#ue4-general
1 messages · Page 22 of 1
its why im stuck. I thrown off all the ballast I can. Now I'm down to throwing over the passengers.
I am literally finding 0.0015ms, and removing it.
And then still seeing 100ms of stall wait sleep
I found 2 interesting links
Hi all ! Please help me to interpret my CPU profiling…what “CPU stall - wait for event” means in terms of performance? and how to improve it? My game is really laggy because of this thing …and my blueprints only use 3.3ms … how can I actually improve my performance? What am I doing so wrong? please help
2 votes and 6 comments so far on Reddit
like I said. not much info. most is people asking questions, and someone telling them to check out the crappy Unreal page, which has everything listed with the term as the definition. like 'Self" - A term referring to self. "wait" - when the CPU is waiting.
in the profiler, the best thing to click is Inclusive. It lists out everything, and you cna even find funtions, and events that you called, and it will tell you the times called, and the ms it took to complete.
Problem is.... it's like stacking legos to build a tall pillar. I got like 8 0.0001ms things that need to be done in order, and everything is waiting for those.
so you would not be looking for a 8ms event. You need to find the thread, and figure out how all those things are draining the cpu
like this. Things start on the bottom, and go up.
So TickTime is waiting for all 7 of those other things to finish, before it does it's thing.
Is there a help somewhere how to map all Steam Deck buttons in UE4?
Hello, I'm newbie on UE4 and i want to change the mannequin of my project is it possible without redoing the set animation for that?
And if I create such a FPS limit in the Level Blueprint of the main menu, it will work on all other maps and everywhere in general, or only on the map where I created this logic?
Game user settings applies everywhere
I think you need to apply the settings afterwards though
Don't quite remember
your normals are reversed
how do i unreverse em then
does anyone know why the engine version button in the launcher gets greyed out? tried some old fixes but none work
Does unreal have the ability to manipulate frames sent to the monitor? For example say I purchase a 240hz monitor and render my game at 120hz. Can I send a solid black screen for example every other frame using unreal? I would like to tell unreal to say double each frame and apply a blur to the odd frames. It would not have to render twice but just use the last render if that makes sense, Can Unreal manipulate stuff like that ?
like
whenever i go to a angle and shit
it just doesnt want to show up correctly
yeah. use the same skeletoon on the new mesh, and all the animation should be useable. you can also assign the animations a different skeletion. You can find these step by step on YT.
am I tweaking?
is it the same unreal version? maybe copy just a few objects, maybe theres one that's invalid that is causing them all to stop
has anyone encountered the problem of no languages other than English in "Create localized asset" and know how to solve it? I found several "solutions" but none of them work for me. I have languages added in Localization dashboard, compiled them, manually added a folder with the right name to L10N but still only English.
Anyone know why migrating a level with a blueprint in grabs my entire project to migrate with it. Is there any way of limiting the dependency or references. ? Thanks.
I see. Can you give me a example reference? Since i'm hardly find a applicable one in my end. Thank you
hi there, I currently using pixel streaming and i have a ui widget button that will call a javascript function to redirect the user to a link in a new tab, this is done by window.open, it has been working fine but until recently it has stopped working for ios safari due to “block pop-ups”. I was wondering if there is a way around this or is it just best to have an alert message saying they the have block pop ups enabled
When playing games what corner of the screen do you guys think the UI looks the best in?
Thats really strange cause I do that now for making more maps or grabbing an item that I liked placed in my other map with its loc/scale. Its really strange its not copying any of the info over even being in the same editor window.
hi was wondering for rpg style game, should the weapon be a mesh component or a variable
🎉
what template should i pick up to make a top down 2d type game on unreal?
This question applies to both UE4 and 5. What's the best way to make a program with more than one language option? Like, if I made a widget that opens at the beginning and the player chooses one of two languages, then the program would pass the data on to the game's maps by means of an enumerator variable. I'm not sure what's the best way to approach that, though.
the bottom left
unreal's built in localization
I’m able to type in more than one language. But what I mean is having the program display messages in one of two languages, depending on whether the player chooses English or Japanese in a widget.
yes
that is what the localization does
it doesnt generate the language for you
it just lets you change the text of a text var based on the language
I'm trying to make a dungeon level/map for a Project at college and want it to be similar to dark and darker, does anyone have any suggestions on how I should make it (building Wise)? Idk whether to make it piece by piece or just make a full map on blender. (Or a different way).
piece by piece
make yourself a modular kit
Whats a madular kit? like a Tile set but 3d?
kind of
you make a wall, a floor, a wall with a doorway, a corner wall, a wall with a window, etc, etc
Ah ok, Thx for the help!
I seem to have locked myself out of all the panels in a blueprint I'm working on for a tutorial. I think I did it with a hotkey but I'm not sure. Any advice to fix it?
looks like this
hi, how are you guys? I'm having trouble creating a parkour system in blueprints could someone help me?
and what would be a chat to ask for help?
I'm pretty sure my issue is that I was simulating 😄
How do I set the game up to show dialogue in only the chosen language in the same program? That is, my program opens with a widget that allows the player to choose to play in English or Japanese. So how do I use the answer and enumerator to carry the data to other maps and widgets?
for some reason my editor doesn't make these sounds anymore, I miss them :'(
sounds good😆
hello mates, i've got a question about rpc. how should i move an actor on a server, by giving input on a client? i succeeded moving the actor in server side and confirmed that it blocks character's movement, but trying the same input does nothing on a client side.
thanks in advance!
Hey, quick question. My mouse axis binds are not working until i press any of the mouse buttons. Seems multiple forum posts about this but no solution so far.
Anyone familiar with Unreal Insights for memory profiling? Trying to find a way to launch it within the editor rather than using Additional Launch Parameters in Editor Preferences -> Level Editor - Play ignore me! Figured something out
Ehi folks! Do you know how to move lights for animations? I'm making a video where lights move all the time and I can't understand why UE5 doesn't have the "position" keyframe for lights. To resolve this issue, I'm moving the model and the camera, but you can understand how limited is this method. Any solution? Thank you!
does anyone know why the tree disappears here, it probably has something to do with the lod
could somebody tell me how to get my scene back, I closed Unreal Engine 4.27 and this is what happened
Should i transfer from ue4 4.27 to 5.1/2?
That's a big fat "depends". How far into the project are you? How much work is it to upgrade and how much will break in upgrading? Are you limited by 4.27? Will the project benefit from lumen or nanite or anything ue5 introduced?
ok so, i copied and pasted the regular 3rd person shit
onto a ninja character
for controls y'know
and it didnt work
how do i fix this
This video covers how to create planet gravity inside of Unreal Engine 4. We will use the Ninja Character Plugin to achieve this.
Troubleshooting
If your character is falling when they are on anything but the top of a planet then assume the gravity isn't being applied.
- Make sure your Sphere Collision component is big enough to surround the e...
i followed this
why isnt it working?
anyone help?
Hello. I am trying to learn C++ in Unreal Engine from Udemy and I tried to download files tat I need but when I tried to open the project and try to rebuild project, it gave me this error. I really need help at this point.
You need to put the codes in the character class not in the game mode
Open your project in Visual Studio and rebuild it
Thank you I'll try it when I arrive home
Hey I have a 4 wheeled vehicle, I want to increase its pickup speed because it catches its top speed very late. I tried changing the value of torque, rpm, gear ratio but nothing worked. What can I do to increase the initial speed of the vehicle??
what kind of vehicle is this...? custom asset?
yeah I imported a vehicle from blender, Im using vehicle movement component.
does anyone have Idea how to do it?
