can sadly say that :/

#

rules are rules

steel narwhal
#

ok...........

robust lintel
#

I was today years old when i found the horrible truth that For loop is a macros defined in Blueprint.

sick pendant
#

Hello @everyone
I am looking for football/soccer game that is made with Unreal Engine.
If you have one, plz DM
If the project is good, I will buy that

static viper
#

lucky for you it has been turned off

#

if you want business we have channels below for jobs and stuff

glacial arch
#

Do you guys know if there's a way to render custom runtime-generated geometry in Niagara? I'd like to contour my particles to create volumetric smoke/liquids

oak patio
ebon violet
#

How do I add a player controller script to a pawn that I have in my game?

languid quarry
#

how to import marmoset models in ue4

modern quest
#

Hello, one question, what should I use to make the camera go to a certain coordinate and move slowly, with delay it is very sudden, it does not work for me

glacial laurel
#

I created an animation blueprint in order to add facial blends (open/close eyes, mouth, etc). So I added that to sequencer, and I can now animate the face just fine, but I can no longer add body animations. Anyone know how to do this?

sage coral
#

Is there a way to import a mesh without it triangulating in ue4?

ancient copper
#

how would i go about making it so when a ragdoll hits something it plays a sound but only if it hits hard enough

#

this is all i have and it just doesnt play any noise and if i connect the branch with true it plays when im just on the floor motionless

misty nacelle
#

how would i get a string from a github page? im trying to make a whitelist system but i dont want to have to update the string manually every time i want to change it

ancient copper
#

i got it to work earlier but thanks though

thin tendon
blissful steeple
#

Hello everyone, i am trying to tweak Hogwarts Legacy in the engine.ini, but i cannot find any command list for ray tracing options, my main objective is to make ray traced shadows in the game have a larger viewing distance, because they are broken, and they generate in front of player as i walk, and they also pop in and out a lot.

#

Are there any commands to increase the distance view for the ray traced shadows ? not the normal ones....those need real time update for sun-shadow, so they dont move 1 cm every 1 sec and shake on the map, but i dont think that is possible...or is it ?

thin tendon
hallow pagoda
#

does anyone here know how to make "Pixel Streaming Audio Component" node work ?

dark axle
#

How do we know if "Pixel Streaming Audio Component" is fixed?

normal breach
#

hey y'all I'm trying to optimize an actor's performance and we have a lot of time spent in updatecomponenttoworld, also for things that are invisible. Is there any way to tell unreal to NOT update the transform for a component and then reactivate it later?

thin tendon
# normal breach hey y'all I'm trying to optimize an actor's performance and we have a lot of tim...

try this mate. It seems like it could be what you are after. https://www.youtube.com/watch?v=ziTA1a8L6qE&ab_channel=DevEnabled

This Video:
In this video, I cover some custom functionality that can be added into Actor classes to allow you to easily enable/disable Actors at runtime.

Intro to C++:
Intended to be the true intro to C++ for UE4. This playlist is intended to focus on one topic at a time and explain how, why, and when they work. Think of it as documentation i...

▶ Play video
#

Also alternatively you could try removing actors you don't need entirely be deleting or unloading them. Then just add them back in where you need them and when you need them.

pallid olive
#

Hi guys was wondering how to fix performance when spawning 500s ai character

#

Like if a ai character is spawned it has it owns playerctroller u got 500 npc and 500 controllers

thin tendon
pallid olive
thin tendon
pallid olive
#

Its called ECS? The solution?

pallid olive
spare trench
#

Hey, how can I reduce polygon size of my assets to improve the performance

thin tendon
spare trench
#

Is there any easy way?

thin tendon
pallid olive
pallid olive
spare trench
thin tendon
spare trench
#

No, I meant to say that, If I have low and high graphics button ingame. So can I change value of lod according to the button clicked?

thin tendon
thin tendon
spare trench
#

Currently in my game there are a lot of polygons and cause very low performance.

#

I also adjusted all assest's LOD but still have bad performance

#

And now Im stuck

coarse jetty
#

so its time to.... 🌟 optimization🌟

spare trench
#

By the way what nanite do atcually?

thin tendon
# spare trench Currently in my game there are a lot of polygons and cause very low performance.

This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization strategies and pipelines early and as a team. Learn the tools and how to employ them to identify key performance problems as well as engine features that can help you improve performance in your...

▶ Play video
spare trench
coarse jetty
#

When developing any type of project in UE4, trying to maintain a target framerate of 30, 60 or even 90 FPS without sacrificing the quality of the visuals can be a real challenge. Epic Games' Sam Deiter shares some tips and tricks that you can use to make sure your UE4 projects maintain the framerate you're striving for. From things to consider w...

