#ue4-general

1 messages ยท Page 21 of 1

queen rivet
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I am having a issue where the AI is following the player but not attacking the player after spawn. When I put AI bp in map without spawning, the AI works perfectly well but after spawning AI is not attacking player. There are two halves in behavior tree where in first half AI is instructed to follow around the players and in second half, AI is instructed to attack. First half is working but second half is not working.

still tulip
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Anyone know who wrote the UE documentation?

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It's all over the place and short

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Nevermind found my answer on /r/unrealengine from 3 years ago

low breach
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Hello guys! I'm looking for some help with putting 2 textures on one material!

Could anyone here help? I will post a picture and explain further if someone replies ๐Ÿ™‚

rugged dawn
rugged dawn
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btw, if there is any other suggestions on how I could get rid of this weirdly baked spot? xP

real heath
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This is baked lighting? Are your lightmap uvs properly created with enough spacing? Does it improve if you increase the lightmap resolution for that mesh?

rugged dawn
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The table is a megascans asset, uv resolution already set to 2048 and UV map looks fine. asset also looks fine when opening the mesh in UE

real heath
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The lightmap usually uses a second uv set

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If it doesn't have that it might be auto generating one. If the lightmap res is already set to 2048, what is your lightmap quality set to? Maybe bump that up a level

rugged dawn
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Generate UVs is turned off so I for sure only have one lightmap. What do you mean with lightmap quality? Cant seem to find that setting

real heath
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You can build as preview, low, medium, high and production

rugged dawn
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Oh, thats set to production already

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but in all quality levels the spot is showing

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I've been editing lights, the meshes and other settings for 2 days with no positive result :/

real heath
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You placed a flat plane above the table to see if it catches that shadow?

rugged dawn
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No, I'll give it a try

real heath
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Yeah I'd just try stuff like that to narrow down if it's only catching in certain meshes, if the plane does catch it, maybe keep moving it up and up till it reveals what it's coming off?

queen rivet
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I am having a issue where the AI is following the player but not attacking the player after spawn. When I put AI bp in map without spawning, the AI works perfectly well but after spawning AI is not attacking player. There are two halves in behavior tree where in first half AI is instructed to follow around the players and in second half, AI is instructed to attack. First half is working but second half is not working.

woven perch
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Is there an easy was to see the actual actor instanced name rather than the display name during runtime in editor?

rugged dawn
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So it seems to dissapear as I move the plane up but there is no lights near, except from the candles

real heath
rugged dawn
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I think it does, this is the mesh distance field. on the right the global one

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not sure how the global one is supposed to look?

dreamy wasp
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You will spend the 1 month coding, and getting something to work, then you will spend 6 months getting it on steam.
You need $100 deposit per game on steam, so don't think it's free, and games only sell if they are good.
Remember there are 300+ titles released on steam each week.
Go to CGtrader and search free assets.
Do not spend a lot of time on the assets, since you only have a month to code.
gameplay is #1, not a cool mesh or FX

oak yew
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Does anyone know a better way to get true random in UE4? For example "GetRandomPointInNavigableRadius" is not random and will always spit out the same pattern, I'm looking for a way to get something more random.

thin tendon
oak yew
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@thin tendon Thanks that was a good idea, if I simulate too quickly it does pick the same ones, so I guess time is involved, but it's a lot more random than before. Maybe it uses all inputs as a seed. In UE5 it's a lot better and more random but I can't use UE5 ๐Ÿ˜ฆ

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Damn now it's still returning the exact same coordinates, it's like UE is caching them or something..

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Each block is me clicking "Play" in editor...

real heath
# oak yew

Not sure this exists, but it's what I'd do. Look for a node called "srand" or Set Random Seed or something, and then seed it with the current time (not game time, actual time)

rugged dawn
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So, ive decided to switch to fully dynamic lighting but the mesh distance field is ignoring the inside mesh of my book. Any fixes? Thanks in advance

oak yew
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Even this isn't random... ๐Ÿ˜ฉ

static viper
spice ruin
oak yew
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This is the index printed, every 0.5s each time i click play

spice ruin
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It's probably seed-based.

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And it's using the same seed ๐Ÿ˜„

oak yew
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Yeah, im trying to figure out how to get around that or change the seed.

spice ruin
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Hi, have you met #cpp ?!

static viper
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stop.

oak yew
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Might have to go C++

static viper
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i need to see more code and the contents of the array.

oak yew
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It's an array of strings.

static viper
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no thats not strings.

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those are names.

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so you have tried random integer?

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do random int in range

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type in 0 and a length

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and then use the get node instead.

spice ruin
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length - 1 surely

oak yew
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int does same.

static viper
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impossible

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it isnt seed driven

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there is an extra node for seed random

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odd

spice ruin
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You can init your own random stream

oak yew
spice ruin
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I did this the other day and just converted the current datetime tick value to uint32.

oak yew
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Modifying the Initial Seed
To set the Initial Seed property directly on the variable
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this actually doesn't work, but you can set it with a BP after.

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but then i have a hard coded Seed

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so it doesn't become random? right?

spice ruin
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Within a Blueprint graph, you can also set the Initial Seed to a specific value or a new random value.

oak yew
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if i set seed to a random int... then the initial random int has a fixed seed.

static viper
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holy f that is sad

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this used to work just fine in the past

spice ruin
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It'll just generate the same random seed every time!

oak yew
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Yeah

thin tendon
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What if you create a function or macro for generating your own random numbers? Just use multiple layers of randomness to increase the chances of a different result.

oak yew
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@thin tendon if i do that in BP i suspect it'll always be the same.

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I think i might have to go to C++ or check if it's a specific issue in 4.27.2

static viper
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this is really really strange

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this should absolutly not be like this

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there is something really really wrong

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and i used 4.27 extensively

thin tendon
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I agree you expect to see some repetition but not like that.

spice ruin
# oak yew Yeah

This is why I like the datetime system. It's guaranteed to be a new seed each time it's set.

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Unless you have hyper speed

static viper
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he could in theory code such a thing

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you can get datetime in unreal

oak yew
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i tried a brand new blank project and it happens

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datetime sounds interesting, there a BP node?

static viper
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try ue5 too

static viper
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its just a node called get date

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i think

spice ruin
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You'd need to convert it to an int

static viper
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its already in int

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you just need to combine it

spice ruin
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There's a "get ticks" method in c++ that returns an int64. Take the bottom half of that and you've got your uint32 for the seed.

static viper
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delta time passed

spice ruin
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How that translates to bp, I don't know.

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Delta time passed will always be the same on the first tick.

static viper
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then wait a frame

spice ruin
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So now we're adding timers ?! ๐Ÿ™‚

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What's wrong with using real time?

oak yew
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I think we might have success ๐Ÿ˜ฎ

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the 1st big number is millisecond

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passed into Set Random Stream Seed

spice ruin
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Millisecond is alright.

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Limits you to 1000 possible seeds, though.

oak yew
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yeah i can add more was a test, i am thinking how i can hack this into GetRandomPointInNavigableRadius

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maybe i can offset the origin slightly, unless that node takes the current RandomSeed

thin tendon
oak yew
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That could be a good idea, do some line trace, though my map is quite large and I'll need this for random NPCs walking about so im not sure how to know if it's within the navmesh

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lololol i mean it works but it's a bit nuts, i'd need to set a base radius per map which is np

oak yew
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@static viper @spice ruin @thin tendon Thank you guys for helping me, super appreciated! ๐Ÿฅณ

dreamy wasp
# oak yew Does anyone know a better way to get true random in UE4? For example "GetRandomP...

A lot of people use get gametime, to get the random number.
I have used get random int in range, but many time it will put out 5 5 5 5 5 16 2 82 5 5 5 5. It just seems to get hooked on
one number, even though you are asking for 0-100.
What I do is have a second variable that remembers that last number.
So if it selects 5, it checks it against the last number selected. Bool If Rand=OldRand then pipe it back into the random int, if it does not then set OldRand=Rand, and proceed with your code.

spice ruin
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You could use something that gives every number in the range before repeating. I have no idea what they're called, but an example is the mersenne twister.

dreamy wasp
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If you really want things to have a lot of variety....
You can have an array. Select random int in range 0-(get array length), and when something is selected you can delete it from the array, making the array 1 size smaller. You can let the arry burn out, or you can restart the array after a certain number of choices. this would make it so you have a different outcome, and no repeats.

spice ruin
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I'm just that good.

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I'm not a wizard for nothing.

oak yew
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I've managed to get variation now with the seed and time, and it works with GetRandomReachablePoint which is a lot better for bigger maps (in my exp)

hybrid light
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Hello, I'd like to ask for your help, please. I'm just getting my hands on UE4. It's silly, but I'd love to know how to change a character's mesh without breaking the rig and animations already present. For example, I went through the "Reimport base mesh > Reimport content > Geometry" on my character's skeleton mesh. However, I only have half of my animations that work well with the new mesh. I thank the person who could help me.

bleak locust
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exporting my project soon. anything i should know before i export?

light thunder
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can someone please tell me wth is wrong with this path? StartupObjects=/Game/IncidentCommand/FullScenario/IC_EditorUtilityObject.IC_EditorUtilityObject

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I've tried for like half an hour to figure out the godamn syntax

patent tusk
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Hello im using a zombie animation pack with my AI zombie enemies. I have a Blend space 1D with a simple Idle, walk, Run animations, but i dont know why the walk animation does a rare movement and the character slides to the sides, I dont know how to fix it, I try to enable or disable root motion but nothing happen, can someone help me pls?
I want the character to not move the root with the animation, and I disable the root motion and nothing happens, I dont know if its the animation or the model.

west merlin
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Looks like the animation only has a forwards and not an angled forward animation sort of.

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Anyone have any ideas for physics settings to make vehicles that function like PUBG? Players can't move the vehicles by walking in to them, but the vehicle punts players when it hits them without messing with the trajectory of the vehicle

frozen grail
# patent tusk Hello im using a zombie animation pack with my AI zombie enemies. I have a Blend...

you may want to also enable "Force Root Lock" while you disable "EnableRootMotion". hope this helps! video example:
https://youtu.be/ja-C9VcNyKw?t=220

Hey everyone! Today we're looking at the Layer Blend Per Bone function inside the Anim Graph. This cool little thing allows us to play animations only on certain parts of the body whilst leaving other parts unchanged. This is extremely useful for separating animations between the top and bottom half of your characters so they can do things while...