Is there somebody that might be able to point me to a place where i can find a tutorial on how to install older engine versions? And maybe some recommendations on which might run semi smooth on my :
Intel(R) Core(TM) i7-7700HQ CPU ram 32 gig ddr3 Nvidia geforce 1060 6gig
and i did manage to install the 5.1 and i do have a option for installing 5.0 but i think with my dated setup maybe i better look for an older version :p
thanks in advance!
i'm guessing i need to remove ue 5 first before beeing able to install ue4?
No, you can have both installed as long as they are in different locations I think you'll be fine. I've got 4.2, 5.1, and 5.2 installed
got it on the top right it only asked for installing 5.0 or 5.1 but first needed to go to library click on the + in the engine version and then i was able to choose older versions
but thanks for confirming both where possible else i would have unstalled it for sure 😅
hello guys i have a problem in VR scenes when i Open level from main menu the Navmesh dissapearing player cant move anyone got this issue before how to fix ?
I need some advice or help from you how to stream skeletal animation from UE4 on the first computer to the second computer that receives skeletal animation in UE4 in Real-Time like Maya Live Link or MotionBuilder Live Link. The first computer is used for MOCAP and it streams skeletal animation data from UE4 to the second computer in UE4 as a VR production system. I appreciate any help to solve this issue.
I am trying to play my packaged game and I keep getting this error when I try to open it then the game closes before it even opens.
Can anyone help me I tried duplicating the project and repackaging but it always shows this (Im using ue4.27)
My game crashes a lot of time while switch betwee levels or restarting it on mobile. Any optamized way to it?
Is this a good layout for a dungeon?
No. You have way too many connections between the rooms and some of your rooms are stupidly big
Usually for dungeon stuff you might look into using wave collapse to generate them so you don't end up with these sorts of weird problems and if you did they would be ezpz to fix
ok 👌
I am trying to resemble something like this but my procedural dungeon maker is being weird.
The one in the picture probably had a bunch of people design and revise it. Copying a dungeon doesn't make sense since almost all of them are designed specifically for the game they are for. If you don't understand how dungeons work you are going to end up with convoluted mess of hallway spaghetti like you had
So what would you recommend doing then? I have looked at using wave collapse but I'm getting a similar result.
Get good basically. Study how dungeons are made and how they work. Find out what they do and what you want from your dungeon. I suspect that your results with wave collapse are probably because of your misunderstanding of how dungeons work, or how wave collapse works. Study, make, iterate
ok man 🧙♂️
@hybrid rose check this out, its an extensive analysis on dungeons from Zelda, Dark souls, metroid, and others
https://www.youtube.com/playlist?list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2
I'd start with the oldest video. Mark uses some charts that keep updating, else it gets a bit confusing.
Thanks man, I’ll check it out!
Been looking for tutorials but I was struggling to find any good ones so this is perfect.
https://watabou.itch.io/one-page-dungeon refresh for new
Thank you 🙏
Hey friends
Is there any one that got any experience with the game ability system (GAS) for UE4?
hello quick question - is there a way to add some bounciness to Physics Constraints? The one I have set up works pretty well but when the object connected to the end falls down it is very rigid instead of having any bounce
Hi. Because I have pretty weak pc and I want to use Unreal Engine, I have to use version 4.27.2. So I have to compile it myself. I ran Setup.sh. Output was
********** SUCCESS ****************```
Setup successful.
Then, I ran GenerateProjectFiles.sh and output was
```Attempting to set up UE4 pretty printers for gdb (existing UE4Printers.py, if any, will be overwritten)...
updated UE4Printers.py
found necessary entries in ~/.gdbinit file, not changing it.
Setting up Unreal Engine 4 project files...
Fixing inconsistent case in filenames.
Setting up Mono
./../../../Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj: error : /home/student/UnrealEngine-4.27.2-release/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj: Input string was not in a correct format.
Cannot open assembly './../../../Binaries/DotNET/UnrealBuildTool.exe': File or folder does not exist.```
What should I do?/What I did wrong?
Ok, thanks
Just a quick question, I dont plan on using many displacement textures but was curious do the displacements actually physically make more verts on the mesh the mat is placed on or is it all camera trickery?
If using tessellation, yes it creates more tris. If using wpo, it just moves the existing tris. If using POM, it’s trickery
does anyone know how to record UE with OBS? Recording main window with UE is simple, but opening new ones like for example blueprint does not record :/
Sure, I can always capture whole desktop, but I would rather not record taskbar
Did anyone posted HTML5 game using ue 4.23.1 in itch? I was facing some issues.
How do you get true fullscreen from editor? F11 still gives me the top application border
New Editor Window also doesn't work
Standalone game + launch parameter works
if you want to play in fullscreen then it's Launch Standalone. If you just want fullscreen screenshots, use the Hi-Res Screenshot function from the menu in the top left
Hey, I have a button on many widgets when I click it, it opens main menu.
I use same blueprint code for these button to open main menu.
Means I just copy paste the blueprint code for these button.
Is there any optamized way which would conzume less memory?
(I tried blueprint interface but i cant connect target of the inferface with the on clicking event)
Anyone got a sample game built with ue4.26.2 along with debug symbols for Android arm64 (64bit)
Why doesn’t this work
where do I go for someone to help troubleshoot packaging error for unreal 4.27 for ios?
is there a specific channel for this?
#packaging probably
Hello im totally new and want to ask someone who has experience in making games to suggest me a good ROADMAP for learning C++ in order to make games in UE.
I will be so thankful for any links/courses/mentoring/coaches etc.
Just YOUR WAY to teach NOOB for his good start
This guy has some good tutorials to get you started. https://youtu.be/s_NCxSH9ZG0
Welcome to our C++ tutorial series. This Primer course is here for those who have no experience in programming in C++ and wish to start learning before tackling it in Unreal Engine 5.
In Part 1 we introduce C++ and go through the basic Hello World application and explain what we are seeing here.
SUPPORT ME
Patreon I https://www.patreon.com/rya...
does anyone know of a specific console command that spawns a player? I have a distinct memory of accidentally spawning a copy of the player in a game, and it made it splitscreen, but havent been able to find that ever since
searched through the whole commands list couldnt find it
yeah I dont expect anyone to know this
Is there any way to adjust the brightness of multiple textures at once, sort of like an adjustment layer in Photoshop?
Like, I'm interested in brightening or adjusting the contrast of every one of those maps in the material slots, but doing it one by one seems suboptimal if I have a whole bunch.
QUESTION: Is there a way to have different AI enemies use different Nav Mesh settings?
I know I can set jump height, step up angle, etc, but I'm talking about where certain enemies can walk over hot areas, and others can not. I tried just putting a Blocker, there, but the AI will just walk into it, and get stuck, unless I check EffectsNavigation, but then all AI will go around it.
Does anyone know why my mesh would do this?😅
i need a tutorial on adding menus please, and camerca control
i really need help with this, does anybody know why is this happening?
monitors:
- 1 hp z32 (3840x2160)
- 1 hp z27 (1920x1080)
Widows 11 pro insider review
example in obs
yes, your scalability might be set to high, trying lowering it.
which scalability? 4k monitor low from 150% to 125%? i left all the recomended options... and if i do this the windows have a different scale depending on the monitor and it bothers me
Hi, i am new to unreal made some project with couple diferrent free assets. problem i have that all the assets are in own folder. example: tree001 have in content/something1/mesh/ and in content/something2/mesh/ yet both are different looking trees and i wish to move them in content/mesh/ both but to not owerwrite one with another but to have them both and to keep there dependencies to a textures because populated on the level already. Offcourse not with the same name. is there some plugin or a way to automate that to not need to do migrate every single asset one by one?