▶ Play video
#

Join us as we dive into a work-in-progress Quixel sample scene and learn tips and tricks to improve your environment's performance. We’ll cover how to diagnose performance problems affecting your environment, how to resolve them, and how to ensure your environment is staying as performant as possible throughout production.

TIMESTAMPS
00:00 Ne...

▶ Play video
spare trench
#

Thnx a lot guyz

rugged dawn
#

I have created this book prop and am trying to present it in a mini environment. Could I perhaps get some feedback, especially on the lighting. Feel free to send it to me in private. Much appreciated! I will be doing post with a vignette etc but want to get the base right. Project is in UE4.26

pallid olive
#

Quick question did most >80% of triple A studios begin as indie studio?

oak patio
pallid olive
oak patio
pallid olive
#

Most indie dev are gamers them self :p

oak patio
#

That doesn't give as much of an edge as you'd think

#

But also not sure what that retort has to do with the original question

pallid olive
#

Its actually if there plenty indie dev in particullairy in ue that became AAA studio

oak patio
oak patio
#

As I said

#

A triple a studio requires you to abandon that indie charm

#

AAA is about pulling the most profits for the least efforts. And making something people want to buy, not a passion project.

pallid olive
#

Agree get money first then develop dream game

oak patio
#

Another thing to note is that triple a studios don't do a "dream game" they do a profitable one, backed with market research and hundreds of people, and millions of dollars.

pallid olive
#

Okee but truely depends on platform target

rugged lodge
# pallid olive Okee but truely depends on platform target

Sounds like you just want some false hope that you will develop into a triple A company. 45% of businisses fail in the first two years. Probably a higher margin than that in gamedev as its a competetive market. Probably 90% of those that succeed dont even develop a second game, and dissolve. Maybe 10% of those companies develop into a regular development company, and 1% of them can progress into AAA territory.

#

So the odds are..... slim to say the least.

oak patio
#

And if you magically did develop. Managed to get hundreds of employees and millions of venture capital. You wouldn't be making dream games. You'd be running a business and making profitable games.

AAA never makes their dream game. They make something that is guaranteed sales and the highest return on investment

#

In fact you wouldn't even be making them

#

The CEO doesn't make games. They make business decisions

rugged lodge
#

Most companies that are AAA level are built from already successful companies (Sony, Microsoft, etc) and invested in from the start, or started at the early age of video games where they stood above the competition, and even then this was often funded from tech companies.

oak patio
#

Activision for example was started by 4 disgruntled Atari employees but even they had secured a couple of mil of venture capital

rugged lodge
#

Yeah when people say a company started from nothing, usually its "Nothing except a couple mil"

oak patio
#

The big players were there at the start. The new big players are born out of the existing big players.

The only time you would become triple A is if Microsoft bought you, much like mojang. And again, then you lose your passion project and making dream games. Because unfortunately it is in direct conflict with a desire to make profits

#

You either want to make a dream game or you want to make lots of money

#

The two overlap in extremely rare circumstances

rugged lodge
#

If you wanna make your dream game, usually you have to compromise and reduce scope and work solo, or be rich and able to fund it yourself.

#

Either case if you arent taking a business minded approach, its likely you wont get a return on investment

#

Doesnt stop people from making their passion projects of course, but it is something to consider that you will be sacrificing something to do so

toxic lily
#

does anyone know how to add post processing to the actual viewport camera?

radiant crypt
spice ruin
#

The viewport camera isn't actually a camera.

#

It's just settings in the viewport.

#

So you can't tie it to a specific camera unless you then "posses" that camera.

radiant crypt
#

and I guess if you wanted your possessed cameras to be different you could alter the Post Process settings differently in each one, if you wanted that.

spice ruin
#

Indeed

bleak locust
#

why does it show this where my character should be?

#

and the thirdcharacterbp is not in the actor list

#

i fixed the badsize, but why is my thirdpersoncharacter bp not in the actor list anymore

#

there's networkplayerstart instead

snow osprey
spice ruin
#

...and what is teh bug?

thin tendon
snow osprey
#

But we don't know where this come from (just for some players)

bleak locust
thin tendon
bleak locust
thin tendon
bleak locust
#

ah ok thnx

crude fulcrum
#

Hey everyone, I need a little help with someone that's relatively experienced in modding Unreal Engine 4 games - specifically working with custom FnX physics, and how to replicate/borrow them from an existing in-game asset. If this isn't the place to ask for this kind of assistance, apologies in advance!

fading marsh
#

Hello, I'm kinda new in unreal and currently trying to make UI for my game. Is widget blueprint best option for this? I want to use c++ for binding texts and found HUD class but there's not much information out there for this...

