#ue4-general
1 messages · Page 20 of 1
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
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?
You need to communicate with the character who owns the UI
Are you in single player
Look at get owner actor or get owning player (can't remember)
and call the logic in the character BP of that player
..... I'm completely clueless
What do you mean by "the character who owns the UI"?
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.
How can I download UE 4? I think it's impossible, just asking.
I'm stuck on this for a few hours...
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
that means the function is trying to read an empty variable. you need to set that “thecharacter” variable somewhere
@odd swan I did....
I've used IsValid and the errors are all gone now, but the function NEVER works!
Why is referencing so difficult on Unreal lol, I just want to change the mesh of a character with a UI button
I think the problem comes from the variable not being SET before the PreviewMesh function is ran, how do I fix this???
apparently it failed at the "cast to"
That means the character you possess isn't the one in the game mode
Which in pre construct seems very likely
A little more detail on the "Gameplay" part other than "Craft necessities to survive the brute enviroments."
In "Mechanics" You only listed something about windows and how important they are. But you don't really explain WHY
Literally, be less vague in everything.
Why should I play your horror game over the hundred of other horror games?
It's called Unreal Engine 5
<@&213101288538374145> Kouriku, also ThatUndeadPerson is trolling in Hangout
oh alright, will do man 👍
motion blur is likely enabled
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.
1623?
It would probably be a good idea to indicate the number of keys required.
3261 if the visibility of the number is related to how recently it was pressed?
On the actual machine there is an indicator of how many you need. This is just the texture for the keypad
I went with the most worn to least worn indicating the code 🙂
DevilsD got it right 😉
yeah, i went full "national treasure" at first, thinking maybe 1 was double pressed
lol
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
so the most recently pressed should be the most different imo
Id argue the other way.
Ah I got ya
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
fair enough, i'm thinking from a "heat vision" kind of perspective
I wouldnt worry to much though, Players will work it out on the first successful go anyway
fair enough
yeah, they'll try one way, and then the reverse
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
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
The only one I can think of is 007 legends
oh, if it's in the tutorial, perfect, just catch if they do the reverse and prompt "perhaps try it in reverse?"
I'll have someything pop up after 60 seconds to tell them a hint
it'll say something like "The first number has been pressed the most"
i need to watch those again
Good movies
This is what the actual model and function looks loke https://drive.google.com/file/d/1ni3ONHvch_zPbfleARDR7yt7T8DpzfbZ/view?usp=share_link
When you interact with it the camera zooms into the keypad and when the player jumps or moves the camera leaves the view
is it possible to set a global sound attenuation setting? I realised I didn't put sound attenuation in my spawn sound BP nodes
can having too many bps in 1 map cause slowdown while playing in editor in ue4.27.2?
yes
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
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...
#profiling is the closest, profiling is getting a good picture on what is causing the performance problems, and then you can optimise
Nothing comes to mind that would save time. But it wouldn't take much to set this up yourself. It would just require adjusting all the already existing things that want to play sounds. Personally I would probably set up an actor just for handling sounds correctly and have all my bps request a sound be played from that.
Where is support channel gone?
How do people create a separate camera for first person animations?
Hey all
Can anyone tell me what in the hell javascript would have to do with UE4?
I am seeing a ton of Engine.ini configs with lines like this:
r.DynamicRes.Operatijavascript-event-stripped0
r.Streaming.NumStaticCompjavascript-event-stripped3
s.UnregisterCompjavascript-event-stripped0.1
s.LevelStreamingCompjavascript-event-stripped1
etc.
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
ChatGPT believes they are malformed / corrupted somehow
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."
Looks like something is transforming the text to stop code injections, but it's doing it in a way you wouldn't normally see. Where are you getting these inis? Direct downloads? Forum posts?
A bunch of mods from Nexusmods
It just immediately struck me as odd that javascript would be referenced in UE4. It perplexes me how nobody else has seemed to notice
shrugs it's certainly not valid unreal inis, my guess is their system is sanitizing them for whatever reason
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
Yeah, I believe the correct lines would be:
r.Streaming.NumStaticComponentsProcessedPerFrame=3
s.UnregisterComponentsTimeLimit=0.1
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1
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
anyone know how i can fix this?
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?
UMG has a get owning player pawn you can use for a ref
Another discussion is the best way to handle the communication
Question: will it be necessary to let a game precompile on first start if its a UE5.1 engine project?
I've noticed newer games doing that to avoid potential stuttering
Thanks, Lannis!
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
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?
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
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?
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?