So what do I do when building a project in Visual Studio is succesful but launching the UProject file still says that some plugins need to be rebuilt and it fails
Ah right, even if the UProject launcher builder quickly closes, there should be logs..
Ah, someone's been messing up our P4 source control
||it was me||
Hi everyone, I want to confirm something about the substance to UE plugin. Is there a way to utilize blend node from substance in unreal by having it combining two or more texture inside unreal?
This is my current setup and giving the input an image did not change the material, so I wonder if there's something wrong with the one I make
anyone know of a good free alternative to substance painter
also should i choose blueprints or c++, is there any downside to either?
How to determine whether or not you should be using Blueprints or C++.
Armor paint is free if you build it from source. You can use quixel mixer too but imo its meh
Other than that, i'd just save up the money, and get a steam perpetual license or something, if you don't want to be tied down by another adobe subscription
i dont have any adobe subscriptions , also whats a steam perpetual licence
on steam you can get a perpetual license for substance painter
you only get updates for that year, but i prefer it to a subscription
Those are still available? I thought Adobe put the kibosh on that
thankfully no
lol
r/screenshotsarehard moment
Screen2Gif has a permanent spot in my swiss army knife set of digital tools
A lot less to fiddle with than OBS for those quick captures
gyazo
what is the profiler
You can use console commands for random dumps or just use Unreal Insights or any other working profiling software
does gyazo still require you to upload to their own servers
Though when I tried it out, being able to copy-paste images into your message was unheard of
Any idea why opening unrealpak.exe crashes immediately? I can't get run commands without opening it
Had a question that I wanted your guys input on, I have been having a slight creative block with figuring out how to spruce up the textures and stuff for the hospital, it looks nice in the photos but it really doesnt scream I'm a hospital on an island resort to me, I really wanna make the look more appealing and unique insted of just flat textures, I do plan on adding door sings and such but I'm just really not feeling the wall and floor textures, if anyones got any suggestions or even example photos they find online or have its greatly appreciated. I have the level itself more or less fully built even with some special secret surprises and hidden levels around and thouse I like they way they look but because the hospital is such a big part for the intro/demo I wanna make it look more like a nice well kept hospital on the upper floors and as you decent to the lower floors it's just drenched in blood and gore to ease the player into the madness, but as I said the walls dont feel very hospital like I feel more like I'm in a office/mental institution lol
Fun little palm trees, other plants. Also if it want it to be like a hospital, consider a more industrial white/mint green colour scheme
windows.
You were so right thank you so much I think I was trying to over complicate the textures before I went for more simple ones and Id say its looking more like a hospital that it was before 😄
@wide crag Windows exsist the camera was just facing more the mid section of the hospital 😄
Yes. Arrays are start at 0. You can think of it like an offset. The array points to somewhere, and you want to access the item at index zero you are accessing somewhere + 0. It's the first slot.
i have some items in the array like 0 is empty 1 item 2 another item, but i need to minus one to get the 0 index ?
Boris if i have a structure in a game mode and use the same structure in the character, does this receive acces none ?
structure ingamemode is default value
Haha no worries.
Glad I could help
can someone tell me why my skeleton isn't importing correctly and not letting me use my own bone names
greyed out
and they dont bend either
How can I change My baked shadow res from 512 to 1024?
I was looking for it in the settings but I feel like Im going in circles
there should be in the light map.
You can set the lightmap in the Mesh, or set it in the BP under Over LightMap Res. you can also set a default in the project settings.
And only static meshes will bake. The crap-colored are dynamic meshes, and will get their lighting during the game.
That's prob why I couldnt find it in the settings I was typing in shadows insted of lightmap lol
I am working on sniper rifle shooting system. How can I add delay after shooting 1 shot?
Exactly as you described. Use a boolean to signify if you are able to shoot, check it before you shoot, shoot, set it to false, then after your cooldown, set it back to true
I think I did as you said but while shooting first shot, it is taking delay as well. I want to add delay after a shot, not before. I think I did something wrong here @oak patio
Nowhere there are you checking if you're allowed to shoot again
how can I check? where do I check? would you mind explaining? @oak patio
You check with a branch before you shoot
Greetings everyone, how can i keep gameplay tags after a character respawns? I followed this tutorial and added a simple respawn system , yet when the bots respawn they don't attack each other because they lost the gameplay tags for teams, i tried setting the tag at event begin play but to no avail, the way i have it setup is there's multiple child bps of the bot like in this video, and each one is assigned a team color
In this series we are creating Deathmatch Bot AI characters for the player to fight against. We are aiming for interesting natural like movements using the EQS system.
In Part 12 we return to add teams to our Bots so they will attack only those on different teams.
You can download the starter project from this following link on Patreon: https:...
So I need to create branch and get boolean "can shoot" and set it to true to shoot function? Sorry I am just a beginner so I am having a hard time. Can you explain in detail of what and where booleans need to added by looking at my above screenshot. @oak patio
Unfortunately I cannot. I do not have the time
you can reply here whenever you are free
How can i make unloaded actors still react to an event they should be subscribed to?
I am pretty confident if they are unloaded you can't make them do anything as they are not loaded into active memory.
If you assign tags in the blueprint in the editor instead of at runtime, then they will keep those tags.
Ok so maybe i should store the event somewhere. Then on begin play of the actor, check if the event has been fired while it was unloaded and do the stuff there
I've put them in the event begin play yet to no avail, the cast for the tags is done to the parent bluprint btw if that helps
You misunderstand mate. You aren't going to add them with code in the blueprint begin play. Open your blueprint in the editor go to the details tab. Search for tags. Then add the tags manually.
yeah I kind of get what you are saying and that is the general idea. Save the information you need when you despawn your actor. Then retrieve the information again later when you need it.
I'll try it when i get home, thanks a lot
Create a Game Instance. It lasts as long as the game has been loaded, even through level changes, death, etc.
It is also very light to dump to, and take stuff from it, unlike a save.
I normally put stuff in there, then when the player dies, I dump it all into the save: distance traveled, enemies killed, obstacles avoided, unlocks, etc. For unlocks or events, you can just have an array of Bools, or even s struct.
You'll see videos on the gameInstance for having music play across levels.
finally UE4 😅
I did what you suggested but it's the same problem 😔
ERROR: Platform Linux is not a valid platform to build. Check that the SDK is installed properly.
i'm getting this error while building engine from source on arch linux
Anyone have a clue how I can fix this? The arms are rotated 180 degrees wrong way, but the spine is following the AimOffset correctly.
If I increase the blend depth, the arms go in the correct position, but the aimoffset no longer has any effect
in this component blueprint, i'm looking to add types of actors to an array, and then check if the owning actor of the component is one of those types. How do you go about creating a list of types to iterate over? I don't wanna create objects of those types
Is there a way for me to rename my project without breaking it because I just tried it and it wont let me package the game
You'll need to choose a base class, like lets say actors, and when you choose the Actor type for the array it'll give 3 options, you want to choose Class Reference
or whatever it's called, should be the bottom one in the list of 3
You could equally choose a scenecomponent or actor component as the base class
oh shit i posted this in ue5 general too and got an answer. Should've deleted. Thank you though!
oof, and that's why you don't crosspost kids
!