spice ruin
#

For the bind widget, you just create a widget in UMG (extend from your c++ class) with a sub-widget with the same name as the property that has BindWidget and the sub-widget will be set to that property when your class is constructed.

oak patio
ebon violet
#

How would I put these two 2D wall assets together and ensure they don’t overlap? Essentially, how do I stick them together?

fading marsh
blissful steeple
#

Hello, pls forgive if i post in wrong section, if anyone knows about commands, can you pls tell me if im doing something wrong for Hogwarts Legacy in engine.ini, with the ue commands ? are there any commands that combat one another ? are there any commands that do nothing ? are there any commands that might bug / crash the game ? are there any wrong values ? does the order of them in the engine.ini cound ? i'm asking cause i still get a lot of texture pop-ins, and some crashes when i pick up field guide books, also sometimes shadows change from one form to another just by moving one in-game meter or turning the camera.

spice ruin
fading marsh
timid cloak
#

there is second exactly the same mesh without this bug

#

literaly next to it

normal fern
#

Okay so I am trying to package my project for UE4 verison 2.25.4 for windows 64 bit, But it keeps freezing my computer forcing me to hard restart it after a while of packaging. This is what caused me to be stuck in a restart loop at one time. Is there anyway to fix it?

torpid heart
#

Hello, I am making a charracter speaking some words in UE4.27, and during cinematic preview the character looks fine with some facial movements (which is what I want), but when I render it in movie render queue, I noticed that the the hair moved in the output image sequences (like it "dropped" from air). Does anyone know how to remove this? What I want my output image sequence looking exactly as the preview.

torpid heart
oak patio
#

You're better off in a community for hogwarts legacy

bleak locust
#

When playtesting, how do I stop controlling the player and control the camera and move around like i'm in editor view?

full badger
#

hi guys im tryingto install unreal engine on EPIC but as soon as i press install engine nothing happens. Does anyone know why?

ionic cypress
#

any programmer here? need to hire for ai rac

paper island
#

REK! — Today at 8:43 PM
I have an issue where my AI doesn't attack my player when the player is above the enemy, like on a slope or stairs that are too steep. I have a video demonstrating the issue. Playing around with collision capsules seem to improve the issue, but I don't want to do this as this changes melee range and can make the attacks look odd based on the distance between the player and the enemy. I'd like the enemies to attack the player on these gradients. Adjusting the player capsule helps, but still doesn't eliminate the enemy stopping and ceasing to attack the player even though the attack range is reached. Any thoughts would really help me!
https://www.youtube.com/watch?v=bs6kR2D2Xxs
\

thin tendon
thin tendon
paper island
thin tendon
paper island
spark cedar
#

Very dumb question, but how can I prepare a DRM-free build of my game?
Or is it just my packaged game in shipping mode?

rain badger
#

Can someone tell me why this function, when the branch = true, continues outside of the function instead of stopping there. And when false, also continues out of the function.

static viper
#

functions exectue to the end and if they fail they are skipped

#

if you want your function to end

#

you need a branch node outside

#

with a return

rain badger
#

Thanks. I switched to a macro instead of a function, so I could use less space overall.

summer meteor
#

If you create a menu with settings to change things like view distance , shadows etc, does it automatically remember the settings when you play again or does that need some sort of save code in the blueprint? For exported game.

steep steeple
#

Hi, I have a tooltip widget and it causes lag whenever I hover over the main widget. And I don't really get why, its the same when changing the widget to another one. Does anyone know whats up with that?

brisk zealot
#

Anyone have an idea about how grove street games made gta san Andreas definitive edtion mess so smooth, original game was low poly, now it is smooth, how did they do it? They probably had used an AI or something like automation

oak patio
brisk zealot
#

I know bout textures

#

But I see that terrain is smoother in gta definitve

#

While in og it's not like that

waxen gull
grim ore
#

you probably have to put in a support request on the forums to get more info, no one from there will be able to help or answer you in here.

peak hare
#

nvm was all due to a wrong bool check

still tulip
#

Hello. Looking for a reference (docs, c++ classes, etc) for detaching a camera from an actor and allowed the human player to move the camera around the map. Then exit and return to human actor. Thank you for any resources in advance.

finite stream
#

making mobile controls like player movement etc wher ecan i learn thme

honest vale
rare hawk
#

Could someone please direct me to a good tutorial series for UE4? It seems like most of the links in the pinned section now redirect to UE5 webpages and a lot of the videos in there seem to be either quite advanced or about highly specific topics. Thanks in advance :D

candid grove
rare hawk
candid grove
#

Only mayor thing you would notice that differs in the tutorials is retargetting and Enhanced Input if you are using 5.1+

dark axle
#

Hi guys, quick question, how to make the UI button function in the server cause I put a button in the game like mic button then when I run on the server it won't pressed or toggle how do I fix that or what node should I use?