?listen?port=xxxx
oh man thanks
finding the documentation for the listen server is proving to be difficult because its not coming up in my google searches
what options are available for open level
Hi
That's a random message to reply to. Also she left hte server a month or so ago.
Hey so I'm working on a setup for a character surfacing, diving, and jumping out of the water
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
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
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?
Here's how to swim in Spyro 2. This is from the Spyro Reignited Trilogy.
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
Just had a question that needed verified. Planer reflections are the only reflections that work in Forward shading Correct?
Incorrect
Than I am unsure why my reflections are not working for box and spheres
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
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
Shading is forward, reflections are also forward.
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
Hi all! I'm looking for a specialist to work on my project. 
How can I post a job? I don't have the rights to do that.
#instructions you have to use some slash commands
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:
- 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?
- 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.
How did you do it, that the tiles reflect the light but the grout doesn't?
is posible to use control rig IN RUNTIME in ue4?
like to have a skeletal mesh that you can grab and animate in runtime
hi can someone help me
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
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?
correct slimwaffle
Your widget is prebuilt on the player or somewhere like that. You aren't using a widget component on your AI?
If the widget is a component then why are you using actors of all class to get a reference to the owner?
i need the health reference to display the healthbar progress
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.
where in the umg?
got something like this now
You have to pass the information to your UMG. Personally I would just create a binding for the values.
hmm sorry didnt get the info brother
Anyone here familiar with UE4 audio implementation?
posted an inquiry in the audio channel, but figured I'd mention it here as this channel is far more active
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
Does anybody kknow why the brightness keeps increasing even though I have no lights in my level?
Im using a tilemap
https://gyazo.com/549171219ed37c7639837914a01935fa
the frame drops got 1 million times worse
okeee that is one good way with reference with self, really thankfull Waffle for your help with images/premade nodes. thanks brother
If it is that bad that it has you desperate. It might be worth looking at a restore from the autosaves or your own backups.
might want to tweak/disable eye adaptation trough a post process volume.
I'll try that
where do i find them?
project root folder > Saved > Autosaves
ok i see now im fucked
is there anyway to undo a merge actors?
cus its in an instance now
can i reverse that?
It worked, thanks a lot!
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
nope ue crashed because of the amount of lag it produced so its stuck like this
no ctrl z
yay
It happens mate. This is why I back up after each task completed. Or the end of each day
You can zip up your project to an external hard drive is one way. But the most common way is to get yourself source control like github.
ok
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. 🙂
could anyone help me with this? im trying to package my game and I keep getting this error, any help is greatly appreciated https://pastebin.com/jh4QiUN5
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I'm using a planar reflection from the floor and stationary lights for the ceilings and make sure your roughness is a value and not a texture. I'm also using World Alligned Textures cause the detail scale is nicer than regular textures.
hi was wondering if someone could help with physics settings,
got some offices boxes that player can walk over move around but sometimes player character gets launched 2000 units in the sky
@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.
hi midgnight, tried to set collision present to ragdoll but it has no collision anymore
wanted so the boxes could be moved if player walk over them
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
@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.
Thank you very much. Do you happen to have a youtube tutorial?
No I actually made the material myself but once I get back to my pc I'll send you a screenshot of my material ots pretty simple
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
Thank you a lot! I really appreciate your help! 
May I send you a DM?
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
Sure not a prob 🙂
What is the easiest way to save key mappings, audio settings and some custom settings options?
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?
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!
is it possible to run a node even when the game is set to pause ?
"Yes"
for example a timeline that must fire while the game is set to paused
Have you tried to implement this yet?
no just thoughts
but its possible u say to run the timeline while the game is set to pause, because everything else is on hold
one of these 2 nodes ?
natalo is it one of these 2 nodes
anyone an idea how to prevent character stepping on these physics officeboxes that it doesnt get launched 1000 units in the sky ?
There's multiple ways you can do it
Class Settings -> Tick When Paused is the one I think you want
anybody know how to make the character movement controller bounce off walls in flying mode?
actually I figured it out using launch and quickly setting control back to the player
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
can anyone help me with that? Flying movement mode specifically
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?
hello guys i have issue with my character movement
when i look straight everything is good but when i look down my character doesnt move with enough speed
how can i fix it?
https://cdn.discordapp.com/attachments/775048460616597504/1077548122194067526/bandicam_2023-02-21_14-38-23-819.mp4
https://cdn.discordapp.com/attachments/775048460616597504/1077548147083055134/image.png
Don't use the cameras forward vector
As Fahood mentioned. When you're looking down at an angle and moving towards X, the X value of the movement vector is going to reduce from 1 to 0.5 at a half angle to 0 when looking all the way down. Essentially, with the standard Unreal movement setup, the character is trying to move Z:-1 when looking all the way down, fruitlessly running into the ground.