It's a very tedious process. Most people settle on just renaming in the project settings, without renaming the uproject or modules
Plenty of games have "ShooterGame" in the title bar or game files for that reason
Even valorant
yea but when I package it and try to rename it then it breaks the game so I want to be able to have a different name show up in the packaged version
yes. So your options are: undo the rename and only change the name field in the settings window, which should change most user visible names. But to properly rename means a long process of renaming something, opening the project, seeing whats broken, updating that reference, closing the project, opening again, see whats broken. Then the same with packaging. It's a VERY LONG and error prone process
most people don't deem it worth it
IF you insist on renaming it deeply, you can post specific errors. But you should look into things like CoreRedirects to help renaming stuff
changing it only through the settings window will not break anything
ok so in project settings it says Project name, if I change it there will the name appreare in the packaged version?
in MOST places. You'll probably still see some references
atleast give it a try and then see if the remainign things are really that much of a concern
Yea renaming is a must do cause for now it is appearing as teast
Its not even spelled right
Ok, so try to see just the project settings and see what references are left
ok thanks for your help, Im packaging it now and will let you know if it works
so ya it's not working and the packaged versions are breaking so thanks for your help i'm just gonna have to figure this out later
Has anyone here implemented HWID bans in their game? Interested to hear anything about how it was done
I wonder if it's possible to Migrate the entire Content folder into a different project (with the desired name)
That may worked, depends on a few factors though. including whether it's a source project. Give it a try.
It's very annoiyng to spawn actors at runtime since you cannot set all their properties in editor like actors that are already there. To avoid this, is there a way to put them still in editor but make them "inactive" until they would have been "spawned"?i'm talking about ai characters, so they shouldn't run any logic until "spawned" and shouldn't be visible/collide of course
Is an "Instance" just mean that it's a reference to a blueprint?
It's not worth it imo. HWID bans just inconvenience regular players that get false banned, and anyone actually worth being HWID banned, knows how to spoof it
the Object Pooling pattern allows you to set this up. Have your characters exist in the world at some inaccessible location (below the map) and set their properties as you wish, and never actually "kill" or "spawn" them
Well , if u get Serials or the UID of the Hardware of like the Importants part, it should be Easy i think, and ofc the Check should be very Clean, because if u make an Mistake u get False Banns, but theres everytime an Way to Spoof or Bypass aswell , so prob wasted Energy.
Just like the corpse room in Skyrim games, only that one is for dead characters
Hi I have got gamemode airsim. I would like to add Replay Spectator Player Controller. But I cant edit, add anything in Selected GameMode. What im missing ?
Is your game mode a c++ class?
Suppose I build a game in a 32x32 landscape with 10 tiers of cave underneath the map. Just in terms of level design, what are the most important things to know for optimization? Would I still render things with netcull even though its single player?
Is it possible to trigger widget (button) onclick without clicking on it? Let's say I have a test that should automate some UI configuration and I want to validate that the result has the correct configuration after the buttons has been triggered.
Why not just an Custom Event with FAKEONCLICK, and trigger how u want?
Yes
That's why.
Hello. I'm trying to do a localization test. But I'm having trouble. Does anyone know what to do?
Switching is not working. If it works, it only works once.
And can I change that ? Like write another row and recompile plugin
i remember in the Past u need an C ++ Code and an Blueprint Function Libary for that .
Create a bp from your game mode and use the BP.
Its not my gamemode. Its plugin gamemode
How to Disable Building static mesh render data, i rename filex and ue always building
I had worked on my project this morning, everything was fine, I pushed the changes in my repo and went on with my day until I had opened it about an hour ago to see this pop up, out of the blue. I've been trying to fix it to no vail. I don't know what's going on, I've tried validating data, verifying UE4's installation, disabling and enabling the CommonUI plugin, yet nothing works. The funny part is, none of the mentioned things are referenced in "DemonDatabase"... I can manage to reload data and the project works, but as soon as I quit the engine and reopen the project, the same errors pop up.
should i use ue4 or ue5? which one is better for game development for a indie
No reason to stick with 4
hey
i have scene that have only 2 react light and a little bit of other meshes the scene looks great in pc view but when i switch to ios preview the lights presets get changed and the scene start to look bad, so any one know how i can make the scene in ios look like the pc ? (in any cost i don`t care about the performence)
how similar is UE4 and UE5? If I'm new, can I start learning UE4 and then switch to UE5 later on?
Just start with 5
I have a project on 4.26 and I want to merge some of the assets to UE4.25, can I just copy the relevant .uassets?
hi! did you find what was cause such behavior?
I certainly did, but I don't remember what was it
I think I knwo
This was the error log from rider
Here you have the object, and its name
was UTransfrerManagerConfiguraton your custom C++ added to ROOT ?
I don't remember what was causing the crash
Btu from the screen I see it was some blueprint
What is UTransferManagerConfiguraton?
Google doesn't see it
ok , thanks , will dig it more.
Hello!
Apparently 3 of my assets (which use CommonUI) seem to be corrupted. I don't know what to do, I've literally tried everything. They work as long as I reload them, but as soon as I restart the editor, they get corrupted back again. Also when I reload them, even though they work, a message saying "Failed to load parentclass" appears. Also by trying to delete one particular asset among these 3, I get the following error: "One or more assets were partially consolidated, yet still cannot be deleted for some reason. It is highly recommended that you restart the editor without saving any of the assets or packages."
I've already searched through the Discord but nothing helped sadly
It was literally working fine the morning before \:
Have you got c++ in this project? Do you use hotreload?
Compile with the editor closed
I do use C++, and nope, never hotreloaded
It was working fine the morning before, I pushed my changes to the repo and when I opened the project back in the afternoon, I was greeted by the image I posted before
Ensure your plugin is still enabled and also verify the engine through launcher
The thing is, even if I delete my local copy and redownload from repo, it doesn't work anyway.
Also, I've tried copying the corrupted files (which actually happen to work after reloading, which means the local copy does indeed work) in another blank project and I get no error at all there
It appears as if something's wrong with the project iself
Already did this as well
Alright well then open the log and read it thoroughly before those failed to load messages come up
Log usually reveals more
Other than that I get the following:
[2023.03.31-08.41.43:155][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file <ProjectDir>/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2023.03.31-08.41.43:155][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2023.03.31-08.41.43:155][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file <ProjectDir>/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2023.03.31-08.41.43:155][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2023.03.31-08.41.43:171][ 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2023.03.31-08.41.43:172][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2023.03.31-08.41.43:172][ 0]LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchical cache Hierarchy.
Which happens before the uassets errors
Also, in the log it does say the files failed to be loaded, but also that they cannot be found, which's odd because they're there, they do appear in the content browser
And also I get this as well:
[2023.03.31-08.41.45:603][ 0]LogLinker: Warning: CreateExport: Failed to load Parent for BlueprintGeneratedClass /Game/3D_Test/BattleSystemScrollingTextStyle.BattleSystemScrollingTextStyle_C
[2023.03.31-08.41.45:603][ 0]LogLinker: Warning: Unable to load Default__BattleSystemScrollingTextStyle_C with outer Package /Game/3D_Test/BattleSystemScrollingTextStyle because its class does not exist
[2023.03.31-08.41.45:605][ 0]LogLinker: Warning: CreateExport: Failed to load Parent for BlueprintGeneratedClass /Game/UserInterface/BattleLogMarquee.BattleLogMarquee_C
[2023.03.31-08.41.45:605][ 0]LogLinker: Warning: Unable to load Default__BattleLogMarquee_C with outer Package /Game/UserInterface/BattleLogMarquee because its class does not exist
The ScrollingTextStyle's and Marquee's parent classes are both from CommonUI.
This as well is strange because I've got other BPs that derive from the aforementioned BPs' parents and they do work
I've also already tried to compile yet again to no vail
How can I setup a structure using . instead of the tests using the path? The current path looks like this...
Project.Functional Test./Game/Functional_Tests/Animal... etc I want it to be
Project.Functional Test.Animal......
I enjoy 4, it feels snappier and faster than 5, it also feels more fun to use overall
hello, is this still relevant with UE5 ? or can we access state machines/ states from c++ ? thanks for answers
is there a way to apply the culling systems to affect blueprints in scene?