โ–ถ Play video
wet berry
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Has anyone else seen a bug in 4.27 where the BP context menu stops rendering?

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It's still there, I can see it if my mouse is hovering over the text box

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But if my mouse is anywhere else it doesn't render

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Restarting editor resolves, but it's annoying to have to do that like once an hour

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or once every 10 minutes

fickle maple
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When I turn on MSAA, my level turns black with some weird ghosting, does anybody know why?

digital anchor
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MSAA is not compatible with deferred

fickle maple
peak oxide
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Is there a Console Command to open the content browser?

true ridge
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Is there a way to forcibly delete an end user's Saved/Config files in their AppData folder? Basically treat the game like a fresh install even if there are older config files available.

patent tusk
patent tusk
rain badger
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Could/Should I put my casts in the construction script?

spice ruin
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Depends on the cast. Casts are free unless they load a class that isn't already loaded.

pure slate
spice ruin
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If what you're casting to is already in your map, is your game mode or player controller or whatever, you're fine.

rain badger
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So the Game Instance would be fine too, right?

spice ruin
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Correct

patent tusk
rugged dawn
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Hi guys, Im rendering a sequence where the camera is pretty much just zooming in and for some reason at a certain frame the camera jitters back and continues zooming from there with some weird focal length and focus adjustments. Anyone can help? I dont have a keyframe at exactly this frame

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I have keyframes for aperature and focal length, however disabling those also doesnt seem to do the trick

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and when scrolling over my sequence, this glitch doesnt show in the viewport

patent tusk
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Someone can help a good way use root motion to an IA character? Using a Blend spaces with turn and forward left and right animation?

dreamy wasp
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no animations can exactly match the floor. People sometimes lock the feet on the ground, with a script, to make them stick better. but that is more complex than I can do.

dreamy wasp
# rain badger So the Game Instance would be fine too, right?

Casting has a cost, so don't do it a lot. if you have a ball that casts to the game instance, it's best not to have it also cast to the box, if you can help it. If the Box is already putting info into the game instanc, just have the ball look there. Too many cast are bad. It's worse than tick.
Get a variable and use the veiable instead of casting each time you want something. Cast once.

patent tusk
patent tusk
blissful steeple
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what is the command to keep nearby actors and texture loaded when they are behind me ?

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when i look left or right, there are always npcs loading, or textures like rocks, ground etc

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ue4

steel pasture
glacial wyvern
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any ideas on why set flipbook isnt working here?

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the printout is giving me the correct values but the flipbooks never change

glacial wyvern
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The same setup works in a paper character blueprint class but not for a regualr actor

neon wedge
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Any specifics?

spice ruin
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Any assets you can pretty much use as you like.

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Stuff in Editor or Developer directories are a no-go.

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That's just what the EULA says.

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You can't distribute them.

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Or anything that uses them.

icy egret
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Hi I need help
I added my custom template project, then my Launcher is filled by default templates.
how to hide them??

grim ore
forest valve
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Hi! Now, still exist more jobs for ue 4.27?

bleak locust
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man why tf ue4 compiling shaders for 5 hours now and not even finish ๐Ÿ˜ญ

autumn flame
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Could be either your specs or some over complicated shader calculation that takes ages

bleak locust
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2 hours later and still not done ๐Ÿ˜ญ

opal osprey
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Holy moly guy

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Hey guys, in today's video, I'm going to be showing you how to download a character and animations from mixamo, and import these into Unreal Engine 4. Mixamo is full of loads of great, free, and copyright free characters and animations for you to use in your games.

Mixamo: https://www.mixamo.com/#/
How To Make An Animation Blueprint: https://yo...

โ–ถ Play video
opal osprey
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But I get error:

FAILED TO MERGE BONES:

This could happen if significant hierarchical changes have been made e.g. inserting a bone between nodes. Would you like to regenerate the Skeleton from this mesh?

WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF

ANIMATION DATA.

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I think I may use blender or Mixamo_Converter

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But what is the right way to do it?

shrewd geyser
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is there any way I can select animations, how would I select variables using select

plush yew
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hey guys not sure if this an unreal or a blender question but exporting my blender model into unreal gives it a single box collision, is there a way I can automatically add a collision from blender or is this all done unreal?

oak patio
plush yew
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thanks

obtuse stump
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Why I receive the message "navmesh need to be rebuilt" if I don't have any navmesh?

frigid mauve
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Hey! I had spline with meshes (see. picture). And I wanna divide it runtime into cells. I kinda find solution - to use decals with square shapes (but still can't implement it). Is it the easiest solution?
The numbers of meshes and decals are not the same

split delta
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does she feel threatening to you guys yet?

thin tendon
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Anyone else had issues with blueprints in world not updating? I have a house blueprint. Made a couple changes to the bathroom. But all the instances of that BP in my world did not update after the saved changes.

dusky token
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I just want to use C++ to make custom nodes

oak patio
mystic grail
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I have just opened up the robo recall mod tools in a unreal engine 4.16 project and a lot of the static mesh actors appear to be read only. I am trying to break the project apart to learn how it was done. Does anyone know how to get them out of this read only state so i can open the 3d meshes and their materials ?

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I have tried

  1. Right clicking on a mesh in the world outliner (no options to change state)
  2. Opened the folder containing the .uaasset to see if i need to user windows explorer to change read only state
  3. Right click on the asset in the viewport and convert actors to static mesh (this helps as i can now open up the mesh but i still cannot get into the material instances inside the mesh)
  4. Rich click on the mesh in the content browser and choose edit (does nothing)
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the mod kit is downloaded from the epic games store

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Very cool if no one has checked it out ( for VR ) although I am seeing a lot of the blueprint logic is outdated. Still useful though in a lot of ways.

dusky token
oak patio
pure slate
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You'll want to look into AIPerception or Pawn Sensing

plush yew
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How do I get the reflections in my water material like so?

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I tried spot light, I tried point light, I tried making metalic from 1 to 2 in shader

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turning roughness from .3 to .1 made right side more "real" but left is not reflecting on water

plush yew
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I resolved my problem.

||I said fk it, I don't care anymore||
And it was as simple as that.

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Static lights cannot do this?

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building lighting

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specular scale is on 1

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huh... the other one is stationary for what is already refelct

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u might be a god

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I luv u

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I resolved my problem.

||Harlist told me to change light type||
And it was as simple as that.

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I'm actually wide smiling irl

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YAY

oak patio
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Sounds like bad lightmaps

plush yew
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Build lighting

blissful steeple
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r.Streaming.LimitPoolSizeToVRAM

If enabled, the texture pool size will be limited to how much GPU memory is available.

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and if disabled ?

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can i make streaming use my ram ?

rain pebble
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Could anyone help with this error? I have photos of the code thst it says the error is in

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Ik it's a mess

onyx gyro
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Now HOW long yall think is going to take?!!!!!!!!!

real heath
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How many cores you got?

flat gyro
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How would I render something over everything. Like how guns are rendered in cod games, don't want the item clipping

wide crag
haughty roost
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Hi, anybdy knows how to access an array used in a shader uniform ?
I add to PathTracing.usf the follow input array:

float4 a[32];

I define it in the file PathTracing.cpp as follow:

SHADER_PARAMETER_ARRAY(FVector4, a, [32])

But accessing it within the shader is strange and causes compiling errors.
It doesn't allow to access it as elements of float4, but it only allows to access 4 elements of float.

float c = a[0].y;  \\ Error: vector swizzle 'y' is out of bounds

float c = a[0];    \\ returns the value I would expect to have from [0].x 

float c = a[3]     \\ returns the value I would expect to have from a[0].z

float c = a[5]     \\ Error: vector element index '5' is out of bounds
plush yew
#

Unknown() Address = 0x10a66b347 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x10a7ced40 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x10a8cdaa9 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x114a8f88a (filename not found) [in UE4Editor-Engine.dylib]
Unknown() Address = 0x114a7834a (filename not found) [in UE4Editor-Engine.dylib]
Unknown() Address = 0x114a7657b (filename not found) [in UE4Editor-Engine.dylib]
Unknown() Address = 0x114a7cdb3 (filename not found) [in UE4Editor-Engine.dylib]
Unknown() Address = 0x114a89d80 (filename not found) [in UE4Editor-Engine.dylib]
Unknown() Address = 0x114a8ce16 (filename not found) [in UE4Editor-Engine.dylib]
Unknown() Address = 0x100b33221 (filename not found) [in UE4Editor]
Unknown() Address = 0x100b2a3bd (filename not found) [in UE4Editor]
Unknown() Address = 0x100b4487f (filename not found) [in UE4Editor]
Unknown() Address = 0x10a7cdf41 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7ff80a1f63bc (filename not found) [in Foundation]
Unknown() Address = 0x7ff80938d259 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x7ff809388c7b (filename not found) [in libsystem_pthread.dylib]```
whats wrong with my app ![Sad](https://cdn.discordapp.com/emojis/903038282043097118.webp?size=128 "Sad") im on m1 mac
oak patio
#

witht hat, you're downloading the room

tacit stirrup
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Is there any way to force these .uassets to load? They were made with UE 4.21.2 but I can't move them from project to project even though they are the same version, they also don't load in the original project anymore! Log attached below.

dense gale
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Not sure where to put this. I work alone and i'm not skilled in graphics. Is it worth to get Reallusion Character Creator for UE4 game? looks nice.

magic oriole
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Does anyone know if Line Trace by Channel (Complex Collision) works on skeletal meshes? I only seem to register hits when I turn the 'use complex collision' off.

mortal kayak
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Did you fix that?

abstract lava
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can somebody please helpme fix a issue imhaving with a file ive been up2 days trying to fix it . im just a artist and not savvy withthis stuff . i think someone who knows how to use ue will be able to do it with ease

#

when i try to run from4.26 it says the plugin was designed for 4.27 (i think the other guy changed the version of the plugin from 4.26 to 4.27 ) but when i launch on 4.27 it tells me to rebuild it manually from the source . when i try to rebuild same thing but again i dont reeally know what im doing

dark axle
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how do you make sure that a variable is being passed to an event before it runs?

to expound on this, how do you make sure that an event that is being run on the server receives a value from the client before it runs?