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!
Guy's I have two questions. First. how to packaging and exporting my game - Unreal Engine 5?
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?
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
I'm also not overriding collision when spawning the first actor
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... 🤦♂️
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?
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
Why not, sounds more like a karma system where you have influence points of sorts but yeah
Well for context: its a mental health game. The endings are more like, The better actions you take for your character, the nicer ending you get. If you take bad choices, your character basically commit Liven’t. And there will be some in between that I need to think over
I think that could count as some sort of karma system
Yeah, not the most joyful way to put it if I chose the right words lmao
Im just looking out for those who could relate and feel unwell
yeah I understand, the wording was just so unexpected^^
That would work indeed then
Ill just have to figure how to change variables through dialogues now lol
Should be easy enough, but depends on your system
Wdym system
How you handle the dialog
Theres multiple ways to handle dialogues?
It won’t be the same npc/linear id say
Well yea, linear but not the same npc
I mean dunno if you build a dialogue system or what you're using is what I mean
Ah ye itll be a mix
A mix of Item pickup + Dialogue
Like i said, dialogue, events etc
Like take some illegal stuff, reduce the variable, deny help, reduce the variable, cleans the room, increase variable, that sort of stuff
Variable you can just store in a SaveGame
I havent done so yet
Ive never looked at Savegames and and just looked. If my game will have multiple Levels, saving some variables in the savegame is just a safe and easy way to store variables without getting mixed up I imagine?
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
You use it to save progress
Actually depending on the length Ill check into it
Like you can store karma points, a identifier of where in the story you are and stuff like that
So you can load your state back
Yeah, you can give each dialogue option identifiers like UIDs or tags and load the state based on that
Say for example I'm at dialogue 52
With -8 Karma
Or you could keep a track of each dialogue choice, up to you on how to build it up
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
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
Is there a way I can simulate collision events in editor during construction?
For example event overlap while placing stuff in editor
I've got a dumb question
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
Game weighs in at around 100GB, so unpacking everything into separate folders and files is slightly a bridge too far
Nope, no way, and surely would not ask again
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...
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?
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.
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.
They're fine
Virtual Texture can improve memory usage if used correctly
how do i get hold of a characters collision settings in blueprint?
Hi, I’m trying to implement BPI and i don’t know why Target is “BPI Character Interface” but not an actor.
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?
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
not sure how much of an effect it'll have on performance, but Mesh Distance Fields have pretty niche uses. unless you have some specific ideas about e.g. fancy water shaders, you're probably safe switching them off
trying to fig this compile error after migrating a plugin. idk how to get that node
Just hide or remove your static or skeletal mesh and add a destructible mesh.
It might be due to the parent relationship. (how it appears in your top left window)
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)
If your print strings work it is probably that one of your variables does not have a correct reference or value.
This isn't a modding forum and you may land yourself in trouble asking those types of questions here.
Ok, thanks
but why does it change if i connect it to the event construct ?
Not entirely sure. It could be an issue of the widget not being told to update. You could always create a binding event on the widget to the Ftext value. Then all you would have to do is set your text variable without the BP set text node
ohhh...
thanks again
@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
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?
I’m like very new to to ue4 and was following a guide
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)
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.
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?
You want to OnRep it
i have
Good
any other things i need to keep in mind?
right, thanks a lot!
Pics of what you trying to achieve or are doing would help, but yeh #multiplayer
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.
How do I upgrade a map file in UE4.24 to UE4.25 without opening in a project?
You didn't just try to @ everyone in a 90k member discord so you can build a game... right?
how do i make a destructible mesh component that i can use with my blueprint
I was for real but nvm it look s like ppl want to take no risk ...sry for disturbing u guys
wanting to build a game isnt an issue. if you wanna pick up members for it go to #instructions as it tells you how to post to the job board. :)
the issue is you really tried to ping 90 thousand people for that
Not everyone wants to be pinged by a starter, thats the only issue
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...
merge meshes together? using foliage instancing
I used the foliage tool to place them so they should be a foliage instance?
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!
hmmm it is possible to port projects from ue4 to ue5 , maybe if you want to use ue4 for certain stuff then migrate it to 5 to add lighting or anything like that.
it's really up to you
Yea I'm mostly trying to figure out how production ready ue5 really is with a smaller team
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
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.