I've managed to get it working on a static mesh, but not bps
I just tried to delete and remake the corrupted files, under different names, yet once the editor restarts the same errors show up, now referencing the newly created assets that replaced the "corrupted" assets. I'm completely clueless
Hello everyone! First of all nice to meet you. I’m VED, multidisciplinary Italian artist.
I have some problems with the Vertex Color node in Unreal.
I exported an alembic from Houdini with some attributes, especially the "Cd" node, which I also used in Cinema 4D as a vertex map (mask) to mix two procedural materials made with Octane. on Cinema 4D the map works correctly, but when I import the alembic into Unreal the Vertex Color node doesn't work and makes my mesh completely black.
I tried exporting the alembic file by changing a few parameters: I promoted the Cd attribute from points to vertices but it didn't work, I tried generating an UV mapping (flatten) and removing unecessary attributes but it still didn't work!
the animation works in viewport, and other native software materials work correctly, so I don't understand what I'm doing wrong. I've followed a few video tutorials in the hope of solving it but nothing... it doesn't work.
this is my first time using Unreal. I've been commissioned to do artwork for a holographic project. It doesn't matter wich program you use to create the mesh, but it is important to import it into Unreal to fit in the holographic space. the version is 4.27.
hope you can help me!
Why did you ask the question if you already decided lol
can some one help me with the selection,spawn and respawn system of vehicle please!!
I am stuck at this point at my game project because I can respawn the player I have select
this is how I take the value of the selected vehicle in the variable named "Vehicle" which is present in car_instance .
this is how I spawn the selected vehicle into the level in LevelBlueprint
but here is the main problem where I want to respawn the selected player when the vehicle gets destroy. I dont know how I will attach that Vehicle variable to the restart player node.
Why not just migrate the files from the editor?
I only wanted to do specific files + references and wasn’t sure if a partial migration was a thing
Not even reinstalling UE4 worked \:
My guess is that things most likely will break if you just copy the .uasset files. If you right click an asset in the content drawer and click "migrate" you can select what to bring over and not
The most bizzare thing is happening here:
One of the niagara system particles is showing up in the localisation window. There's no flag for marking it as non-localised. Anyone have a clue how to prevent localisation?
hey how do i parent a niagara emitter to a specific bone in a skeletal mesh
hey y'all!
I'm trying to disable gravity when loading sublevels, I call
const UWorld* World = WorldContext->World();
if(World)
{
AWorldSettings* MyWorldSetting=World->GetWorldSettings();
if(MyWorldSetting)
{
MyWorldSetting->bGlobalGravitySet=!bIsGravityEnabled;
}
} ```
But doesn't seem to do anything. Also, I tried manually setting the Override World Gravity checkmark here but that too seems to not be doing shit.
Does anyone know why is that and/or how can I disable gravity for a whole world temporarily?
Hi everybody. I am having a problem to understand the process of localisation.
In the localisation dashboard I can have more than one game target.
So I want to have one game target per Level of my game, to have it easier managing the textloads.
How, and where can I set the game target to be used in the current level ?
I once changed the name of my actual game target and it wasnt used anymore …
Anybody has experience with this ?
kind regards
stucki
Can someone help me?
i am facing a issue in macos
Showing All Messages
unable to spawn process '/Users/macbookpro/Downloads/UnrealEngine-4.27/Engine/Build/BatchFiles/Mac/XcodeBuild.sh' (No such file or directory)
even i checked the directory is existing .
does anyone know if theres an option to disable collision/physics on playerstart?
i have a water map and wherever i place the playerstart is where the water level will be and i want them to be separate things. could anyone help
Showing Recent Issues
Command CodeSign failed with a nonzero exit code even this error too in another setup even
i setup the certificate and profile corretly
What might be a possible cause for certain blueprints to lose their parent class on startup?
I'm at a serious loss guys. I've been importing skeletal meshes for days for a modular character and now for some reason the name of the head bone has gotten a 1 at the end, something none of the other did and it's from the same work file. So can't do a proper merge with the ue4 skeleton because it's missing the head bone because the name is not the same. Halp!
What can i use to visually differentiate actors in editor (of the same class) based on wether i set a property to true or false in editor?
Anyone know how I can debug this error: LogglTFForUE4Ed: Error: The class Is not supported! DataTable I've literally no idea what class it's on about, or where it is, I have a lot of data tables and this has seamingly randomly started popping up.. It absolutely floods my output log whenever I have a data table up (any, doesn't matter which)
I started by searching the plugin source for that error. Seems it's trying to check if it can reimport
does your datatable struct have a gltf related field? or are there a bunch of hard references to static meshes?
Well that error exists in this function: bool UglTFReimportFactory::CanReimport(UObject* Obj, TArray<FString>& OutFilenames) which to me says it's checking if a mesh is able to be reimported. So probably it's running against every static mesh as the table loads them
you might be able to fix that by changing to soft references
or, modify the source to not logspam that
or you can even just turn off that log category in your config files
i think that link really helped
I remember trying GLTF like 3 months ago or something but stuck to FBX, not sure why my UE has started bringing that error up, maybe an issue from a crash, but I do have that projects plugin installed.
yeah, if you aren't using that plugin on this project, disable it
That has sorted it, removed! 😄 thank you so much for finding that
np
can you export metahuman ue5 to ue4? thanks
Let me github that for you
@hollow trench Hey what's up buddy?
Hi, I'm trying to open an old project and when I click the project file (because i don't have it in the unreal's vault) it says "Failed to Launch editor". I'm not sure what to do, I'm afraid is because i don't have the proper version of the project installed or any plugins, but I don't know how to see in which version was it done and its plugins, is there any way to know it?
Thank you so much ^^
Open the .uproject file and check the EngineAssociation
How can I check that? ^^'
In the project folder you can find the .uproject file
Oh, got it, thanks ^^
However I have that version installed, any thoughts of what can be the error of "Failed to Launch editor"?
For the first step, you should verify Unreal Engine files
In Epic Games Launcher, select the engine version and verify it
Why does my model look weird when i export it and open it in blender?
can I give my forum link to get solution?
Hello guys maybe someone of you had similar problem, my mouse is bugged for "some time" on top of slider, as you can see on gif firstly my mouse is just default mouse i have to click some time( sometimes its less sometimes its more) untill it changed to Cursor slider any idea why? https://i.imgur.com/a8opq7q.gif
This is probably some random setting i change cause it works perfectly when i migrate the project to other empty one, but cant find which one it was ;/
Whats the best engine to start learning for a project? ue4 or 5?
Well if you just starting take UE5 and find some videos yt there are many of usefull
so ue5 is more nooby friendly?
there are many of improvements in ue5, but if you just starting ue5 in my opinion will be the best choice. You can easly find some yt videos about comparison and pros/cons
cool, ty
hi guys, any recommendations for quick cleanup (deleting unused assets,materials, meshes, etc) of project
hey im planning on putting a character with a coat from blender to unreal, i read that for the cloth simulation to work you just need to weight paint it, but does it still need any bones for the rig??
not totally sure what channel to put this in, but how can i make my confetti (left) in lit mode look like unlit mode (right)?
i've noticed this with a few other things but some sort of post processing is making everything look totally blurry, even with motion blur off. i'm totally missing something and im super new to ue4, so i'm not sure where to look..
text also becomes super blurry and unreadable from just a small distance but im not sure if that's just my monitor or something
You can adjust the confetti's material to be unlit
lemme check how
Blurriness could be ghosting from TAA
how do i edit that?
prefer it lit
There's some settings around that may help, look into TAA cvars, don't remember much since currently using TSR
Depends if you use forward of deferred too
In forward you have MSAA
There'a FXAA too for both but let's ignore its existance
You can visualize velocity passes with a command that i always forget, lol
ShowFlag.VisualizeMotionBlur 1
It may already look okay but the ghosting would be making it look awful btw
Been anoyed recently because I want to master UE, and cant figure out a path to get there.