candid grove
#

Also megascans is included with UE4 too is just that in UE5 is easier to access

candid grove
#

Like a screenshot

dark axle
#

Ok doki hang on

rare hawk
dark axle
#

Here is the UI Code

candid grove
rare hawk
#

I will keep it in mind, thanks 👍 😄

dark axle
#

Here is the begin play on Character BP

candid grove
# dark axle Here is the UI Code

A lot to unpack there... You shouldn't be creating your widgets in the Server, each client you have its own widget. Also UI in general does not handle gameplay logic, your widget should only display the data not change it directly

median spear
#

I'm new here

candid grove
dark axle
#

@candid grove but what about this style?

median spear
dark axle
#

@candid grove I use the widget to make button then I made an event in the character BP even though I set the Event node to Run on server or Run owning client and its still won't work

candid grove
candid grove
#

As a general rule UI should only show data, not change it

dark axle
#

Any other recommendation @candid grove ?

#

@candid grove correct me if I'm wrong if I want to make a UI button function in the server I'll have to code it in the HUD right?

#

Or how can I make a widget for clients?

faint sail
#

I used the character's crouching function, the camera moved down, but the fps arms mesh didn't. Can someone help me with this problem🥲

pallid olive
#

hello guys was wondering if Exponential height fog is too expensive for mobile ?

rugged dawn
#

anyone knows why I get shadow artifacts when using a higher multiplier on the HighResScreenshot and how to fix it?

pallid olive
pallid olive
rugged dawn
#

Yes! with an opacity mask or you could also use a spritesheet to have animated fog

#

you can make smoke sim in Houdini or Blender and render it out to a spritesheet

tame marsh
#

So it can screw with screenspace shadows and reflections

#

Though the lighting source does seem to move oddly enough

#

Have you got a sequence or some kind of moving lights in the scene?

rugged dawn
#

Thank you so much! That must be the issue. I have some candles which have dynamic intensity for a cinematic video I'll make later. Guess Ill have to turn it off for now

#

very clever

rugged dawn
#

Didn't fix it 😦

pallid olive
#

hi guys, was wondering how to make a background downloading screen when the source is being downloaded, with a progress bar to demonstrate how longer left until everything is downloaded

#

Or is this done with a video and adding 0.1 progress every second to have a look a like loading

narrow loom
#

Hey guys, can i add famous car brands in my gme (yes i wanna make money)

#

if i do, do i have to pay

fierce tulip
#

you cant, you'd need legal permission from each manufacturer you want to include.

#

and yea, that can cost a lot of money

rotund lance
#

I have built a BP that allows me to make a track out of spline meshes. This works well enough when making all sorts of twits, I even did it so i could add roll to the spline's rotation and make some cool spirals in my tracks, but the moment i try to make a loop it starts pinching a lot. I've already spent a long time trying to fix this and my best guess is that the spline simply cant choose a proper up direction vector, so i guess i should manually modify it but that would be too much work for a long track. I could not find any working solutions online, so I finally decided to come here.

Is there a way to prevent spline mesh from pinching like crazy when trying to do a simple loop?

wet berry
#

4.26 or 4.27 if I want the best performance out of the engine? I have seen some threads regarding problems in 4.27, but I'm not sure how out of dat those are

fierce tulip
#

every version has some ups and downs.
imho .27 was rather stable for me, but I only do material/vfx stuffs

wet berry
#

cool. looks like a plugin I need is only on 4.27 anyway so that decision is made (I know I could recompile/fix but I don't wanna :D)

#

thanks @fierce tulip

fierce tulip
#

np :)

north pewter
#

Does anyone know (roughly) how long UE 4.27 will continue to support SDK for consoles? I'm a long way in my project and it has too many project-specific show stoppers in UE5 that won't work. Am I screwed with sticking with UE4 ?

sage coral
#

Just had a quick question is there any way to be able to tell when my player is looking fully at the ground to play kinda am over head swing attack insted of my other attacks. Im assuming I need to find a way to get the value of the camera and in my animblueprint to than do this attack over the other?

rotund lance
# sage coral Just had a quick question is there any way to be able to tell when my player is ...

If i understand correctly what you're saying, you could maybe use your character's up vector to determine wheter you're aiming down or not. You can multiply it by -1 to get a vector that goes downwards, then compare the angle between the forward vector of your camera and the up vector of your character multiplied by -1. You will need to make a sort of threshold angle to determine what's the max angle at which you will consider your character to be looking down. And then you can use that as a boolean to determine what animation sequence you want to play when you execute your attack animation. Or something like that.