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
you hire them. Im seeing numbers anywhere from $37 an hour to $500 an hour
There isn't much reason to not use ue5, unless you absolutely unequivocally need tesselation. Once you do pick a version, stick with it. Even UE4 has bugs, thats why UE5 exists.
No engine version is bug free.
Thanks. Yea definitely a "choose which battles you want to fight" kind of thing. We've decided to stick with UE5 and disable the new fancy features we don't need
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?
yes. maps aren't a c++ thing anyway. the c++ project option just gives the ability to use c++ classes as well, and you can turn a bp only project into a c++ one easily anyway
That's a relief... Thank you! Also is not even a project but I will receive the level built in that project ( an environment, a map )
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.
You find people with good microphone, give them the script and test. Im sure some people in here qualify
You listen to whoever sound like what you envision your character
If anybody got an answer, that’d be appreciated
It should only package content you actually use.
unreal 4 floats are 32 bit right?
Yeah.
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?
for network
or does unreal automatically turns them into 16 bits?
I think it might even use 8.
But only for certain things.
What are you replicating so often that it requires 2 bytes?
particle position arrays
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
I don't think c++ replication supports any 16 bit types either
or should i convert them to byte variables
Look into the quatized vectors that it uses for vector and rotator replication
And ask in #multiplayer maybe, they'll know more about replication.
is that something unreal has, or i would have to code it?
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?
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
Yes
how can i use the unreal vector quantization
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.
yes what do you need
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
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
you have nodes to acces local
sorry the issue is that even though im giving the information about the path, its not able to access it.
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
Hi guys. I made a cinematic, please feedback.
https://www.youtube.com/watch?v=C7cYijR_nec
p cool but the running zombie seems goofy '
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.
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 )?
please don't crosspost
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?
you cna use the other anims as long as the other character is rigged for the epic skeleton, and you retarget the anims
what is this problem? how can i fix this?https://cdn.discordapp.com/attachments/728552296908193843/1078727403112759396/image.png
hey does anyone know how to make the car in ue4 faster?
Ive tried all settings but none worked
By default streaming pool is low, you can increase it with console command: r.Streaming.PoolSize 1024 (or higher). Keep in mind specific platform limits in video memory.
oh tnx bro
so what is the default value of streaming poll?
another question is should i select version of compiler when im packaging game?
Well its depends on platform. Just see how much video memory your target platform have. Like if its something like GeForce 1050 - 2048 should be fine.
oh ok
Its basically tell you that you reaching your texture memory limit. When this happens - you can see blurry textures instead of normal ones.
ok thanks a lot bro
Never did that, but in some rare cases you can try different versions if you sure that compiling fails because of that.
ok tnx ❤️
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
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
Give it out where
No
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.
hey, can anyone help me create this like dim/faint emissive material?
Maybe subsurface trickery? or Maybe a gentle emissive value with a fresnel falloff? Not quite sure. Seems like one you'll need to play around with a few approaches
Ooookay, ill try! thx
I found a variable I want to change in the code but I'm not sure how to add it to an ini.
O it's a parameter not a variable...
Hello. Any useful 3rd party plugins that offer increased productivity, debugging, etc that you have used and recommend?
Node Graph Assistant and Blueprint Assist
Thank you! I will check them out!
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.
As in raytracing/pathtracing vs rasterization?
My lights work weirdly. The ceiling isn't illuminated at all!
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
Hey guys, does anyone know if we can do DLC purchases using Steam core plugin?
What is the 3rd node created in this video?
a 1d float constant made by pressing 1
my terminology may be off though
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
Yes that did the work! Cheers mate
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.
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.
Need help, getting this blotchy noisy pattern when moving around the scene, how can I fix it?
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?
it was already disabled
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?
What about these noisy patches?
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.
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
Curious Man here. Why do people use Ue4 still? not saying you should use Ue5 just wondering like is it because of the layout?
It's because it's not always trivial or wise to upgrade a project midway through development or close to release, or even after release
Increasing scope and complexity during development is a very dangerous slippy slope
Minimizing the complexity early, drastically increases productivity and reduces bad buggy code most of the time
Does add to vieport / player screen work in packed game ?
Because i cant get it to work
that makes sense
I mean its already hard enough lol
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?
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"
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.
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
Gotta be the same exact version in the same place for that to properly work, can't just import a uasset file, if you need there's the migration tool
oh so if the file was made with ue4.26 it wont work in ue4.27?
You can make it work and all but just use the migrate tool
oh i see thank you
I’ve had this for months now. Annoyingly the menu is open though you can’t see it. I find this happens a lot while in blueprints. Only fix is to restart the engine. Did you find anything to stop it?