autumn flame
autumn flame
#

Look into the job board

dreamy wasp
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Can anyone recommend a publisher, they liked working with?
currently, I am getting 'offers' from these 'pay-per-click' type places that offer X amount of views, live streams, influencers, reviews, etc, for XXX amount of cash. Not interested in throwing money into the void.

autumn flame
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We got such deals and they contacted us, so

dreamy wasp
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One of the main jobs of a publisher is to promote and advertise your game. That's why they get a percentage.

thin tendon
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A couple of planes would work. Or even just go into blender and make a custom face the size and shape you want.

autumn flame
dreamy wasp
#

Take them into the scene and place them where you want.
If you want them as a unit, you can stack them in the level, or you can create a blueprint with all the stuff in it...
or.. you can place them in the level, then select them all , and right click and Merge Mesh.
This will make them all one mesh, and you can select if you want the materials merged, or kept seporate.
but then you cant just move a pillow somewhere else. its all one mesh, then.

thin tendon
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You could also put them into blender and combine them into one mesh then import that newly created single mesh

dreamy wasp
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search 'ue4 merge actors'

thin tendon
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You just select the two meshes you want and press ctrl + j

fierce tulip
#

question was posted in multiple channels.
Bit annoying to have the same answers in multiple channels as well.

azure shore
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I need to make a big change to my player blueprint (making it physics based, tested this all on a copy of it first) but I know this will be irreversible, what can I do to be safe? I can create a backup of the project but thats gonna take a week and sap the whole houses wifi

nimble flame
#

Hi guys, so I downloaded the linux cross-compiler tools related to UE4.25, and I am trying to package for linux but it throws up this error: "UATHelper: Packaging (Linux): ERROR: Missing precompiled manifest for 'D3D11RHI'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in D3D11RHI.build.cs to override." I tried actually editing that .cs file but it said it was read only, and surely D3D11RHI is irrelevant for linux as it refers to windows only. For reference, my windows packaged version comes out completely fine with no errors! Any one able to help?

hidden dew
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Needs a tonne of optimisation but shows promise.
About 1 million grass instances, each able to move and rotate independently, to follow the shape-changing surface they're on.
HISM for the instances. All translations and rotations done in material. Data fed to the material via texture, updated on the render thread.
Bit proud since I hadn't heard of ISMs, or render thread stuff, and didn't know how to do material transformation when I began trying. ๐Ÿ˜„

thin tendon
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There isn't any way of knowing in advance unless stated by the seller. If you learn a little blender, then it won't matter because you can just change things to how you want them.

calm crow
#

Anyone know how to have MRQ only rendering in MRQ windows (and not mirroring viewport (dedoubeling gpu drawcalls) at the same time) ?

oak patio
#

by the way, crossposting aint allowed, it makes the conversations confusing when its continuing everywhere.
please only post in one channel

azure shore
#

and this is why people get drowned out more than they already would

steady tree
#

im kinda confused - any Idea on why are the shadows missing when I open the level via open level function ( stationary directional light ) on moveable meshes/sprites but not if I just open the level

#

its the same in a packaged build - if the map is loaded on default = shadows, if loaded per ,,open level,, shadows missing

steady tree
#

works with a stationary spotlight - but not with stationary directional light cry2 ( Huh? )

steady tree
tall osprey
#

hey anyone know how to fix my issue, so I'm trying to get the player to always face the enemy. I've tried it in the player blueprint, level blueprint both get the same outcome, When I do it in reverse the enemy rotates to follow me but when I do it for the character to face enemy the player doesnt rotate towards the enemy only the camera does

dreamy wasp
#

Check how your character is rotating during normal play. this may be affecting your 'forced' rotation toward the Enemy.

thin tendon
dark axle
#

Hi guys, I have a problem and let me know on how to resolve this issue

dreamy wasp
dark axle
dreamy wasp
#

also your head is missing. Might want to bring that along.

#

but if you are talking about why your thong is on your thighs, then you need to recheck your mesh UVs.
Looks like it's not map properly. I'd suggest taking into blender, but if you bought that model, it should already be properly mapped.

dark axle
dreamy wasp
#

Not sure what the loaded one is. Many time its just forgetting to assign the correct model.
Recheck. I had issue like this, and it always turned up to be something stupid

pine pecan
#

I remember there was simple bp node like "get angular velocity". But i can't find it now. There is physics angular velocity but it works with physics only. Anybody help to find it?

dreamy wasp
#

QUESTION: Animation Budget Allocator <---------------- Anyone every used this?
The documentation is lacking, and I don't see much info, but it seems like something people would really want to use.

#

Was wondering if there was a way to modify Certain AnimBPs. Like.. If I think Character X is more important than his 50 minions, can I make his anim NOT degrade while their's does?

upper wadi
#

Any recommendation for which softwear to use? Im new to this and am looking for smt un whichc i can build gungeon like games?

dusty quest
#

Hey guys I would use EOS to making my gamification system. Any feedback about it ? Is it worth to use it rather than our own database ?

leaden berry
#

Hello. Anyone know a fix for this?

coarse jetty
#

its seem like you are trying to spawn an invalid class or something related

sleek fable
#

Hi there guys I'm currently trying to bake and use the metallic & roughness maps in only Base Color buffer of the material. I tried also baking normal map into base color and it worked. And this is the outcome of the metallic & roughness but it does seem a little bit off. Is anyone tried this method before
(First image is standart PBR)

lime musk
#

Hi, does ue4 support MacBook M1 chips?

blissful steeple
#

what is the best AI art generator ? if there are more than 1

distant crescent
spice ruin
#

There's a load.

blissful steeple
#

art

distant crescent
#

Ah

blissful steeple
#

so i can write something, and it draws it

spice ruin
#

Stable diffusion is pretty easy to set up.

distant crescent
#

Jasper art

blissful steeple
distant crescent
blissful steeple
#

ha ha free trial

#

meaning i have to pay very soon

#

no thnx

distant crescent
#

Idk then

blissful steeple
#

i dont want to pay, im poor, i just want to have fun like with chat gpt

#

usuually ends in the error "to many requests"...but thats an excuse to not answer what i ask, cause im bugging it every time

#

i never tried the art generating ones, just want a free one to see how to make it draw something its not allowed

#

hehehee

distant crescent
#

Omg lol ๐Ÿ˜† ๐Ÿ˜‚

tawny shard
#

is there a way to scale bone sphere in viewport? I mean this one

distant crescent
#

R

plush yew
#

Without modifying the engine, is there a known way to stop reflections from flickering?

#

I'm deep in development with 4.25.0 and really don't want to change engine versions because I don't want stuff to break.

dense forge
#

The easiest way is duplicate the material. Then in your new material to your base color add a multiply node and plug whatever you have coming and also a Color node by clicking 3 + left click.

wide crag
peak hare
#

In your original material, make the color input a variable, then you can create material instances based on this material and vary their colors as you wish.

fair meteor
#

If I share project files with a colleague, but he dosnt have the plugin installed to his engine, will this break things?

tidal flicker
#

hi, could anyone with ue4 please try to rotate your thirdpersoncharacter if its the default mannequin and tell me if its rotated in the correct way?

#

i think this might be a bug with 5.1 if so

#

even on a default project this is the result for me

hollow falcon
#

Can anyone help with a save question? I've been manually saving my game as I work over the last 4 hours. The editor crashed and reloaded an autosave of the game, but it's much older than the manual saves I've done today and half the work is missing. I know how to load an autosave of the game. But where do I find the manual saves? There isn't a Backup folder in the Documents > Unreal Projects > Project > Saved folder or anything that sounds like the equivalent.

magic radish
#

Hello, I'm having trouble to solve what seems trivial problem. SO basically is the mechanic of the RTS game where input mode is set to game and UI. I want the behavior where when I hovering over environment I have one type of cursor (simple cursor move to location) and when I hover over HUD UI elements i want different type of cursor. I know that I can make every HUD UI derived class from base widget class which would on hover notify the system. Just wondering if there is some cleaner solution with Get Hit Result Under Cursor for Objects or Get Hit Result Under Cursor for Channels!?

Thanks in advance

upbeat spruce
#

Hello, does unreal do multi-threaded draw call submission?
Say I have 500 Actors with multiple skeletal meshes each with 100 draw calls it's giving me 10 FPS.
Is there a way to submit draw calls parallelly on multiple threads? I noticed that there were only a few busy threadss (4).

upbeat spruce
#

why does the editor sometimes give this greyed out selection where when i press del nothing happens unless i reselect them and they are no longer greyed out???

normal breach
#

hey y'all, is there any way to move a component from one actor to another?
Alternatively, is there any way to make an actor skip the "UpdateComponentToWorld" for certain components? I already tried setting them as not visible and disabling any collision (they don't have any).

distant crescent
#

why do people still use ue4?

wide crag
distant crescent
#

ue5 is stableish

normal breach
distant crescent
#

true

thin tendon
#

If your project is far enough along there is no reason to go to ue5

spare trench
#

something strainge happening with my unreal engine, I have main menu where there are 2 buttons that creates new widget respective to there purpose. When we click first button, we can select different character through spawning them from clicking the buttons, when I come back to main menu and go to 2nd button and then exit from that widget too, Im no longer able to spawn characters in 1st button's widget.

#

please help

light thunder
digital lynx
#

hello sorry if you've heard this question like 1000 times but i wanted to ask a while ago i asked what was a good resource to learn ue4/5 and i got given learn.unreal.com and it was great but i never ended up using it because i got busy with other stuff and never did any game dev in the end well now it doesn't exist anymore or at least it just redirects me to forums but its all about ue5 and it really doesn't seem as organized can someone tell me what i can do or if the new site is still the best options what are some of the courses i should watch first so i can favourite them if thats still a thing?

pallid olive
#

hello guys, after building VS manually i received 2 errors one is:
Severity Code Description Project File Line Suppression State
Error MSB3073 The command ""C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles\Build.bat" xxxEditor Win64 Development -Project="C:\Users\xxx\Documents\Unreal Projects\xxx\xxx.uproject" -WaitMutex -FromMsBuild" exited with code 6. Stealth C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 45
-after adding a plugin i received this error
familiar to anyone ?

oak patio
#

id go there

digital lynx
#

thats what i was talking about having only ue5 stuff and not being that organized anymore

#

so now i can't find all the old guides

oak patio
#

in fairness if you're starting out, theres no reason to use ue4

#

go for ue5

#

you arent in the middle of a large scale project so just go for ue5

digital lynx
#

i don't know it got more optimized since 5.1 but my goofy aah 1050ti can't run ue5

#

even disabling global lighting and the new features i still get a lot less performance then ue4

#

when editing or playing a compiled game

craggy shard
#

Anyone Familiar with using Voxel Landscapes?