If you do the thing with anim bps i guess you could blend between a normal attack animation and your downward attack animation based on the angle between the vectors i mentioned.

Now, if i misunderstood you and you're using the same animation for all attacks but just want to change the angle at which it is playing, you can completely ignore what i said lol.

icy egret
copper bobcat
icy egret
pallid olive
#

in terms of inspiration from another game how much can this be done, what if every aspect is of inspiration is of 1 single game

vital maple
#

Hi I'm new to ue4, I was wondering how to make new windows be automatically docked instead of floating when I open them. Is there a setting for it somewhere?

pallid olive
#

ill open the editor and ill show u

#

Edit > Editor preference > asset edit open location > Main window

vital maple
dreamy wasp
#

I got a optimization question, bout Instances:
I have enemies in my game.
It's one enemy, but after it spawns, it chooses the weapons and outfit, but the underlining mesh, and basic code is the same for all of them. It's just if Enemy A then run faster, type stuff.
So What I'm asking is would it be more optimized to have several different enemies, or is there a way I can spawn an instance of the original enemy, even though it swaps out/spawns different elements?
Can you have instances inside instances? Because the spikes on their backs are instanced, and change number and spread, depending on enemy type.

static cradle
#

i have a widget file in my unreal project
but then one day i opened my project and the widget just disappeared
i checked the project in file explorer and the .uasset file was still there
only it wasnt showing up in the editor
pls help its a very important file

steep steeple
#

Hey does anyone know how to fix the REINST error on an actor component? I have a lot of stuff dependent on it, I tried deleting it and readding and reconnecting to all the places it used to be which fixed it, but when i reloaded the editor its come back again

steep steeple
fluid ruin
#

there are games saying there are ue4.28 games, but according to epic games launcher it only goes up to ue4.27

#

where can i get this version?

real heath
# fluid ruin where can i get this version?

There's no official 4.28 version. Afaik when a release branch is made of p4 the corresponding master/main branch gets it's version auto incremented. There does appear to be some bug fixed and SDK updates commited on the github master branch. I seriously doubt it has any significant improvements over 4.27 though

fluid ruin
#

is there any way to download it?

real heath
#

Yes, through a git client from github and compiling it yourself

fluid ruin
#

thx

fluid ruin
real heath
#

you need to register your github account for access to Epics repos

#

it's in unreals source access doco

fluid ruin
real heath
#

well if you can't see the repo on github, it hasn't worked, or atleast hasn't yet processed the access approval

#

also, i said the master branch, not 4.28, there is no 4.28 version

#

the master branch has it's version listed as 4.28, due to how their automated branching works, but there is no 4.28 branch

somber stump
#

Hey I'm interested in this too, did you ever figure anything out? I've discovered I can convert any geometry I want into a nice looking point cloud but it gets costly and don't know how to build point cloud LOD's yet lol

fluid ruin
real heath
#

yes

fluid ruin
#

okay thanks

low ether
#

hey all, regarding game performance is there a way to check if a certain bp is slowing down the game thread?

still tulip
dreamy wasp
#

Hey.
I do not have a VIVE, so I need some input.
I have looked around and can't find a consistant layout for buttons.
I need dodge L/R (movement), jump, duck, shoot.
Suggestions, from VIVE users would be nice, because during testing, I only got "Control layout is confusing" I had 2&4 as dodge. 3 as jump, and 5 as duck, with the trigger as shoot.
VIVE users have a different logic than me (Valve Index).
Any help would be nice.

#

Skyrim jumps with button 8. and Moss jumps with 4. Fallout jumps with the trigger 7.

thin tendon
thin tendon
static cradle
#

I tried that

#

But u cant import uasset files into unreal

#

Np

#

I got help from another server

#

The file got corrupted and all its contents got deleted for some reason

#

The only choice is to remake it

#

😭😢

thin tendon
static cradle
#

Wow thx

#

I'll try that

thin tendon
thin tendon
# low ether hey all, regarding game performance is there a way to check if a certain bp is s...
Unreal Engine

Is the frame rate in your game low? Do you know why? Could it be because you have too many enemies spawned at once or is it because one specific enemy is expensive? Could it be because you have a ton of visual effects or because of that sweet skill system you wrote? Read on to find out.

static cradle
#

@thin tendon

#

how do i get the autosave?