Would anyone know how to make a widget appear on screen when your in a collision box and pressing a button?
no haven't found anything, but it works on my second monitor perfectly fine
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
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 ☠️
Hello. Anyone use UE 4 georeferencing plugin for map creation?
Trying to import data from the QGIS tool for Geodata of a location
How do I turn smd to work in ue4
smd?
It's a file type
And tbmat
I found this clicker model from tlou
And it's confusing asf
At this point, those are just words.
I doubt people are gonna download that
It has tbmat formats and smd formats everytime I try to put either one in it doesn't work
How do I make texture not overlap this
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?
Nvidia graphics card? Check the pinned messages in this channel. There's an Nvidia article and a downloadable fix, run that and reboot
thank you
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 🙏
I think you can draw shapes with splines via landmass, which is a bunch of tools for the landscape system
tyvm for answering, very helpful, I will apply this knowledge to my furthering research!
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
Model /Game/.....ModelComponent_53 has elements that reference missing vertices. MaxVertex=2931, NumModelVertices=0
What does this mean?
I change the export settings to quixel bridge to ue4 and this appears on my screen
I don’t know what to do
...
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
pretty sure just fan Game like there no Money for the Project so should be ok
what exactly is the issue?
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
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?
I'm not doing this to steal the audios/sounds, but I wanted to modify them for fun. I have no commercial intent or anything like that.
ok...........
Anyone?
I was today years old when i found the horrible truth that For loop is a macros defined in Blueprint.
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
dont ever do that again anywhere if it isnt your server ^^
lucky for you it has been turned off
if you want business we have channels below for jobs and stuff
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
yeah no one here is gonna help you with that. first of all it's illegal, second of all gta5 replica is far too high of a scope for even a veteran. Given GTA5 was made with a team of more than 1000, and millions of dollars.
How do I add a player controller script to a pawn that I have in my game?
how to import marmoset models in ue4
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
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?
Is there a way to import a mesh without it triangulating in ue4?
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
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
Try this
i got it to work earlier but thanks though
Use the world settings. Under game mode. Then under player controller class.
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 ?
this is my file now
Modding questions are better directed at modding forums.
does anyone here know how to make "Pixel Streaming Audio Component" node work ?
How do we know if "Pixel Streaming Audio Component" is fixed?
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?
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...
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.
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
performance how? The small hang when it loads a character in?
Like when u spawn 300 zombies in a small area where are zombies are visible. The fps drops to 5fps was wondering if there is a way to keep the fps steady
well 300 is alot of AI to have in a small area. There are a bunch of different things to consider with performance. But the most obvious question would be do you need 300 AI. Can you get the same feeling with 30?
Its called ECS? The solution?
Like the obstacles u can be right perhaps experience could be same with just increasing health but have to figure it out
Hey, how can I reduce polygon size of my assets to improve the performance
Well kind of but I meant more like design wise. For example do you need 300 at once. Maybe you can spawn 30. Then just spawn another each time one dies until you hit 300 over all. Its about thinking outside the box to reduce what you need at any single moment.
Is there any easy way?
LODs or you could decimate and reduce the number of faces and vertices in a 3d modelling software
Call of duty has something similiar like u descriped with interval spawning
Its not possible to have 300 ai and 1 controller?
Is it possible to change lod by clicking a button in real time?
Open your static mesh in unreal and just adjust the LOD settings is the fastest way
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?
I'm not actually sure what you mean. You want each AI to behave on its own typically. Use the same controller script yes. But each using its own copy of that controller.
I'm not sure that you can. Probably is my guess. But typically you just adjust the max render distances of objects for what you are wanting.
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
so its time to.... 🌟 optimization🌟
By the way what nanite do atcually?
try giving this a watch https://www.youtube.com/watch?v=EbXakIuZPFo&ab_channel=UnrealEngine
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...
Bro I did what ever I could for optamization
Ohk leme see it thnx
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...
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...
Thnx a lot guyz
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
Quick question did most >80% of triple A studios begin as indie studio?
Not really. Only one I can think of is mojang tbh.
Activision and the likes were born out of hefty venture capital
Okee but indie dev give passion into developing a game. But its hard to progress into A studio.
Well ye. A studio needs investors, and a studio can only run with business sense which sometimes is the enemy of passion
Most indie dev are gamers them self :p
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
Its actually if there plenty indie dev in particullairy in ue that became AAA studio
For a candlelit seen the ambient light is far too strong, and would be something achieved with artificial, electronic lighting
There arent
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.