Where is the starting point?
And does the starting point exist in the real world?
Yes theres youtube videos, but wheres the in-person / lecture oriented courses?
Look at all these studios making ground breaking results in UE... the studios are made up of indivisuals. All the skill is just an agregation of indivisual skills.
Where are these people going to learn this stuff?
(Theres no way they just browse the docs and bindge youtube)
why is there no way?
and there are live training available around the world for Unreal Engine if you look for it, there is an authorized instructor program that epic has
Are these classes held anyhwere near massachucets?
(Usa)
I couldnt say for sure, but https://www.unrealengine.com/en-US/training-partners is a good start along with other section under Learn at the top
Should i delete autosaves and the caches and temporary files in the project files before packaging?
it wont package those
I was just wondering as an asset i deleted showed in the output log procrss
While packaging
And it failed
Hi, in this UE forum post I can see this node in the top left. Does anyone know what it's called please?
thats just a scalar, a single value. its just a very small value @harsh tiger sorry it looks like a vector 2
i didnt notice the comma
Any idea how I can replicate it? Including the E just removes it
but it looks like that due to being in scientific notation
looks like it just might be 2050,2050
Genius!
The next task is to figure out what "level" is. As it's no longer present in UE5
its not even in a recent version of 4, I want to say that was mipmap level
I'm using a texture atlas, but I'm getting a bit of bleeding from the next texture. From the research I've done it's mipmap related, but no success just yet
you need to adjust the texture itself to stop that
everything is mapped to 64x64, wouldn't changing that mean it won't fit into the 1024x1024 texture?
no its a setting on the texture itself in the editor
try changing the filter on that texture to nearest
WOW
that fixed it!
Thank you so much
I've tried so many different types of shaders in the past hour. When my first one was fine with that change 😅
Hey i have a camera in a BP in my scene how do i set that to be the camera i get when i play?
set view target with blend
how?
you use the blueprint node, set view target with blend
or if your using a pawn, you can set it as the possessed by default in it's properties
Need a little help I have 3 progress bars 2 work using the same method however the one for the growth refuses to go up for some reason. Im assuming its because Im spawning the actor in and the variable is not on the bp itself. Bescailyl without over complicating my text here, I have a simple plant growing system I created and eveything works fine except the growth bar never seems to get a value.
Thouse 2 are in the same BP and this one is in the plant that spawns in from spawn actor from class
Hello
Yesterday I met a weird issue, can someone tell me if it's normal?
I moved a folder inside the Unreal Engine, it was a 3 GB folder, and the process not only took 2 hours and a half, but afterwards the whole PC was so slow it was unusable, even ctrl+alt+del took more than 2 minutes to respond, and it's not even the first time it happens
My specs are i7 10th gen, GTX 1650, 16GB RAM and I run Unreal Engine 4.27
Is this normal?
Should likely note that I had VS open at the same time, which caused identical issues when I worked with C++ in UE5
Also, I apologize in advance if I won't be able to send any screenshots or won't respond for a hour or two, I am away from my PC at the moment
moving a massive folder can be slow yea, as it also potentially needs to redirect files to their corresponding referenced content.
I can see that well, but I'm puzzled by how much it impacts the overall performance of the PC
After completion of the process the whole machine is unusable unless I turn it off, which is a challenge since the OS itself starts to lag
manny
Is it common practice to swap out animBPs during runtime for swapping weapons?
Wait, you can do that?!
I thought you couldn't
You can, but I'm not sure its the way you're supposed to do it 😂
I think it's indeed how you do it, specially if you are like me and you want to make your game moddable or at least easily modifiable, so you have to avoid hardcoding as much as possible
Or you can do it another way and include a character/arms mesh in the weapon actor, so that each time you equip a weapon you show the character/arms mesh attached to that specific weapon
It feels stupid tho
Old games used to do it I think
Take UT or COD WaW
ADDENDUM: I googled and the multiple Anim BPs is indeed the way to go
I have a trap blueprint, and I have a trigger box blueprint. I want to make a blueprint of a room, and put the trap/trigger box in the room blueprint. I can simply use a spawn point.
How do i bind the trap to the trigger box after spawning?
basic question i think
how can i make the text selectable and you can copy it just like discord's texts?
i want the players to be able to select and copy text but nothing i can find to work
anyone know how i would add a trigger event that makes a text render count up by one when the trigger event platform is stepped onto
think about it in smaller pieces first
first focus on just showing some text, then calling... something after pressing the platform
i wouldnt really know since im fairly new to ue4
hmm
seems easy enough but i know i would probably fail
do you have any tutorial online?
<
also unreal's official learn stuff is great for beginners
FWIW any unreal 5 stuff will... mostly apply to UE4, there is little difference
thanks
A quick question, that hopefully someone can point me in the right direction for a solution.
UE4 / Steam Deck - On-Screen Keyboard
Does anyone have any good pointers or ways to trigger and pop up the on-screen keyboard on the Steam Deck for a text input box in UMG when selected with a controller? Is there a console command or is it an API hook with steamworks? Any pointers / further reading would be appreciated!
Getting so many different articles on Google I'm feeling a bit info-overload.
If I'm using EOS (Epic online services) for matchmaking and voice chat, will players in my game have to have an epic games account and log into it?
No
I'm now getting this in UE5 but it is in VectorVMLegacy.h line 207, I add a vector array to a niagara FX and now I have it
where do i ask for help
Just a little pro tip I wanted to share for everyone, If you are having problems with code, blueprint, or anything else another team member recently introduced me to ChatGPT (Its Free powered by OpenAI) its a really cool AI Text bot
as an example you can tell it to
"Help me make a inventory system in ue4 blueprint"
and it will give you a step by step guide that it generates, You can also elaborate on the code by asking it to change vaules and to be more specific with what you want from the system. Just thought this was a really neat and useful tool thats been helping me out alot and I wanted to share I figured someone else can also get a use out of it 🙂
i need help scaling materials because it isnt displaying correctly
@faint wagon Do something like this in your material and than make an inst of it so you can scale the size with the tilesize peram
o-o
can i have a full screenshot to see how it all goes
If its a texture that only shows on the floor only use the Z if its one that you need to see on all sides use XYZ and if only on the walls use XY
ignore the crossed out reds you wont need thouse, they were extra nodes I was playing with
k
using this method youll have to make sure your texture you use are seamless other than that all should tile fine 😄
If you want a more precise roughness just do the same for the base color minus adding the multiply with the color node thats just to change the base colors color across muti meshes
what is that color thing at the top
To make an inst right click the material and click create material inst than apply this to the obj you need the tex to tile on from here open the inst and play with the tile size
i cant find it
hold 3 and click
does the color matter?