#

i tried bringing the main map to the original directory

#

then i opened it in unreal

#

but nope

#

it didnt bring the assets back

thin tendon
static cradle
#

ok wait

thin tendon
#

you can restore individual files.

static cradle
#

thx i'll try

#

i got it

#

i mean

#

it was an autosave so it didnt have most of the content

#

and also it contained only 1 of 2 files that disappeared

#

but thanks nonetheless

dreamy wasp
dreamy wasp
# thin tendon If you can't find a natural layout that is default across games. My suggestion w...

as far as the controls go.. yeah... I looked at what I could find.
There are only a few games I could find the bindings of, that even come close to the controls I need, or the type of game that would lead people to my game. For instance, someone who plays beatsaber, is not going to be jumping from a fishing game, so I would not copy the control scheme of a fishing game for that.
i was looking at the most popular game I could find that had the mappings on line.
Only Skyrim, and fallout, but fall out uses a trigger. I have 2 guns, so that's a nope.

thin tendon
dreamy wasp
#

They use the Grip for Jump. To me, that feels strange, but... I'm not a VIVE user.

thin tendon
dreamy wasp
#

true, but I just ran a paid test, and the people who accepted were all VIVE users, with only 2 being Quest2. So I got a lot of BS feedback, because the game was never designed for VIVE. 90% of all the feedback was "the controls suck". Where as the 2 people with Quest 2 enjoyed the game, and gave actionable feedback, other than, "change the mapping".

#

It was also pointed out the VIVE is the lion share of the VR market

#

I just wish I had someone I could run tests on other than Index, Quest and Occulus

thin tendon
#

Sounds like the best solution is give players the ability to map stuff themselves.

dreamy wasp
#

ugg.. Long way to go on that. For me.

#

But thanks Waffle, you are still the best brekafast

light oasis
# static cradle how do i get the autosave?

Simply rename the auto save to the name of your level and copy it to the folder were your level is while in windows explorer
..
Now open unreal and open the level..

You should rename your original level first.

static cradle
#

K

split dagger
#

hii ^_^

#

is there a help channel or do i just type it here?

dreamy wasp
plush yew
#

I need some help: for some reason I can't see my landscape. In play mode I can see it but in edit mode its like "bugged" and I can't see it. What can I do?

thin tendon
real heath
#

Ignore that, thought this was ue5 general, my bad

thin tendon
# plush yew yes but still bugged

Without more information it will be difficult to help. But I would start by checking if your landscape is in the world outliner when you press play.

thin tendon
# plush yew

Does your landscape appear in the list of actors in the outliner when you press play?

#

To me it looks like it is there. But it is an issue with your material.

#

wait hold on. The left is in game right? I can clearly see your landscape

plush yew
thin tendon
#

It looks like it might be a rendering or material issue. That effects the editor. I have no idea on your settings needed. But clearly rendering and materials is where you should look first.

plush yew
thin tendon
plush yew
thin tendon
plush yew
plush yew
#

Nah, it's the water plugins fault probably.

obtuse stump
#

Why do I get the message "Navmesh need to be rebuilt" despite of my level not having any nav mesh + rebuiling anyway?

plush yew
#

Can someone tell me how to make a building

#

Like with interior

#

?

hidden dew
#

In the Material editor, is there anywhere -- at all -- you can see the name of the material you're working on, other than the tab at the top?

#

I have 2 materials that start the same and the tab doesn't show enough letters to distinguish them. Now I'm wondering if there's even anything else that tells them apart.

#

Oh

#

The output node

#

As you were.

dreamy wasp
# hidden dew

I believe materials have a 20 character limit, or they get buggy. Unreal used to warn you of this.

hidden dew
#

Ufff, good to know

dreamy wasp
# plush yew yeah, hmm.. I need something like to "re-render" my landscape

When I can't find something in my file, I have it spawn a bunch of balls, on a loop, then I play the file and see where those are.
I've had object for odd reasons jump to World center, becuase I use World location instead of Relative, or something in the cunstruction script.
You can also try changing the mesh to a cube, to see if the mesh is the issue.
there are lots of ways to debug this.
I had the propeller to my plane not show up, because it was being distance culled.
Hidden in game, visible, are also things to look for. Not just in the mesh, but in it's parent. Someitmes if you have the parent hidden, the children will also be hidden. It's another setting.

plush yew
valid inlet
#

Hello, what would be the right channel to ask for help with post process materials?

pallid olive
#

the custom event gets called after event gets called from gamemode, but the text visiblity doesnt change ?

pallid olive
#

i dont get it, the visibility does get called :S

#

or do i need to reload the widget ?

plush yew
oak patio
plush yew
oak patio
#

not of substance painter, but yes i can do 3d art.