Agree get money first then develop dream game
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.
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.
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
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.
Activision for example was started by 4 disgruntled Atari employees but even they had secured a couple of mil of venture capital
Yeah when people say a company started from nothing, usually its "Nothing except a couple mil"
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
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
This has kinda sidetracked to #career-chat or #industry-chat so i think we leave at that 😛
does anyone know how to add post processing to the actual viewport camera?
Usually I just add it to the scene and check infinite unbound, are you trying to tie it to the camera and not the scen?
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.
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.
Indeed
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
Hi, do you know what to do, to prevent from this type of bug?
...and what is teh bug?
You need a new player start to spawn your character. The bad size means its being obstructed. Probably in the ground
The mouse is going out of the screen while playing an FPS Game
But we don't know where this come from (just for some players)
i fixed that, but why is my thirdpersonbp completely gone from the actor list?
Well I am not sure because I don't know what you did. But if it isn't in the list its been removed. But you should be spawning the character BP with the player start anyway.
ah ok so it doesn't matter if it's in the actor list or not? Play testing works fine so hopefully not
yeah if you are spawning the player with the player spawn. The character appears in the actor list during play and is removed when not playing.
ah ok thnx
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!
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...
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.
we dont really support modding here
How would I put these two 2D wall assets together and ensure they don’t overlap? Essentially, how do I stick them together?
thank you! Do I have to add "UMG" module to build.cs for this?
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.
You'll need to to extend from UUserWidget anyway.
I...think I don't understand concept of unreal modules enough.. Thanks anyway
Hi i have strange bug with collision :
there is second exactly the same mesh without this bug
literaly next to it
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?
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.
And I made the animation in MAYA and exported as FBX. Only the facial organs moved.
We don't help with existing games
You're better off in a community for hogwarts legacy
When playtesting, how do I stop controlling the player and control the camera and move around like i'm in editor view?
press F8
hi guys im tryingto install unreal engine on EPIC but as soon as i press install engine nothing happens. Does anyone know why?
any programmer here? need to hire for ai rac
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
\
what you are looking for is #instructions
It could be a few things. Maybe print some strings on the movement to check if moving to the player is failing. But my best guess is the AI are stopping just outside of melee range. So they are unable to do anything except execute the move to again (after you have moved).
Cheers. I have tweaked the melee range, but it seems to only play nicely on a horizontal axis in a way? Anything angled doesn't seem to register as being in melee range.
Which makes sense because you have to account for an extra axis. You could probably throw a little code in there to say if the player is higher up or lower then the AI to adjust the melee range.
That sounds like it would work. Good call. Bit tired to use my melon now, but i'll look into that idea. Its very immersion breaking. Has to be fixed.
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?
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.
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
Thanks. I switched to a macro instead of a function, so I could use less space overall.
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.
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?
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
AI was used for upscaling textures. Models not sure. Probably just altered them
I know bout textures
But I see that terrain is smoother in gta definitve
While in og it's not like that
https://forums.unrealengine.com/u/Ben_Halliday/summary
Why is Ben Halliday banned on forums?
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.
nvm was all due to a wrong bool check
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.
making mobile controls like player movement etc wher ecan i learn thme
make new camera and then set view target with blend
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
Tutorials for what? For beginners? If you are new to UE there's no reason for you to not use UE5
I have been fed propaganda that UE5 complicates some operations unnecessarily and therefore UE4 is preferable (also my project has terrible graphics so things like megascans dont really appeal to me) is that untrue?
Completely untrue. UE5 is basically the same thing as UE4 except for nanite and other niche features
Only mayor thing you would notice that differs in the tutorials is retargetting and Enhanced Input if you are using 5.1+
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?
Also megascans is included with UE4 too is just that in UE5 is easier to access
You'd have to send your current Blueprint and setup.
Like a screenshot
Ok doki hang on
Thanks for the answer man, I will make the swap
You are welcome, just remember that little detail about the Enhanced Input stuff it can throw a lot of people off since most tutorials still use the old system
I will keep it in mind, thanks 👍 😄
Here is the begin play on Character BP
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
@candid grove but what about this style?
Thank you
@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
You are mixing things up. Your widgets have to be created on the client, I'd recommend you use the HUD class. Then in your character BP you put in the Mic logic
I see noted I'll try that
As a general rule UI should only show data, not change it
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?
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🥲
hello guys was wondering if Exponential height fog is too expensive for mobile ?
Not too sure but depending on your game it might be better to use fog cards
anyone knows why I get shadow artifacts when using a higher multiplier on the HighResScreenshot and how to fix it?