#

I've got kind of a scenario and am clueless on how to go about debugging and fixing it.

#

tbh i'm also not even sure where to place the question, theres alot of channels on this disc lol

tame marsh
#

we generally don't bite here

craggy shard
#

When I'm in the editor the whole map looks great! but when I compile it anything made with the Voxel Plugin isn't loaded in. I'm using a Landscape as-well as a Voxel Landscape and trying to make a solid map instead of having to switch levels so to speak. Here's some screenshots for reference.

#

This is how its supposed to look Via ingame thru the editor

#

this is what it looks like ingame

#

The voxel landscape [cave] with the regular landscape on top I used a visibility mask to cut a hole into the landscape in order for the player to go through it when playing

#

the missing voxel landscape only happens when the game is compiled its the strangest thing

red sinew
#

it's like it zooms in, and the camera goes crazy fast if i right click and move it

digital anchor
#

happens when my R2 is stuck

red sinew
#

OH look at that that was the problem

#

tyty!

craggy shard
#

any suggestions?

queen rivet
#

I am working on creating a suicide bomb which explodes and destroys other players within certain radius. The problem is when the sphere radius collides with a wall or other objects then none of the actors are destroyed. However it works perfectly well when there is not a wall or other objects within radius. How do I make it destroy every players in radius even when there is a wall or other objects within spheretrace radius?

copper bobcat
copper bobcat
#

You don't need the sphere trace, just use the Apply Radial Damage

void flower
#

Hello, using the branch Unreal 4.27-plus the Pico 4 SDK's plugins doesn't compile at all, what can I do?

abstract lava
#

can someone help me with something really simple and quick

abstract lava
#

how can i move the chest back into place , when i try to move it it moves everything with it , it didnt do this before i changed the sprite

#

@queen rivet

copper bobcat
abstract lava
#

im very noob .. so how can i move the chest back ? :/

wide crag
abstract lava
#

pretty sure the other parts are parented under that part , so how would i change that then ?

#

@wide crag

wide crag
#

as an example, your context may vary

abstract lava
#

tysm @wide crag im going to try and figure this out lol if not ill be back .

wide crag
# abstract lava

some standard rigging practices apply when it comes to part hierarchy. e.g. the "root" of a character is usually the chest, with the limbs and head parented to it. some setups have the legs as root instead, since it's closest to the ground.

#

it depends on what actions your character is likely to perform, and how each part moves relative to the others. the chest, being the most central component, moves the least

abstract lava
#

i feel so dumb ๐Ÿ˜

wide crag
#

that's what learning is like, knowing that you're less dumb than yesterday helps

#

but the more you learn, the more you realize there is to learn

abstract lava
#

true ty . so i dont understand how to make it so i can move this piece still ..

wide crag
#

you can move it, just rearrange the other parts afterwards

abstract lava
#

ohhhhhhhhhhhhhhhhhhhhh

#

wow

#

ty

plush yew
#

Hello. I have a Particle System that runs to infinity. How can I make it appear smoothly and then disappear after 3 seconds? I played with the Lifetime parameter, but my Particle crashes after that.

abstract lava
#

tysm @wide crag it worked , thanks fer helping me learn ๐Ÿ™‚

queen rivet
#

where can I download free low quality particle systems?

raw forum
#

Hi. Help me guys. how to compare in multiplayer players by points, so that when a player approaches another player and has more points, he can kill the player with less points ?

abstract lava
#

@wide crag

wide crag
#

see where your sprites' pivots are located. if you're using body as root then you shouldn't need to move the leg sprite independently, just animate the frames

abstract lava
#

i dont understand :/ is it because the animation if off center ?

wide crag
#

could be, yeah

abstract lava
#

that was it , thank you again . my last problem is i cannot seem to change the fps , i remember i found a place i changed it earlier but cannot remember how to get there . but this one doesnt change it @wide crag

#

i need to adjust that with the movement speed

wide crag
#

I don't have a lot of experience with 2D animation in UE, try #animation

abstract lava
#

alright thank you for everything

solar pumice
#

Does anyone know how to enable LODs for textures or how to improve textures for standalone VR

spice ruin
#

LODs are automatic

autumn flame
#

As long as you don't have NoMips selected

#

Or if you are using TAs, residency can be finicky

novel quail
#

can I change Max Shader Compexity from 2000 to 5000 or etc.? or what is the suggested count?

abstract lava
#

can anyone explain to me why my sprites getting cut off at the knee there ? the animation has its knee you can see in the smaller one to the right

abstract lava
#

figured it out . pivot point bug just had to change from center center to center right back to center center . now i just need help changing the fps of my animations as im moving

proven mauve
#

Does anyone have any good literature about how plugin configuration works?

So I understand there is essentially a "stack" of configs (ignoring windows/android configs atm:

  • Base*.ini (defined by engine)
  • Default*.init (defined in project)
  • *.ini (saved in save-game, not for editing)

Can anyone explain how this works for plugins? There are two things I want to do in my plugin:

  1. Contribute custom settings (i.e., MyPlugin.ini)
  2. Contribute base/engine/lightmass settings (i.e., DefaultGame.ini)

For (1) I'm fairly certain I can define a BaseMyPlugin.ini) and then let any project using my plugin override that using DefaultMyPlugin.ini, but I'm a bit more confused how (2) works.

#

If I define Plugins/MyPlugin/Config/DefaultGame.ini, how is that read in the config stack, if at all? The docs for configs has a hierarchy diagram, but it doesn't include plugins.

abstract lava
#

@proven mauve long shot but have you tried chatgpt

proven mauve
#

Erm

surreal vine
#

Does anyhone how to make objects go towards you, actors

abstract lava
# proven mauve Erm

you would be suprised ... you can ask it a lot of tuff and get really technical answers ..

proven mauve
#

No matter, I will just go read the engine code..

abstract lava
#

you can also ask chat gpt LOL ok guy

surreal vine
#

Does anybody know how to make a jedi pull of objects? Like how to make just one object go towards you on a press of button?

#

like god of war axe

misty vessel
#

@naive venture

abstract lava
#

still need help with my 2d platformer frames per second with the sprites

north juniper
#

Hi! I have this issue where if I try to export a android game it brings me an error that says "Couldn't find 32-bit or 64-bit versions of the Android toolchain with NDKROOT" If anyone knows how to fix this issue that would be very helpful.

oak patio
cedar pawn
#

Hey everyone online ! I have worked with Maya, Max, and just started working on Unreal Engine 4.27 on mac. I am trying to generate a build for VR with the VR template that ships with UE 4.27. I am having error on "Deploying content on Android" stage saying Build Failed with the error java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 Can anybody suggest what to do with this case ? I have followed the exact procedure mentioned at the UE docs for installing all android related stuff. Please mention if anybody knows the answer to this as over stack overflow I couldnt find anything useful. Thanks in advance

plush yew
abstract lava
# plush yew Ask chatGPT then! ๐Ÿคท

didnt work for my problem , thanks for not being helpful when suggesting chat gpt was a helpful suggestion and dude wanted to be rude just like you for no good reason lol . why so salty ?

abstract lava
oak patio
abstract lava
#

dont comment if youre just going to be salty and not talk about unreal engine related things . it was a genuine suggestion and i even said it may be a long shot

oak patio
#

Based on interactions through the internet

abstract lava
#

it can code

oak patio
#

It can't code. It can guess that what syntax relates to the problem, based on similar interactions scraped from around the internet

abstract lava
#

it can do a lot more than predict words , and i recommend you watch a video on gpt 4

#

anyways this is for unreal engine conversations

oak patio
abstract lava
#

im not denying word prediction lmao it does a lot mroe thanjust predict words my guy a simple google could tell you that . have a nice day

plush yew
#

It really doesn't. Have a nice day as well!

oak patio
#

Yes indeed have a nice day. But it's true

#

It's why it tells you to do silly things like connect getters to execution pins.

It doesn't know what a blueprint is, it doesn't know how they work, it just knows how other people have talked about and used them online, and it makes its best guess.

abstract lava
#

meh i dont care that youre both wrong , stay ignorant and salty . dont talk to me unless you want to help with my issue with unrealengine im having . . i was makign a genuine suggestion to someone cause there was no help on at the time . dont ask me why youre wrong go educate yourself or better yet ask chat gpt lol

#

sweeney_activate ๐Ÿฅด

cedar pawn
#

I hope my question gets answered by anyone ie human or ChatGPT

#

come on, we dont have to debate over that

abstract lava
#

i apologize that me suggesting chat gpt to someone lead to that and your help needed getting pushed up lol

cedar pawn
#

no apology needed, just ending needed which I think already got provided ๐Ÿ™‚

abstract lava
#

i sent you something that may or may not help

wide crag
#

@abstract lava

#

could've just asked it, yknow

#

I work at a company that generates synthetic data for training AI models, I think you shouldn't immediately think about dissing a point like that without more understanding into how that particular technology works

oak patio
# wide crag could've just asked it, yknow

It's almost like language prediction, or word prediction!

I didn't see the point in arguing further when you Google got and it says "GPT is a language prediction model..."

abstract lava
#

now you say "its almost like " lol

oak patio
#

Just because it tells you what blueprints are doesn't mean it knows.

That would require sentience

abstract lava
#

yeah thats why you read more than a few sentences on google and dont make assumptions

wide crag
oak patio
oak patio
#

My apologies there

wide crag
#

in any case, it's important to understand what ChatGPT can and can't do, and when you should look at things with a more critical eye

abstract lava
#

funny cause this is for helping people and chat gpt helped someone you guys ignored asking for help to flame me cause i made a suggestion to help someone when there was no help online

wide crag
#

and the most important thing - humans made it. Humans are flawed. Don't expect AI to be that much more.

oak patio
abstract lava
#

not true were dming , snarky ? read your last comment again lmao

oak patio
#

Im not gonna give help if I don't know, but I am gonna raise an issue when people give dubious help.