#

im not for hire though atm

modern kite
#

im planning on using the water system in ue4 4.26 but Im not sure how reliable it is in that state. Has anyone ever encountered any bugs with the plugin?

heavy lion
#

hello I'm testing things in HTML5 with UE4 because good three js a little relou, I have a question I guess I would never get the result of the editor in HTML 5?

https://i.imgur.com/2Fg46pp.png

oak patio
heavy lion
oak patio
#

Honestly if you wanna build web games use unity

#

Unreal has deprecated it for a reason

heavy lion
#

I have already done some tests

oak patio
#

It isn't. Unity is a tool. You need to know how to use it.

#

It doesn't change the fact unreal can't do what you want it to

summer flare
#

How do I make animations/"movies" in unreal engine 4

real heath
summer flare
#

also ive got abunch of pskx files and Im wondering how i can import them

haughty roost
#

Hi,
I'm struggling after a strange shader compiling error: Why using an input array type in the shader file "PathTracing.usf" fails with “subscripted value is not an array..” ? (Doing the same in other shader file like "SSDSignalFramework.ush" works as expected ! )

Here is how I do it:

File: PathTracing.cpp

BEGIN_SHADER_PARAMETER_STRUCT(FPathTracingData, )
        SHADER_PARAMETER(uint32, Iteration)
           :
    SHADER_PARAMETER_ARRAY(float, testv, [5])  // <-------- here
END_SHADER_PARAMETER_STRUCT()

File: PathTracing.usf

uint Iteration;
       :
float testv[5];   // <-------- here

        :
RAY_TRACING_ENTRY_RAYGEN(PathTracingMainRG)
{
    uint2 DispatchIdx = DispatchRaysIndex().xy;
    uint2 DispatchDim = DispatchRaysDimensions().xy;
       :
      float PathRoughness = 0 + testv[0];   // <-------- just testing here
       :
}

The compiling fails due to:

error: subscripted value is not an array, matrix, or vector  
float PathRoughness = 0 + testv[0];
                          ~~~~~^~
violet latch
#

hello I'm new to this discord so I don't know where I can ask questions here

#

But my problem is that my shadows on my models look really bad I don't know if I'm uv mapping/seaming the model wrong or what, but here is an example, that side looks really bad, the shadow is every whereon the side

#

and then this one there is a shadow on the edge for some reason

#

I'm using an old version of Unreal engine 4, 4.21

#

because I'm making a map for a vr game called Pavlov

#

so I'm hoping someone helps me with my shadow problem

thin tendon
violet latch
thin tendon
#

sure

violet latch
#

i dont know if this will help you

#

I hate uv mapping I'm bad at it and I think thats whats hurting me the most

bleak locust
#

I was playtesting and in the middle of playing my third person character actor straight up just got deleted. And I have nothing that would destroy the actor in any bp. Why did this happen?

static cradle
#

maybe some bug... try restarting n all the typical stuff

oak patio
bleak locust
#

iirc it happened after coliding with multiple objects at once

plush yew
dreamy wasp
#

This is like when the operator asks "Did you try plugging ing the power cord?" and you look at them like they are crazy, then see the power cord is lying on the floor. You plugged in the space heater....
Then you have to waste their time a little to make it seem like you were not and ID-10 T issue.

#

We've all been there.

plush yew
#

Black magic.

light thunder
#

When I open unreal from using the Debugger tool in VS, it doesn't load my assets like it does if I start UE by itself - is there a workaround so I don't have to keep opening up all those assets I normally work with?

mild badger
#

anyone here a good terrain dev

#

workin on a project for a police sim game

ionic cypress
#

can someone help me with the ai of my racing car?

summer flare
#

Is there anyway for me to take a map from a game

real heath
#

Is it your game? Like did you make it?

#

If not, then no. Asset ripping is not discussed here

summer flare
#

if I were to get permission from the creator would it be alright

real heath
#

Maybe, but asset ripping tools are still not discussed here

summer flare
#

ok

stiff crescent
#

Hi ! Nice to meet you here

#

I am a Unreal Engine game developer since the year of 2016

dark axle
#

Quick question:
What logic to use when pressing a keyboard button to toggle on a widget and press the same keyboard button again to toggle off the widget?

summer flare
#

Can anyone send me a link or teach me how to make animations/films like cryzenx or rwanlink

#

thanks in advance

glacial laurel
#

When I go to retarget an animation, the place I want to set the retarget to's picture pops up, but not the character on the left. I set them both to humanoid and saved.

junior kite
#

version - 4.26
VR project
is there any way i can know what have been grabbed in left controller and right controller?