Okee level isnt that big just a simple game. Nice book btw
brent with fog card u mean fog material placed on a plane ?
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
I think how HighResScreenshot works is that it takes separate screenshots of the frame and stitches them together to create the high res image
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?
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
Didn't fix it 😦
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
Hey guys, can i add famous car brands in my gme (yes i wanna make money)
if i do, do i have to pay
you cant, you'd need legal permission from each manufacturer you want to include.
and yea, that can cost a lot of money
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?
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
every version has some ups and downs.
imho .27 was rather stable for me, but I only do material/vfx stuffs
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
np :)
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 ?
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?
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.
https://github.com/Allar/ue5-style-guide
Hi, I've just read UE5-style-guide, and I have a question now
What files should be in "Engine" folder? I have no idea...
I have never created the Engine folder, I always just create the Core folder and put all the important classes there, classes like game mode, game state, player controller
yeah, me too
but it's just my and your case.
I just want to know what the case Engine folder is needed...
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
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?
that is possible
you have to open editor preference
ill open the editor and ill show u
Edit > Editor preference > asset edit open location > Main window
Thanks
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.
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
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
fixed by replacing the file with a saved backup and readding the variables
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?
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
is there any way to download it?
Yes, through a git client from github and compiling it yourself
thx
"git clone -b 4.28 https://github.com/EpicGames/UnrealEngine.git" does not work, and i didnt find it on github....
you need to register your github account for access to Epics repos
it's in unreals source access doco
already done
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
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
so i just have to download this one?
yes
okay thanks
hey all, regarding game performance is there a way to check if a certain bp is slowing down the game thread?
Anyone know if there is supposed to be a video or docs to follow along with this Marketplace content for UE 4? https://www.unrealengine.com/marketplace/en-US/product/control-rig-mannequin
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.
I would probably make a master enemy for the shared code. Then make a child enemy for each variant. Then just instance each of the variants.
You could try re-importing the asset. But it sounds like something on Unreal's side corrupted and you may need to restore that file from your source.
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
😭😢
Another solution is go back into your autosaves and restore that file from an autosave.
If you can't find a natural layout that is default across games. My suggestion would be pick a game to use the same layout. Then add custom keybinds so the players can change it to fit them.
This link should help you out. https://www.unrealengine.com/en-US/blog/how-to-improve-game-thread-cpu-performance
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.
@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
navigate into where it says Autosaves the one after game. Then find where the file would be located as if it were in your project.
ok wait
you can restore individual files.
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
Slimwaffle is on roll, today.
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.
I would probably say go with what skyrim uses. Its a more popular game so more people will be a familiar with the layout. Also being two guns skyrim has sword and shield. So seems like the better choice.
They use the Grip for Jump. To me, that feels strange, but... I'm not a VIVE user.
personally I would say if you don't use a VIVE I would avoid supporting it. Just because its way easier to build stuff if you can test it.
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
Sounds like the best solution is give players the ability to map stuff themselves.
ugg.. Long way to go on that. For me.
But thanks Waffle, you are still the best brekafast
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.
K
just type here. Unless its something very spcific, like Audio, thne look below
thanks! ^_^
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?
Click on your landscape. Go into the details panel. Scroll down until you find the Rendering drop down. Make sure the option "Actor Hidden In Game" is turned off.
yes but still bugged
Ignore that, thought this was ue5 general, my bad
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.
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
the left is "in play mode, yeah"
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.
Yeah okay I'll check it. I use materials from bridge btw
What you can do is make a new material. Just basic. Put it onto your landscape. If it is the same in editor and play. Then your material is your issue.
I changed it to a simple black material but nothing happens..
then that sounds like it is going to be an engine setting somewhere
yeah, hmm.. I need something like to "re-render" my landscape
Nah, it's the water plugins fault probably.
Why do I get the message "Navmesh need to be rebuilt" despite of my level not having any nav mesh + rebuiling anyway?
For a beginner I recommend using Megascans. https://www.unrealengine.com/marketplace/en-US/content-cat/assets/megascans?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
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.
I believe materials have a 20 character limit, or they get buggy. Unreal used to warn you of this.
Ufff, good to know
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.
Thank you but nothing is hidden in my list as you can see 😦
Hello, what would be the right channel to ask for help with post process materials?
the custom event gets called after event gets called from gamemode, but the text visiblity doesnt change ?
i dont get it, the visibility does get called :S
or do i need to reload the widget ?