Chatgpt ain't great with fairly unique problems.

abstract lava
#

youre just mdcause its gonna tale your job sad boi

oak patio
#

I'm really not. I recognize how to use a tool, and the weaknesses of said tool

abstract lava
#

then why be salty over me suggesting sonmone to use a tool , youre redundant

#

anyways im out . still need help btw

oak patio
#

The tool you offered in that circumstance is akin to bashing a nail in with a car battery.

It might work, probably not well. But there's certainly better ways of doing so

abstract lava
#

it works great , assumptions hints ass you dont know till you try it lmao you read a few sentences on google , read about gpt 4 or watch a video and youre gonna be really salty lolllll

oak patio
#

And I ain't salty at all.

All I said intially is that chatgpt wouldn't be too much help there, as it is inaccurate in highly specific scenarios. Spoken from experience.

Then this spiraled into how it isn't word prediction, when it quite literally is.

#

I really didn't want to restart this but here we are

cedar pawn
#

lets rename this channel to something like ChatGPT or not what do you people say ?

oak patio
#

I like it

#

I vote yes

wide crag
#

I don't use Java so I don't think I can be much help beyond that

wide crag
oak patio
#

Seems like a common issue thiugh

wide crag
#

Everyone I know who uses ChatGPT are capable enough to think critically and fix any errors it creates. You don't seem like such a person, unfortunately.

cedar pawn
#

thanks for mentioning the jdk , but I installed the jdk from the script that ships with unreal so I dont think that could be the cause

oak patio
#

I quite like chatgpt. It's great at explaining code. And really useful as a high level overview. In my experience getting it to debug or solve complex issues are beyond its scope ATM.

Excited for what it brings in the future

oak patio
cedar pawn
#

and yes I installed old gradle as well which unreal 4.27 uses, but still same error

oak patio
#

If you have already tried, disregard the message

cedar pawn
#

can you share a link from where you got that, that might help me even more ?

oak patio
cedar pawn
#

let me try, though it reads ue5

wide crag
oak patio
cedar pawn
#

thanks

oak patio
#

4.25 but in theory the error shouldn't be tied to the version

#

In practice though it's anyone's guess ๐Ÿ˜…

cedar pawn
#

makes sense

wide crag
#

"To fix it, I finally ended up building a new keystore using the command line keytool (run as Administrator) using the Java keytool located in the Platforms -Android SDK Java directory setting. In my case: C:/Program Files/Android/Android Studio/jre. This is NOT the usual Java directory. Instead, it is the Android Studio java."

It's directory-related, and macOS handles files slightly differently

cedar pawn
#

thanks I will check it out.

wide crag
oak patio
#

Had to do some unity for uni projects and it was a breeze to pick up. Tells you everything with extensive examples

#

Not just

Here is a function it takes these parameters and outputs this.

How do you use it?
Lmao don't ask me. What am I? Some sort of documentation?

wide crag
oak patio
#

Or even better in the engine code, helpful comments like

// a co-routine
north juniper
#

Hi! I have this issue where if I try to export a android game it brings me an error that says "Couldn't find 32-bit or 64-bit versions of the Android toolchain with NDKROOT" If anyone knows how to fix this issue that would be very helpful.

dusky schooner
#

Hi guys, need some advice as I canโ€™t seem to find the right material to learn from ๐Ÿ˜ช

I want to be able to create a 3d block based on the form of a 2d spline in play mode in which I can then move around and run different interactions with it.

Could anyone guide me to some tutorials or have experience with this ?

wide crag
dusky schooner
wide crag
#

at a guess, you can get the hit position result of a linetrace at some time intervals, store in array and build a spline from that

plush yew
#

I have a Particle System that runs to infinity. How can I make it appear smoothly and then disappear after 3 seconds? I played with the Lifetime parameter, but my Particle crashes after that. I don't understand, is it hard for you to help?

dusky schooner
dusky schooner
#

Awesome thanks mate. The extrusion part is gonna be the tricky bit for me I think

fierce tulip
plush yew
peak hare
#

Hi guys, in the absence of a 'coneoverlapactors' node like the 'sphereoverlapcomponents' node, I just added a cone component to my actor with overlap enabled. However I will actually need to check the overlaps of this cone only occasionally. I have some questions about overlap:

  1. Would I perform the equivalent of an overlap check by having tick disabled by default, then when I want to check overlaps I enable tick temporarily until i am sure there is at least one 'updateoverlaps' check, and perform a 'componentoverlapactors' check, then disable tick again after? If so, what's the overhead of having a non-ticking component with overlaps enabled?
  2. Would I instead need to do the above rather by enabling/disabling the component (or both doing this and the tick method together?)? If so, would this be more or less efficient in terms of overhead than the above method?
wide crag
plush yew
wide crag
plush yew
wide crag
plush yew
wide crag
plush yew
plush yew
wide crag
plush yew
dreamy wasp
#

QUESTION about Save files:
I noticed... I have a save with an array. The array is length 5.
It holds the guns that are unlocked. All bools.
I added 2 more guns, so the array is now 7, but it gives me errors when I save, because the earlier save only has length 5.

This is my problem: I can personally delete my save file under unreal/project/Saves/Save01
...but... People who download my game are not going to want all their stuff deleted whenever there is an update.
How do I do this for their save files to match the new array length?
Should I be using 'set array elem' with the [] Size to fit checked? Will that work on a save file?

dreamy wasp
#

Followup Question: If []Size To Fit works with an Array, will it work with an Struct Array?

hidden dew
#

Looking at Custom Primitive Data for materials, and considering it against Material Instance Dynamic with material parameters... :

The difference is that CPD has the advantage of storing data on the primitives themselves rather than with the Material Instance, which lowers the number of draw calls for similarly placed geometry in your Levels (such as walls, floors, or other duplicated geometry).

#

Can anyone explain how the MID could have more draw calls? I don't really get how it works.

#

For example, I have a MID with 2 texture parameters and 1 scalar parameter. All 3 are updated from C++.

#

Now I want to add a couple more scalars.
Should that scalar parameter I already have be a Custom Primitive? Should the new ones be? Does it make any difference in this case? Etc.

real heath
#

Changing MI is relatively cheap (certainly cheaper than changing an actual material), but still a draw call and breaks batching, so avoiding them where possible is good.

hidden dew
#

Hmm.
But what about a HISM component, where every instance in the HISM uses the same MID?
I update parameters in that MID, but every instance uses it and (as I understand) all instances always have exactly the same values.
That's still 1, uh, draw call right? Even if the code is changing some of the parameters in that MID every tick

#

How do you make a MID that forces 2 draw calls?

#

Like, if I have 2 doors in a level that use a MID, what would make that require 2 draw calls?

upbeat spruce
#

running the game with nvidia nsight gives 40 FPS compared to 17 FPS without it ๐Ÿฅด

abstract lava
#

im having a issue , im using unreal engine 4.27 im makign a 2d platformer that is sprite based . the characters body consists of multiple animations (head, chest, left arm, right arm , legs) when i change the frames and play rate i want to do it for each animation individually , how cani do this ?? if i add a modular body comp blueprint to each individual body part will that work ? if not what will ?

blissful steeple
#

GPU Creators : "Hey we released our new most powerfull gpu today"
Game Creators : "Good, very good, now give it to use so we can make the next games demand more than it can take/give...muahuahuahauhauhaua...."

~marketing scheme

bleak glen
blissful steeple
#

au.SetAudioChannelCount
Changes the audio channel count. Maximum value is clamped to the MaxChannelCount used to initialize the audio engine.
0: Disable, >0: Number entered is the new channel count


au.SetAudioChannelScaleCount
Changes the audio channel count by percentage.
Default depends on channels available in system. Can be changed by adding different value.

How do i know how many channels i have in system ?

gaunt raptor
#

sheesh

proud narwhal
#

If I am getting Lightmap UV overlaps despite telling it to generate new UVs, should I just increase the size of the UV?

prime tulip
#

Does anyone know how to fix the insane GPU fan blowing in packaged builds? Every single game or project I make in Unreal has user's GPU's blowing like they're about to enter the stratosphere. What is up with that anyway? I get that it's probably to do with too much FPS. But why don't I have this in other games where I get 150+ fps? What is different about Unreal that this happens? This has been bugging me for years now and would really love some info on this.

#

It's not like it's a big issue or anything, hence why only now I was like aight let's investigate this. But it's quite annoying to always hear your PC get super loud whenever I launch one of my projects. I can barely hear my music at times ๐Ÿ˜…

spice ruin
#

Try having them put in t.maxfps somenumber

#

And see if it stops?

prime tulip
#

I tried that already, my ingame fps is capped at 60 but still my GPU makes a lot of noise until I close the game

fierce tulip
abstract lava
#

when you own a asset are you allowed to trade a copy of it ? or if not the origonal version can you trade it if altered ? considering trying to trade some expensive assets i have like for networking for some help with my game

plush yew
#

How do I make particles appear smoothly in the Niagara System? I added a Niagara Emitter to the NS, and in that Emitter I converted Lifetime to Float Curve and put the values in reverse, but now I can't see the NE

cedar pawn
oak patio
cedar pawn
#

yeah but most of the cases like 99% they wouldn't allow, otherwise one person would buy and share with the whole world for free ๐Ÿ™‚

oak patio
#

Very true.

latent sonnet
#

How can I stop my game from freezing when loading a new level through BP? I am making an endless runner and need my levels to be loaded seamlessly.

spice ruin
#

Use async loading?

jade surge
#

I'm pretty sure that's not how seamless runners are made, not the simple ones anyway

jade surge
#

Couldn't type it because I was in an apex games, but iirc seamless runners just teleport the tiles infront of the player, the player doesn't even move, they just play a running animation. The world moves toward the player instead

latent sonnet
#

When the player hits the loading box, the game freezes for a bit to load the next level

#

Thatโ€™s the part Iโ€™m trying to smooth out

jade surge
#

As he said you can async that, but im pretty sure the landscape in the world is just an actor that can be moved

#

So you should in theory be able to teleport the Landscape and then spawn new foliage

#

I dont think constantly loading a new sub level is a good idea

#

Not to mention the further you go from 0,0,0 in unreal the lagging things get

#

Atleast that's what I was told, I never tested that theory

#

If that's true then an endless runner with a character running straight will not be efficient as the world is not unlimited?