Not really its more for just chaning the base color if you are using a white base to change the base color across multi objs
to make a param hold 1 and click same way you did to make the color
for these values Right click them after making them and set their value to something other than 0
also give them a name example TileSize
the names will reflect in the inst so you can easily identify what the vaules change
where it says texture object do i put the material texture
and how do i add the tilesize thing
get a texture object by right clicking in some free space and place your texture in the details pannel on the left
to make a param hold 1 and click same way you did to make the color
It should be green and not yellow
Right click the green block and click make Paramiter and give it a name and set its base value to 100
Than hook that green block into texturesize for both the world alligned texture and the world alligned normal if your texture uses a normal
how do i get roughness
Same as making the tilesize Param
keep this value only between 0-1
as a base I reccomend keeping this at 0.5 and changing it in your inst to your liking
it didnt work
its just black and isnt textured
nvm
fixed it
how would i scale it
Use the inst and change the value of the tile size in the inst and the value should change as long as the mesh you are using is assigned the Inst material
right click the material you made anc click create material inst. Its basically a child class of the material that loads faster than the normal material and will save on your preformance
it doesnt work
how would i make a melee weapon
like how would it do damage and how do i make it show on your screen
like this
You make it appear by spawning and attaching it. You make it swing by making animations for the character. You make it deal damage by any method you want, overlapping the enemy, a short line trace etc, and then using unreals damage system
i have no clue how to do any of that
Then I'd suggest looking into each of the areas specified
@faint wagon Id recommend getting to know the engine a little better cause it will get a little complicated later on when you need to do things such as line traces and AI if you plan on having AI.
As for things such as having one arm youll need a 3d modeling program such as blender to edit the mesh you want to take an arm off of
To get better antiquated with ue4 I recommend checking this video playlist out also dont be afraid to follow along and copy what she does thats why shes made the video to help teach new users
In this episode, we'll cover how to make and open a new project, how to move around in 3D space (it's really fundamental to everything you'll learn later!) and how to navigate UE4's editor to find what you need.
Get Unreal Engine 4 here!
https://www.unrealengine.com/en-US/get-now
Music:
L e a v e s by Sachko - https://soundcloud.com/sachkobe...
She explains things in detail that are easy to understand and to follow along
Ok thanks!
Np 🙂
Also how would I give back the arms if I deleted them in a first person one
@faint wagon When you get better antiquated with everything I also suggest checking this guys channel out he has alot of useful tutorials to help you get a base for your project also dont be afraid to explore around on you tube alot of helpful resources are on there 🙂
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What youll be looking for in the future to reattach stuff is modular character building
K
Look for something like a dismemeberment system as reference
Thanks!
hey everyone, if i wanted to remove only one random actor from the world, instead of all the actors of that class, what might i need to alter in this code?
is there a way to connect model bone angle and camera, for example, to make player model point flashlight where you look
Use Random Array Item, connect out actors pin to Random Array Item nodes input pin, then connect it's output pin to destroy actor.
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Utilities/Array/RandomArrayItem/
Random Array Item
hey guys, I need some quick help: How do I make it so that my line trace can detect box collisions? At the moment the trace just goes through the box and hits the actor behind it, any help would be much appreciated 😉
I just opened my project and I'm getting a weird visual glitch. Restarting the project didn't fix it. Does anyone know what it is? Thank you https://gyazo.com/d96929c02abdf7599716aa53c8a69e8c
Box collision should block that trace channel
any assets
honestly though
most car assets aren't suitable as theyre branded
i havent seen many gam ready cars that dont have a logo on them
for such a game you're going to have to make a lot of your own assets, unless its some low poly racer type scenario
by AI you mean enemies, NPCs and stuff?
this sounds like the ticket, trying now
whoa unreal acknowledged paper 2d exists on their yt chanenl
when I switch from one level to another or even restart the current level, game crashes on my android mobile. What could be a solution?
hi how can i get better DPI in high res screenshot in ue4
shoot higher resolution?
Haha, sorry
For a longer answer, DPI is relatively meaningless actually
Do you require to export an image to be printed which is generally at 200DPI?
You'll have to work backwards starting from your required DPI and target image size
So say, you need to print an image at 10x15 inches at 200DPI
You would need to capture an image at 2000x3000px
Digitally, a 2000x3000px image at 200DPI is virtually identical to one at 72DPI
It's just at 200DPI, it's a 10x15inch image and at 72DPI it's 27.78x41.67inch
@ocean pumice
ok i understand thanks a lot for this detailed explanation
it's just that my screenshot looks blurry in the end eventhough i put 200 scale screenpercentage + 3 in highresolution screenshot
maybe it has to do with some of my settings in the project ?
Is it possible a post process effect is affecting the image?
Care to share a small snippet of the image? Try to keep it in png if possible
or just the image if it isn't sensitive
no problem, all it took was digging up traumatic memories from my days at the art academy
There's this weird thing going on in one of my Widget BPs where a CommonText just straighout disappears from the Widget, breaking the BP and everything it references. I can simply right-click onto it to Reload it and it works fine, so the file is actually working, it's as if the CommonUI Plugin isn't loaded yet before this BP is being created or something. I've got other BPs in which I'm using CommonUI but they do work fine.
@faint wagon That's an UE5-only feature
Blender or any other 3D modeling software
also how would i add textures
Apply a material to an object
k
whew almost broke my project 😢
a rite of passage
The daily process 
how do i open the place actors menu
Window -> Place Actors
my decals arent showing
nvm
how would i get this image to show correctly as a material
Texture sample -> connect to baser colour.
does anyone know how to move the depth mask? I'm just trying to take high resolution screenshots without the sky and mountains and such but i dont know how to move the transparency wall
Hi, why my AO texture exported from substance painter is showing wrong in UE4? this is combined ao-roughness-metallic texture
I'm trying to change the behavior of AI base on an Enum state but it only runs the default state. Am I doing something wrong?
hello i really need help please someone
No one is gonna be able to help you unless you explain your issue
ah sorry someone already did on the call
forgot about the msg
@oak patio actually
is there a way to export a project and give it to another computer so you can develop it on the other computer
like so it comes out in editor mode
and not as a game
You are wanting source control. Ask your questions here #source-control
So I'm digging around to optimize my game, and Isearch in the Details panel 'opti'
And I see a button for 'generate optimized blueprint component Data'
I can find no information on line about this.
the little helper that shows up says "Weather to cook additional data to speed up spawn events at runtime"
anyone ever use this? know what it actually does?
Does anyone know if you can bind mouse buttons with keys? Like for example "ctrl + mwheel up"
any one have a clue why the spline mesh deforms like this ?
You can give me your documentation (books, courses) for ue 4.27?
anyone know how to get rich text to wrap properly when it comes to inline images?
each inline image has a 'space' between them, but its like it ignores the space from the text to the inline image to the next inline image.
🦗
How do i change a pawn's walk speed during an event?
change the max walk speed
Yeah ik but how do i do that with an ai moveto node? Sry im new to unreal
you don't. you change the max walk speed in the movement component.
you really shouldnt be using the level blueprint for this
Aren't events supposed to happen in the level blueprint ?
no
they can, but they don't have to
any actor can have events
tutorial creators use the level blueprint often because they're lazy and it means they don't have to teach proper referencing
Well this event is basically the player walks to a dead end and when he overlaps with a triggee the ai comes running to where he is
Yet the trigger is automatically registered in the level blueprint
yeah that could be done absolutely anywhere, the level blueprint is not a good fit for such a method.
level blueprint comes in handing for triggering event things like... say ... your on your menu and you want your widget to swap cameras... you can setup a simple level event that your widget can use to swap between cameras in the level without having to do casts, bpi calls etcs.
Oh ok, and what about gameplay events? Like spawning an enemy when you enter a room or smthing
triggers, overlap volumes, there are several different methods to do that.
like your example above, i'd just use a overlap actor that triggers a npc to move from point a to point b.
Yeah but when i click addonoverlap event for triggers they're automatically registered in the level blueprint, that's why i thought it's the appropriate place for them
so i figured out my issue with the richtext box and it not wrapping for the images, but i haven't found a solution for it. from testing it appears that for wrapping the richtext box is ignoring spaces, so the 'space' thats inbetween the images is ignored and they are treated as one long string of text.
yeah if you put a trigger in the world it will but if you make a blueprint -add a trigger / overlap object to it, then add the overlap event inside that blueprint, it will add it to the blueprint not the level blueprint.