dreamy wasp
junior kite
rugged dawn
#

Hello, I have this black spot on the table and tried everything to have it gone but it won't go away. Any ideas how it is caused? I tried replacing the candle with light, different light types (rn it is stationary lighting), tried replacing the table,... It looks like an out of place cast shadow. Thanks for helping

thin tendon
rugged dawn
#

Yes, many times with different light and mesh settings

coarse jetty
summer flare
#

in unreal I cant import psk files. Can anyone help

junior kite
#

check UVs, if it is overlapping with some other UV set that is under shadow

spice ruin
plush yew
#

I have applied dynamic materials to change the sound in each material when my character walks on but when the sound changes it stays the same and doesn't changes again, anyone know what could be the problem?

dreamy wasp
dreamy wasp
#

So if you put a physical material on an object... say... grass... then walk on wood, but wood does not have a physical materail, it will stay as grass

#

You can add it on tick (I dont like this way but it works) that on tag or object type orphysial material is 'none' then stop sound.

#

I have this kind of thing in my game, but only on certain materials.
On overlap play (on loop) metal. On end overlap, stop. This makes it so if you jump, it also stops, but I am using a collision box that hovers above the gournd, instead of a physical materail.

#

I try to avoid tick

#

There is actually a really good sound package on the marketplace. Footsteps Sounds (all surfaces)

plush yew
dreamy wasp
#

I'm still a studnet, so I brute force a lot of stuff. There are alot of YT videos on footsteps. Most use line trace, but i am in VR and dont want to tick if I dont need to.

dreamy wasp
#

no tick. But mind you, my character only runs in a straight line, so the surfaces are limited.
When another character sneaks up behind the player, they actually have an audio component on them, thay plays a looping foot sound.

#

So each special opject, a bridge, a cargo container, a wooden plank, all have a floating collison box on them, like this one.

#

I guess I could have put the audio stuff in the player character, and have them sense the collison box, but my player is already pretty heavy.

slim raptor
#

Hi - using BP's how can i detect if an Ambient Audio sound is currently playing / currently audible?

cerulean oar
simple loom
cerulean oar
simple loom
#

make a game mode blueprint and put the "player controller" to the character/dinosaur that you want the player to control i think

cerulean oar
#

gotcha
actually you up to hop in a vc so i can stream rq so i don't accidently nuke another component?

#

nvm cant stream in the channels yet

rugged dawn
worthy elbow
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Please help,
While packaging my project my pc run into an error and crashed. Now my project is having an error and cant be built or packaged when I try to..

stoic moth
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is there a simple setting to have this in alphabetical order ?

mellow geode
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hi, Does anyone know how I can do this effect?

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it is to give the effect of blinking eyes

grim raft
summer flare
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how do I stop landscape from doing this

warm stirrup
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Evening gang, is there a debug way to tell when something hits my Player Character to make them disappear?

I have a part of the map where when the cinematic is activate there (say the street) the camera blends back to the PC with no issue, but if I have the trigger in a hill with rocks, about halfway through the cinematic, the PC disappears out of the world entirely. Any ideas what's going on?

Edit: It seems like even with new sequence after 30 seconds the player character blips out, and in the same area. And when put back out on the street, it works fine. So the only thing I can come up with, is that something in that hills area is causing the PC to be ejected from the game.

candid grove
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1 month? Buy a backrooms asset pack from the marketplace and paste it into the horror engine

oak patio
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if you cant afford asset packs, or find free ones, try using some megascans. if thats still a no go, then 1 month is not long enough

candid grove
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I was joking (for the most part) is just that 1 month from nothing to even a simple backrooms game could be challenging

oak patio
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personally given how new you are 1 month is too short for what you want to so

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do*

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by the time you've gotten to grips with the engine basics you have like 2 - 2.5 weeks to make the game, including programming it and assembling the level and that isnt gonna be enough time

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you would either need to use megascans assets, asset packs or use a 3d modelling software

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megascans should get you most of the way

candid grove
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Unreal has free assets though, if you are looking for a simple horror game there still alternatives

oak patio
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since backrooms games dont typically have many comlex meshes

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a library of materials and photoscanned assets. unreal engine licensees get to use it for free

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i'd have a browse through and see if you can make any of it work

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if you cant, then you're probably gonna be out of look

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even with megascans its ambitious, unless your backrooms game is just gonna be exploring an empty level

oak yew
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Hello, does anybody know of a setting that breaks GetRandomPointInNavigableRadius ? Mine are ALWAYS in the same spots, A simple 0,0,0 origin, 5000 radius, every single simulate it returns the exact same "fixed" points, in a brand new project i don't have the issue, so I think I've clicked or done something...

glad vortex
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you guys wanna see my leetcode solution?

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its extremely ineffiecient but im still proud of myself