#

@latent sonnet

#

My knowledge on this stuff is limited so hopefully I'm not emberassing myself. Although I do believe the information I'm giving is accurate

plush yew
#

does anyone know how to disable tonemapper

#

on any ue4 game thats offline

#

without console

wide crag
wide crag
pseudo wave
#

Anyone bored want to help me plan something out? Can I use unreal engine 4 and create a multiplayer 2d top down game and export it to html5 still and use it on my website? What do I need to get started other then 4.23.1?

chilly glacier
#

When you sell on steam, do you have to pay sales tax on your revenue or does steam take care of that?

obtuse stump
#

Do you know how to take a high resolution screenshot but with a format that I decide? (Example 600x800) need the for my steam page

static cradle
#

Hey! I need help for my personal project ๐Ÿ™‚
I was working on a file when all of a sudden my camera stopped working. It just wont move. I need help. I didnt change anything in the code so i dont think posting code would help. Pls do suggest any issues which might be causing this.

oak patio
#

its really dependent on many factos

#

reccomend reading their page on it

bleak glen
#

how can i change the scale [not length] of this gizmoz , i want it to be like very thin like other 3d softwares

pine remnant
#

can anyone link me a basic tutorial series covering mantinee actors and cameras

real heath
#

Matinee is ooooold, might struggle to find info on that now. Sequencer is the replacement. Should have plenty of guides on the unreal dev portal and youtube

pine remnant
#

im using 4.27

real heath
#

So use sequencer

pine remnant
#

does 4.27 use suquencer or mantie

real heath
#

Sequencer has been around since like 4.15 or something

pine remnant
#

i have no idea what sequencer is. can you link me a tutorial? its the 1st i heard of it

#

what is the unreal dev portal?

real heath
pine remnant
#

i couldnt find a decent matinee tutorial on youtube

real heath
#

If you go to learn on the side there's a bunch of epic created video courses

real heath
pine remnant
#

ty

#

where do i post my own tutorials?

verbal trail
#

what is the best way to learn ue4 game dev as a beginner with no blueprint skills

wide crag
#

ask lots of questions, but keep in mind that unless you're paying someone, they're not obliged to help you.

pine remnant
#

bowlasti

#

dm me

#

i can help

pseudo wave
#

https://arc4de.com/game/Arc4de.html. how do I fix this? I installed ue 4.23.1 and exported a simple top down onto my server but can't go any farther. Was I supposed to do something more then just upload the files?

peak hare
#

I have a question about delay node
Let's say some client has dial up connection and is running on 5 fps
I have a delay node of 0.05 secs
Will the delay instead have as minimum the tick rate of the client?

real heath
#

Yes it will fire on the next frame. I believe it will fire multiple times per frame if it's a looping timer

tame marsh
real heath
tame marsh
#

Killhouse forever

#

I remember that you had to find servers on MSN Gaming for some weird reason, and you learned to join servers that flaunted their T1 connection

peak hare
#

thank you. no it is not a looping timer. just a delay node.

round bay
#

Any ideas why the torch in the background of my render is all red? The firepit renders fine but the particles for the back torch are just all red.

peak hare
#

does 'isoverlappingactors' require 'generateoverlapevents' to be true?

#

basically I'm trying to figure out a way to get a cone shaped overlap trace, one way is to enable/disable overlaps on a cone component the fly (I do not want the overhead of it having overlaps on permanently), but it is not robust because if I do enable overlaps and then check overlaps on the next node, I think the component first needs to tick, but there is no guarantee of a tick between nodes. So I add a delay, but this feels bad if moving at high speed as sometimes the overlap isn't detected.

pseudo wave
#

Can anyone help me make a game in html5 with unreal 4? Can't use unity or 5. Pc is old also. Getting errors when I goto the game in the browser. https://arc4de.com/game/Arc4de.html

latent sonnet
# jade surge As he said you can async that, but im pretty sure the landscape in the world is...

There's no landscape or foliage in my project at all, so that's not really the issue. The chunks are made up of Actors and Meshes. I believe you are correct about moving further from 0,0,0 however it's a small project so I'm not concerned about it atm. As for Async loading, I'm not really familiar with it. As far as I can tell, I can't load my levels through blueprints at a specific location with it which I need

latent sonnet
#

My chunks look like this for example

#

Each one is different and the box at the end loads the next one while a box further down unloads the previous one

#

I need the next level to load at the end every time

blissful steeple
#

do i need to have a 86gb file of City Sample in program data / epic / etc and also where i create the project ?

jade surge
#

Instead of loading and unloading, just teleport the chunk to its next desired location

abstract lava
plush yew
#

is there a node that return true or false if a client is in editor or not

abstract lava
real heath
# abstract lava nope not at all maybe you shud read it better xD

no, trading assets is not allowed. For more information read the Epic Content License agreement. It refers to this as "content pooling". The only time this is somewhat allowed is when a "business" (company or individual) has purchased an asset, and shares it with developers for the limited purpose of working on a company project. The contractors and employees are not allowed to use these assets on other projects.

#

You are also not able to make and sell a derivative work in source form, only as part of a published project like a game or film

kind sage
#

Is there something like Hammer's brush editing for Unreal, or is there a 3D editor that does?

real heath
tulip helm
#

Anyone know how they do breakable objects in Fortnite?
Do they just switch out the static object with a fractured version of itself that has physics applied?

Tried googling methods and it doesn't seem like it's changed in the last few years. (I'm not the best googler...)

brittle needle
#

Hello. I am modding for a skateboard game called session. There is a cloth physics mod for it. I make assets for the mod and have a question. At the moment i am making some sweatpants for it. The pants are having some laces with a cylindrical form? Is it possible to cloth paint the laces without losing the cylindrical form of the laces? The pants arenโ€™t solid so there is no problem with that. I am using blender for creating the mesh and ue4 for the physics and export to the game.

oak patio
pine remnant
#

hi. i need help, i tried makign a title screen for my game based on this https://www.youtube.com/watch?v=vWg23nEH5qk video, but my title screen is black and it goes to the first person shooter start content, how do i fix htis?

All the functionality required for you to whip up your own main menus! Unreal Engine 5 Compatible!

โ˜… Come join the Team Beard Discord: https://discord.com/invite/hhv4qBsโ€‹โ€‹ โ˜…

โšœ๏ธCheck out my Marketplace Asset โšœ๏ธ
๐Ÿ—ก๏ธ Mele ๐Ÿ—ก๏ธ https://www.unrealengine.com/marketplace/en-US/product/flexible-combat-system
๐Ÿน Ranged - https://www.unrealengine.com/mark...

โ–ถ Play video
devout hollow
#

proper way to detach after attaching like so?

#

PickupActor->AttachToComponent(Cast<USceneComponent>(MeshComponentRef), FAttachmentTransformRules::KeepWorldTransform, FName(TEXT("BiteSocket")));

copper bobcat
copper bobcat
pallid olive
#

hey guys, got next to some maps, Map build Data Register; its bigger in size then the actuel map, is it save to remove or prevent from creating one

fierce tulip
spare trench
#

Hey , Im making a mobile game on unreal engine 4, should I enable forward rendering for good performance or should keep it default?

supple totem
#

hey all, sometimes I get a delay in editor whenever I do an action. like a connect a node and editor freezes for a couple seconds, or I move a node and editor freezes. My PC is pretty fast and I'm not multitasking. It kind of feels like some weird slate bug but I'm not sure

#

anyways was wondering if anyone has had this issue. thanks

pseudo wave
#

How do I export to html and have it actually work on my website with ue4?

sterile basin
#

Is UE4 still relevant for development?

tacit pilot
#

hello guys. Can anyone tell me why i dont have button - Plugins - when i klick on edit menu? Or how can I enable it? Have 4.27 ver and windows 10. TY

pine pecan
#

Is there anybody who use "magic nodes"? It seems that gives possibility to write a code right into BPs.
How well does it work? Have you any problem with that?

oak patio
#

that gives absolutely no benefit other than making already hard to read blueprints, worse

pine pecan
oak patio
#

well i mean you're still writing pretty much the same c++ code

#

its just less convenient

pine pecan
oak patio
#

i mean you can use other ide's

#

you arent locked into vs

pine pecan
#

what kind of?

oak patio
#

use rider's experimental version, or ive heard you can even get vscode to play nicely

#

even though i don't reccomend it

sly minnow
#

Where could be the best channel section to ask questions about UE4 UI made with Blueprint?

sly minnow
oak patio
#

The UI channel

sly minnow
still sapphire
#

is anybody skilled with working with horse animations and implementing them into keys? specifically a jumping animation

sage coral
#

Quick question how can I append my float time so it shows 00 insted of just 0 Basically I just need it to render the extra number

#

For better context I need to figure out how to have double numbers like the middle at all times

real heath
wide crag
#

use template objects?

fathom kindle
#

Hi guys I started to use UE4 and so I am already getting used to the interface. I am Interested In Blueprints. Does anyone know how to make your character rotate 180 degrees if I press a button.

short mesa
#

[UE 4.27] Is the Variant Manager plugin broken in UE4?
I only get an empty window when I click Window -> Variant Manager

Nvm it works when creating a LevelVariantSet asset and double clicking it

static cradle
#

Hey! I need help for my personal project ๐Ÿ™‚
I was working on a file when all of a sudden my camera stopped working. It just wont move. I need help. I didnt change anything in the code so i dont think posting code would help. Pls do suggest any issues which might be causing this.

coarse jetty
static cradle
#

yes

#

everything except the camera works

#

๐Ÿ˜…

coarse jetty
#

you can also try to delete intermediate and saved folder and restart the project

static cradle
#

i did that several times (for other reasons)

coarse jetty
#

which camera setup is

static cradle
#

that should've fixed it

static cradle
#

wdym?

#

@coarse jetty

coarse jetty
#

you have a pawn, or just a camera for rendering, xDD we cant help with this few info

static cradle
#

normal setup

#

but doesnt work

#

(should i post the code?)

coarse jetty
#

ok so mouse input is not working, debug your inputs and validate that pawn is correctly possesed, go check point by point slowly and be secure about all

static cradle
#

umm ok

#

i will post it here

#

should i ping u?

#

or would that be annoying?

#

ok

#

i created a function instead of add controller yaw input

#

and logged the value to see if it is actually changing

#

@coarse jetty

#

the values r changin between -1 and 2

#

but no difference in the direction of the camera

#

what can i do now?

#

ok

#

i also logged the control rotation of the controller

#

seems that the controller rotation is 0

#

so ig we can conclude here that the code is addding the yaw but the controllers rotation doesnt change?