How will I use megascans to create a Soviet abandoned building also SMASH
smash? also you probably won't. something so specific will need pretty good knowledge of a 3d modelling software and substance painter
And do u have that knowledge 😊
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?
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?
There's a lot html can't do. Hence why it's been deprecated for a long long time
Too lazy, I'd like to do it in three js but mapping only in code I want to give up
unity is crap in terms of visual optimization (sorry fan unity)
I have already done some tests
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
How do I make animations/"movies" in unreal engine 4
Sequencer and MRQ
also ive got abunch of pskx files and Im wondering how i can import them
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];
~~~~~^~
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
it looks like a UV / lightmap issue to me mate.
can i show you my uvmap?
sure
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
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?
maybe some bug... try restarting n all the typical stuff
Did it hit a kill volume or drop below the killz
idk what that is
iirc it happened after coliding with multiple objects at once
@dreamy wasp @thin tendon Finally I think the problem was very simple. 😅 But thank you anyway!
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.
haha yeah I probably without realizing it somehow pressed "Alt+L".
Black magic.
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?
can someone help me with the ai of my racing car?
Is there anyway for me to take a map from a game
Is it your game? Like did you make it?
If not, then no. Asset ripping is not discussed here
if I were to get permission from the creator would it be alright
Maybe, but asset ripping tools are still not discussed here
ok
Hi ! Nice to meet you here
I am a Unreal Engine game developer since the year of 2016
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?
Can anyone send me a link or teach me how to make animations/films like cryzenx or rwanlink
thanks in advance
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.
version - 4.26
VR project
is there any way i can know what have been grabbed in left controller and right controller?
You should be able to dig through the GrabActor function, to find that.
Should be a sphere trace that finds nearest actor, and then grabs that actor, so Using that, should give you the name.
I'm not sure if there is a simple node that tells you.
Thanks a lot, There is a variable named "attached actor", dragging out of left/right controller, gives the actor currently grabbed.
Though I came to realize my logic was not right, thinking on that now 😛
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
Have you tried you tried rebuilding your lighting and shadows. Could be a static shadow left behind.
Yes, many times with different light and mesh settings
check collisions, maybe something have a visibility collision causing the shadow, the resolution of table lightmap and check if there are full precision uvs enabled
in unreal I cant import psk files. Can anyone help
check UVs, if it is overlapping with some other UV set that is under shadow
Put something there so it hides it 😛
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?
Seems like your lightmap. each mesh has multiple layers. I think Unreal build the lightmap for you, but if you set it too low, a lot of time you will get overspill, because its not efficient. This is why sometimes you will see a light corner of your room, when it should be in shadow.
sounds only change when a new sound profile is activated.
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)
Oh thank you !
Hm I'm not sure about it, can I dm you to send you some stuff?
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.
Nice okay thanks you 😊
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.
Hi - using BP's how can i detect if an Ambient Audio sound is currently playing / currently audible?
Morning yall!
learning Ue4 at the moment but having trouble getting the camera to rotate separately from the mesh https://gyazo.com/350d8ddb0db19dee042c97cd018ea99a
im not really good at ue4 but, i think there might be a toggle setting in the details tab when you select the spring arm component maybe?
i have dug myself in a deeper hole and accidentally deleted the gamemode and now hitting play doesn't control the player
i forgot how to reconnect it so it runs on the character again
make a game mode blueprint and put the "player controller" to the character/dinosaur that you want the player to control i think
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
The lightmap is set to 2048 already... I disabled all collisions and the spot is still there.
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..
is there a simple setting to have this in alphabetical order ?
hi, Does anyone know how I can do this effect?
it is to give the effect of blinking eyes
the easiest way is to do this with widgets ( two round black bars ), but if you want to do this with Post Process Material, here is a good tutorial how to make lens distortion, then you can add some black bars on your own: https://youtu.be/aQESHDY7Aog
TY
how do I stop landscape from doing this
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.
1 month? Buy a backrooms asset pack from the marketplace and paste it into the horror engine
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
I was joking (for the most part) is just that 1 month from nothing to even a simple backrooms game could be challenging
personally given how new you are 1 month is too short for what you want to so
do*
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
you would either need to use megascans assets, asset packs or use a 3d modelling software
megascans should get you most of the way
Unreal has free assets though, if you are looking for a simple horror game there still alternatives
since backrooms games dont typically have many comlex meshes
a library of materials and photoscanned assets. unreal engine licensees get to use it for free
i'd have a browse through and see if you can make any of it work
if you cant, then you're probably gonna be out of look
even with megascans its ambitious, unless your backrooms game is just gonna be exploring an empty level
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...