#

how do i fix it?

#

@coarse jetty

coarse jetty
#

eing xD

static cradle
#

lol whats eing ๐Ÿ˜…

#

this has been a problem for a while now ๐Ÿ˜ญ

#

idk how to fix it

coarse jetty
#

dont know man, i use blueprints input. Create another project and try to recreate from scratch or search the unreal engine templates for reference

static cradle
#

sounds like a lot of effort ๐Ÿ˜…

#

what if i just....

#

change the camera movement to blueprints

#

if it works...then

#

๐Ÿฅณ

#

hey

#

would u mind showing me how to recreate the code in blueprints?

#

๐Ÿ˜…

#

idk how

#

all the tuts in yt r way too complex and all i want is a simple camera dude

coarse jetty
#

just create a third person template and see how is everything setted up

static cradle
#

Ohk thx

#

@coarse jetty

#

still doesnt work

lean meteor
#

Can anyone please point me in the direction of someone that can make me some low poly cloths for a low poly character?

opaque seal
static cradle
#

I sleep now its 11 pm here but help me tomorrow please

sage coral
#

Not sure whats happening with my paricles for some reason they disapear when I get too close but are fine when far away, they arnt set on GPU so idk why its doing this unless its just the scale I have set

#

Nvm Figured it out had to check the set fixed bounds and switch back to gpu sprites

steel marsh
#

Hi everyone, im a complete beginner on Unreal Engine, only have some basic knowledge of Unity3D. Im currently trying for a position as a Junior Game Programmer in a small company. And i only have a few days to present a small project that feels a bit daunting when i have so little time between a full time job and im currently moving houses too.
I was wondering if there is anyone who is willing to teach me and tutor me in the next few days, and possibly talking about a pay for the time taken from you.

P.S. Sorry if this isnt the right place to ask this, it seemd like a resonable channel to do so

spice ruin
#

2 days isn't enough time to really care any kind of project, especially as a junior.

#

Unless you're literally going to give them a reskinned copy of Lyra

steel marsh
#

the project in question is just adding some features to the "Shooter Game" example Unreal gives everyone

#

that have to work well online too

#

even if it took me 5 days it would be fine

spice ruin
#

I'd suggest either reading #instructions or applying for jobs you actually have the relevant experience for and/or at a time when you have the time to study.

#

Unreal, Unity, and Godot have some similar design patterns, but there are a few things that set UE4 apart. We'll look at the range of Actor and ActorComponent classes available in Unreal, and we'll explore a few different ways to put them together.

Sample project: https://github.com/awforsythe/Touchy/

00:00 - Introduction
00:48 - Basic game ob...

โ–ถ Play video
steel marsh
#

Yeah, seems like a fair feedback. Its just that these occasions are very few and far in between where i live

spice ruin
steel marsh
#

thanks for the various resources, ill give them a through look

opaque seal
# static cradle

in this picture everything is good
but does your input have required values and keys? i mean did you provide your mouse keys to your input axis?

weak fractal
#

can anyone help me import one tilemap to another one?
i cant figure out how
i jus want one tilemap from another project into our main one

spark leaf
#

Fairly unimportant question, but it would massively ease my suffering if someone could explain...

What does the "2P" stand for, in "Mesh2P" on the FirstPersonCharacter Blueprint from the FirstPersonTemplate project?

Its driving me insane! ๐Ÿ˜„

trim silo
#

Launching my packaged game on steam

#

getting this error

#

game works after pressing OK

#

but anyone knows how to fix this and why is this suddenly happening?

real heath
#

sounds like that lumin plugin has an issue. do you need it? disable it. If not, go into your packaging settings and chance it to include the EngineDebugMaterials directory

trim silo
#

it's disabled

flat dawn
#

I just tried installing a specific unreal engine version from source using setup.bat. Perhaps I misunderstood how installing it this way works. How can I access my installation now that it has finished, is there something else I'm missing or failed to do properly?

spark leaf
flat dawn
spark leaf
#

I actually posted about this back in 2021... lol.. thats how long its bothered me ๐Ÿ˜„

flat dawn
#

Well hopefully one day you find a definitive answer to it.

spark leaf
real heath
trim silo
#

i've cleared intermediate, binaries and build folders, i've rebuilt the project

#

and it still happens

#

and i have no idea why

#

it used to be fine before

#

and now it started appearing

real heath
#

last i checked lumin had more than 1 plugin, are you sure they are all disabled?

real heath
trim silo
#

do you know which plugins would it be?

#

found them

#

gonna test now

flat dawn
#

I'm trying to get 4.18.3 up and running on my system. I couldn't find the specific version in need I the epic games launcher. I have tried to install from source through github but I am having problems. I've ran setup.bat and generate project files but the file I need to apparently build this thing isn't showing up. according to https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/BuildingUnrealEngine/ I need to run UE4.sln in visual studio, but it isn't being generated with the batch file for creating project files. Unless i've misunderstood some instructions there seems to be a problem. Can anyone give me some pointers as to what I'm doing wrong here? All I really am trying to do is get Unreal Enginge version 4.18.3 running on my system.

Compiling Unreal Engine from source.

wide crag
flat dawn
#

Unless I'm missing something.

wide crag
#

what version is your launcher? go to settings

real heath
#

wheres all the patched versions?

#

agreed, check launcher version

flat dawn
#

I'd assumed they were removed with the release of the new unreal 5 or something.

#

I guess this isn't normal then?

wide crag
#

definitely not

real heath
#

no.... they were most definitely not removed

flat dawn
#

Where does it tell my launcher version? I'm in settings.

real heath
real heath
flat dawn
#

looks the same to me

wide crag
#

๐Ÿคฏ

real heath
#

strange. Maybe install 4.18.0 and it'll magically be .3

flat dawn
#

I'd sure like to know why my menu is missing install options though.

real heath
#

to be clear: there are absolutely good reasons to use the source version, but for some people and projects it's overkill

flat dawn
#

Like I said, all I am trying to do is get the right version for this project. I don't particularly care how I go about it. Whatever is the most efficient way to get the proper thing I need. I just keep running into roadblocks for what I assumed should be a fairly simple thing.

flat dawn
#

Bruh

#

it actually did it

#

wtf

#

No idea why it didn't show the patch versions for me but I clicked to install 4.18.0 and sure enough it turned into 4.18.3

#

Hopefully there's no more issues but I guess sometimes the most braindead solution really is what you need. I was stuck in the mindset of "oh there's no way this could be right" and yet here it is.

#

Thanks man

pearl cedar
#

Does anyone know if it's possible to edit visibility collision in editor? I want to remove the window frame from the visibility collision so that AI sight doesn't get blocked by the cross section.

The only way I can think of right now is to separate it into two meshes but this seems tedious

little edge
#

Hi Guys .... Does anyone know how to custimize(Resize or use an image) for the slider handle in widgets ? ... I'm trying to make a custom volume slider ... thanks !

pallid olive
#

hi guys, got some animation which the Z import translation is a bit off, how can this be adjust, is the only solution to import the animation for pre setting the z translation offset ?

hasty mortar
#

Hi guys, is it normal dat our builtData files are very large? The largest being 750mb. The levels in our game are arena sized (no crazy open world stuff).

brave shard
#

guys do you know a way to write math expressions in unreal engine?

#

im having a hard time finding the right font for it

#

do u have any experience with this?

latent sonnet
#

I'm trying to get an Enum State to change based on animation but, despite the notify being on frame one, the change is always delayed. Anyway to make it more accurate?

wide crag
low trail
#

Hey guys, is that accurrate? the performance stuff?

#

UE4

full bobcat
#

Caught signal 11 Segmentation fault

libUE4Editor-Core.so!FUnixPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp:693]
libUE4Editor-Core.so!FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformStackWalk.cpp:191]
libUE4Editor-Core.so!FUnixCrashContext::CaptureStackTrace() [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformCrashContext.cpp:291]
libUE4Editor-UnixCommonStartup.so!CommonUnixCrashHandler(FGenericCrashContext const&) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:35]
libUE4Editor-Core.so!PlatformCrashHandler(int, siginfo_t*, void*) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformCrashContext.cpp:853]
libc.so.6!UnknownFunction(0x4251f)

#

hey guys ! im getting this crash what does this means??/

wide crag
# full bobcat hey guys ! im getting this crash what does this means??/

segfault means you're trying to access a memory location out of allocated memory. ways to fix: load fewer things, reduce the complexity of things being loaded, allocate more memory, check garbage collector is clearing space properly, use design patterns like object pooling to reduce memory fragmentation...

full bobcat
#

Thanks this crash I only got once

#

I created the widget in begin play and save it to a global UserWidget variable and in game over method I'm adding the widget to viewport
So I guess here is the problem

wide crag
full bobcat
#

okay so its not a problem

crisp ingot
#

Does anyone know how to fetch highscore from savegame instance and create a leaderboard using PLAYFAB

tacit knoll
#

I'm having some kind of issue with my game not using the computer's full potential. I'm wondering if anyone can help.
I've set it to high performance on hardware-accelerated GPU scheduling, and I've set Nvidia's power management mode to maximum performance. When I try to run the build of the game using an RTX 3090, I'm getting ~60FPS with around 60% CPU, 50% memory and 30% GPU according to Task Manager.
I'd like to have the game use more resources in exchange for better performance, does anyone have any tips on achieving that?

real heath
tacit knoll
#

Unfortunately it isn't clamping, the FPS floats around 60FPS, sometimes higher, sometimes lower. In the splash screen with very little going on it'll hit over 150.

#

What's bizarre is that some people with lower spec PCs are getting equal or better performance, which is why I think it may be something to do with the game not using what it can get.

proven mauve
#

Does anyone have any good resources for plugin config files?

#

The docs clearly state to define data in: [PluginName]/Config/Default[PluginName].ini, but that just straight doesn't work.

#

The only thing that works, is [PluginName]/Configs/Game.ini, which is unpleasant because it overrides the DefaultGame.ini in the project settings.

#

Additionally, the ., !, and + syntax isn't working as I expect; if I define testValue in project config, and then re-define it as +testValue in the plugins Game.ini, the test-value overrides, even though the + should filter that out.

#

Messing with - and ! in the DefaultGame.ini also doesn't work as expected, since it seems as soon as Game.ini exists (in a plugin), the project config no longer really works.

spice ruin
#

I'm using Default[PluginName].ini and it works fine.

#

You're removing the [ and ] right?

plush yew
#

hello everyone. It's written in assignment to submit Win64 Build of the game with a working executable in UE4? Which one is it debug or shipping client or server?

charred bramble
brave shard
south quest
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Hi. Im pretty new to Unreal so Im still trying to get familiar with everything (literally just started yesterday). I was wondering if anyone knew off the top of their head why whenever I press the play button, I start the game from my where I last was when editing the scene, instead of playing as and starting at the location of the player I've made. The player is essentially just an unmoving, invisible actor in the scene I can collide with because of this issue, because I guess im not actually playing as the "player actor". I've created a GameMode blueprint that I have selected to use in the world settings, and have set the default pawn to the player I made. Are there any steps I might be missing anyone can think of?

oak patio
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If you do the game mode step you don't need to place the character in the world, just a player start

south quest
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Ohh, that makes sense! I guess I misunderstood how game modes work. Thank you for letting me know

oak patio
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No problem

dreamy wasp
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I'm looking for help from anyone who is willing. I have an issue with UE4.27 that is killing me.
I have chopped everything I could, but I still have this pulsing in the CPU, that I can not find/fix.
I have uploaded the information here:
https://ufile.io/f/gu40h
There is the Statistics panel image, size map, a video of the playthough with VRfps, and a file for the profiler (session frontend) where you can look at all the information. I am at a complete loss at how to fix this.
Please help.

Browse files uploaded to UE4 PulseProblem securely with ufile.io

full bobcat
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Caught signal 11 Segmentation fault

libUE4Editor-UMG.so!UUserWidget::AddToViewport(int) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/UMG/Private/UserWidget.cpp:889]
libUE4Editor-Engine.so!AActor::TickActor(float, ELevelTick, FActorTickFunction&) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Engine/Private/Actor.cpp:1090]
libUE4Editor-Engine.so!FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Engine/Private/Actor.cpp:172]
libUE4Editor-Engine.so!FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Engine/Private/TickTaskManager.cpp:284]
libUE4Editor-Engine.so!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:886]
libUE4Editor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/v/UnrealEngine-4.27/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:710]

hey guys im getting this error randomly

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sometimes it works and sometimes it won't

primal copper
#

Can I somehow see in the World Outliner to which socket an actor has been attached to runtime?

thorn wave
#

Hey.
Can anyone please tell me how I can implement Goolge License Verification Library in my Unreal Engine project? Or is there any method that I can use in my UE4 project to verify whether the user has purchase the app or not?

oak patio
thorn wave
#

It's for my clients project.

oak patio
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well that makes a lot more sense ๐Ÿ˜“

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I take it this is for a mobile project? @thorn wave

thorn wave
#

Yes it's an Android project.

oak patio
# thorn wave Yes it's an Android project.

Unfortunately I can't find much online about it, you see, I only know where to direct with steam verification sadly.
I hope someone else can potentially help you with your issue

feral estuary
#

Hi! Is it possible to run a game made with ue4 on some cloud solution that has no gpu (because cloud gpu is expensive)?

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Or is there a way i can force ue4 game to use CPU for graphics?

oak patio
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a cpu can only do graphics if it has an apu

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if youre server in question doesnt use an apu (very likely to not), as i dont think any EPYC or Xeon CPU's have igpu's, then no

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the real question is why this is required to be deployed on a server with graphics

feral estuary
#

i asked chat gpt and it claims the following

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@oak patio

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To run a UE4 game using the CPU to handle graphics, you can try the following steps:

Open the game's configuration file. This file is typically named "Engine.ini" or "GameUserSettings.ini" and can usually be found in the game's installation folder.

Add the following lines to the configuration file:

[/Script/Engine.RendererSettings]
r.UseSoftwareRendering=True

Save the configuration file and launch the game.

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i don't know if this is relevnt

oak patio
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And this is why we don't always trust chstpgt

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Chatgpt*

feral estuary
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so it's not correct?

oak patio
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No. If the server doesn't have a GPU or igpu it can't do grpahics

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I would still like to know why a server is required

feral estuary
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it's complicated

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i don't want to deal with dedicated servers, so i'm making a session based multiplyer game

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but i still want to have a couple of instances which "emulate" dedicated servers in the same executable, and i want to host them on a cloud solution

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but cloud with gpu is expensive, while cpu is cheap

#

not sure if you get it, doesn't matter tho

#

basically i want to host a session based game and leave it perpetually running on a cloud

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on a cloud server

#

the problem is most cloud solutions with gpu are mega expenive. so i wither need a cloud server that uses some cheap gpu/apu...or force ue4 game to use cpu for graphics

#

does that make any sense? @oak patio

oak patio
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it does, and your solution doesn't sound like a good idea

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if you dont want to deal with dedicated servers, dont make a game that requires them is the best advice

feral estuary
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our team already has a similar solution deployed on our private servers, and it's working flawlessly. now we're searching for a good cloud solution to scale

spice ruin
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I don't get the difference between a headless dedicated server and a "server" that's just your regular game running on a machine in the cloud.

#

You're just wasting cycles on rendering when you don't need to.

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Whether it works "flawlessly" or not isn't the point.

bleak stone
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For a game where you die with one shot and can dodge is it better to make the enemy shoot by raytracing or projectiles?

oak patio
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its instant

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unless you mean that kind of dodge where the attack just has a percentage chance to be ignored

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which i personally think is a cop out

bleak stone
#

So better using projectiles?

dreamy wasp
# bleak stone So better using projectiles?

You can raytrace, and let the enemy know it's being targeted, and have them randomly move away from the trace. this is done in several games. This way the play needs to be fast about targeting, and shooting.

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If you want to be a dk to the player, have the projectile slower, and have the enemy move out of the way, only when the trigger is pulled by the player. boxing games used this method in the past.

#

if you are talking about the enemy shooting at the player, then a ray trace is instant, and the player is instantly dead, unless its a dice game (like X-Com) where there is a percentage chance to dodge. But if you want the player to be able to move out of the way, then either have a slow projectile, or a flash, or laser pointer hit the player just before the enemy fires. Helldivers does this well. check the high tech aliens. they have a sniper alien.

thin tendon
bleak stone
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Nah, i want it non realistic

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Enemy shoot bullet and the bullet just goes stright until it finds a wall

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The thing is, my game is kind of like a shooter rougr like so the player only has a life and when he gets shoot its game over, so he will need to dodge the bullets of the enemy

hybrid rose
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Im running into a problem in Unreal engine 4.27, Im using a auto dungeon generator with these to meshes I have made on blender but when it puts the walls and floors down my UE goes super slow with my GPU at 100 percentage. Can anyone help me out?

thin tendon
hybrid rose
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Im new to UE

bleak stone
#

How slow is "slow" exactly?

thin tendon
thin tendon
hybrid rose
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ok, Ill try and find some videos on yt. Thx!

dreamy wasp
bleak stone
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That's...really slow

dreamy wasp
hybrid rose
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Instance Mesh?

dreamy wasp
hybrid rose
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Sorry Idk anything about this stuff

thin tendon
# hybrid rose Instance Mesh?

It is going to be a bunch of stuff mate. Instancing can help a bit. But it is only 1 thing on a massive to do list.

dreamy wasp
# hybrid rose Instance Mesh?

yeah. Instanced mesh. those will make your game run smoother because its just one draw call. but you can't have them as the whole level, because that would be a huge draw call.

#

Low poly. small textures. look at LOD for texture as well as mesh.

#

Spawning, tick, high poly count, are all killers for fps

hybrid rose
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ok ๐Ÿ‘Œ

dreamy wasp
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and math

#

math sucks in unreal

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stupid math

spice ruin
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Not really...

thin tendon
# hybrid rose Sorry Idk anything about this stuff

The trick is to go in with a less is more mindset. Do I need this model to be 100k triangles? What is the most I can reduce it and keep it looking nice? Do I need that part of the level loaded right now?

hybrid rose
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I wanted to do a dungeon crawler for my college flinal but With all of this I dont think ill have enough time.

dreamy wasp
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stick with lo poly low texture to start.

#

plenty of dungen crawer tutorials on yt

hybrid rose
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Ok, thanks for the help! @dreamy wasp @thin tendon

dreamy wasp
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are you any good at profiling? I'm having an issue with a pulse, in my game. I can't figure where it's coming from.

thin tendon
dreamy wasp
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I can't find much info on the profilers

thin tendon
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What is the issue though?

dreamy wasp
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I'm down to no dropped frames, and I keep lowering the Green, but I can't get the orange to get any lower

#

When I profile, it tells me I got Sht Tone of Stall wait sleep

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which means it's waiting for something to get done, but I can't figure out what.

thin tendon
# dreamy wasp

Yeah I seen this question before and didn't answer because I wasn't familiar with what you were using to collect the info. I usually just use the editor visualisers to figure stuff out.

dreamy wasp
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This thing is fpsVR.

thin tendon
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But re-projection sounds like it is having to render something multiple times.

dreamy wasp
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the profiler gives me this

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stall sleep self wait for event. not helpful

dreamy wasp
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Thats a VR thing. it means it is faking a frame.

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Instead of rendering a frame, it fakes it, to fill in the gap. If it can't do that in time, it drops the frame intirely.
Best is low re-projection and no drops. 20% is fine. 50% is bad-ish. 60%+ is not acceptable.
I'm down to about 30-40%

thin tendon
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So why would it need to fake a frame then?

dreamy wasp
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in VR people get sick if the fps drops below 90fps.

thin tendon
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So its faking frames when the frame rate drops?

dreamy wasp
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yes.

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If it feels it can't render the propper frame, it render the next frame, then blends frame 1 and 3 to give you frame 2

thin tendon
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ok so then the easy solution is to not focus on the reprojection figure. But all the improvements you can make to increase the frame rate. To eliminate the need for faked frames.

dreamy wasp
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The drop is when it passes by frame 2, before frame 3 can be rendered.

dreamy wasp
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You can check my tirangles. I chop and Chop

thin tendon
dreamy wasp
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motion blur is bad in VR.

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its why people like 120+

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There is a selector called Round-Robin that helps. It renders a single eye at a time. Left right left right, instead of both eyes every frame

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You can also turn off the spectaor render, but I don't know how to do that. So no 3rd render