Oh i got it now, so for every event i make a blueprint and put its code and triggers right?
hey all, i want to make a menu that lets me change control of the 2 characters, i want to know how i might do that entirely in the widget (apart from loading up the widget itself in the character)
i plan on having a lot of different switchable characters in the future, but i think if i can get switching between 2 then that's a solid start
the end game is making the menu in-world (as like a screen to walk up to) and accessing the player's inventory to choose characters they'll use for a 1v1 battle
so like they have 300 characters in their inventory (just an example)
they select 6 to use in the battle
and then furthermore select 1 to possess. if it dies they lose that one and choose one of the 5
that's the end goal
so ideally if anyone knows of a good method to maybe create an actor, possess it, then delete the previous actor
ok i have an idea but i have a question about it. if i have a parent "character" and i have a child of that parent, if i cast to the parent (when targeting the child) will it be a success?
wait why am i asking that's a quick test
Yes.
A object can be used in any place where any objects its class or any of its parent classes are needed.
Polymorphism at work.
gotcha that's helpful so when changing characters i can cast to the parent which will have basic information (most importantly the code to create then possess a new character, then delete itself)
thanks a ton that saves a lot of headache
and as long as all playable characters are children of the parent they'll all be able to do that
Wots going on here ?
Do you know how to make proper screenshots for steam page? On unreal it doesn't let me choose the size of the screenshot so I have to take it and then resize it only which stretches everything and is so bad. Do you have any special trick?
https://docs.unrealengine.com/5.1/en-US/taking-screenshots-in-unreal-engine/ , you can specify the size using a command
or you overshoot the screenshot and then crop to the correct size (not resize)
hey guys! i have a mechanic i want to create which i really liked from ultrakill. the terminal. it's not a HUD menu, but you can left click and even scroll wheel.
it pulls up a different visual when you're looking at the screen (finger rise) which I wanna do but isn't crucial
also just making a menu of any sort not inside the HUD and instead on a "screen"
it also switches menus depending on what you click on (i assume it creates a new widget and loads it)
and lets you use the scroll wheel (which will not be used for anything) or the scroll bar to scroll by left click dragging.
i assume this uses a trace which i have no knowledge of how to use tbh, but i want to make something which uses most of the mechanics:
a screen that's in the game world that you can navigate by left clicking buttons which loads up different screens such as a main menu, a list of items, and an options tab.
i feel like it would be hard to search up a tutorial saying something like "how to make an interactable screen in ue4" and that is why i am asking here for maybe an existing tutorial or some help on putting a widget on a surface in the game world that you can interact with
it'd be nice if i could also have a 3D effect with the text and buttons like they have, but i think i could achieve that just with 2 layers
so am having this problem that, i dont have screen space reflections on my project even tho, on my post process volume, i have it turn ON, any idea whats going on?https://streamable.com/20e3r5
Is there a way to search (in this case in a widget) more specifically? For example, I'm trying to search only buttons, not any other type and not the entire hierarchy.
can anyone help me with importing an fbx from maya to unreal?
trying to learn how to combine megastructures with space for movement options. doing a lot of experimenting in #unrealengine for my #arenashooter /#boomershooter (movement shooter to be more accurate) but hey, this is progress! maybe eventually you'll be able to play with your friends on a map like this,but this is likely going to be a section o...
How do I improve upon this
Hello
How i can mod a unreal engine game
I want to edit the umaps and clean them
To remove as many roadblocks and obstacles to foam freely in the vr maps
why are there 4 controllers?
Can anyone help me out with a decent formula for damage falloff with linetrace?
Math is not my strong side... 😅
Linear falloff?
We won't help with modding here. Best off asking in the community for said game
Yeah, linear falloff is fine!
((MaxDistance-DistanceToTarget)/MaxDistance)*Damage.
Assuming you want the falloff to start at 0 distance.
And what if I wanted the falloff to start at 2000 units?
<= 2000 units, 1. > 2000 units, use the forumla but take 2000 off the max distance and distance to target.
((MaxDistance-MinDistance-Max(DistanceToTarget-MinDistance,0))/(MaxDistance-MinDistance))*Damage.
Something like that.
Like this?
^ 😛
Thank you!
why not?
It's not our area of specialty, as different games have different implementations.
Not to mention most games don't officially support it, so it's not something allowed here
Depends at what stage you are in your project's lifecycle.
Pretty early
Probably best to use ue5 then.
I'm trying to get into modding, but am brand new to everything. I want to make a background music mod, but all the music files are titled as numbers. I'm trying to export them so I can listen, but whenever I export any sound file, they don't appear. But when I export a visual file, it appears in the UE export folder.
ask in the community for your game, we dont do modding here
hi, i try for some hours to merge this 7 seperate meshes (on the left) to one mesh (like on the rigth side the SK_military_chr). anyone can help / guide me how to do that? i need the 7 ones as a skeletal mesh, not as a blueprint
i use the UE4.27
hey i wanna make an item that will have no visuals in the game world (it will be an icon in the inventory and store some variables)
what object/file type would be good for storing data?
it will be instanced (so that multiple of the same file can exist with different variable values)
it will store floats, maybe some strings, a texture variable and an object variable.
It will not have functionality itself.
when I click the play button how do I make that display my animation
Hey how can I make a "bullet drop" with linetrace? I'm trying to make a new linetrace from the "trace end" location that drops a bit in Z height for every iteration
But what do I set as the end location of the new trace?
You can fake it if you want and just drop the z by some amount, or you can go physically accurate and look up the ballistic trajectory equations.
Found a node "Predict projectile path by TraceChannel" that works great for this
That'll do it
uhhh i have a question when im on unreal 4 editor the graphics is 70 fps
but when i build the game its 1 fps when i run the compiled game
anyone encounter this issue?
i have a question
how can i add (something like endl;) but with print string and with blueprints
Im having a stupid issue with creating an aim offset. I followed the Official guide here! https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/AimOffset/ But Im getting the wrong results and I have troubleshooted the hell out of this. I am creating the aim rotation from the AI controller because its for AI BOTS , But they are keep aiming in the wrong directions or opposite to to where I am. Here is my setup. from the ai controller. the animation BP,
Hello guys
I have a situation
I have a really simple character controlled by AI, flying from one checkpoint ot the next one
But if i increase the distance between the character and the floor it ignores the AI behavior tree where it finds the checkpoints and just fly towards a random location
¿any ideas what might be happening?
Like this it works like a charm
but this messes it up
how can I achieve a good depth of field effect
not sure if im using it wrong but this isnt doing much
my enemy ai has a random roam custom event, and i want to call it after this move to node, i think it should be done by casting to the enemy ai bp but idk what to put in the object wildcard
when casting, the object is always a reference to the thing you are casting to. which shouldnt be necessary, since you have a reference from the spawn ai node.
but learn behaviour trees. It's what ai is meant to run on for stuff like this
yeah you're right i changed the method and assigned an array containing waypoint references for the ai to go to, and it works fine when i manually assign the waypoints when i place the ai, but i want to change the waypoints during events where i spawn the ai, so i created an event bp that has an array which contains waypoint references, and i want to set the waypoints in the ai bp to the ones in the event bp, i did this , is this correct?
test it. if it works then it works.
yes its working correctly finally
thank you
one more question , how do i set the ai walkspeed during an event?
set it's max walkspeed
yes im doing it like this yet the speed isn't changing
You are casting to enemy AI, not to the pawn controlled by that AI
Try this:
From the cast to enemi AI "as enemy AI" node drag a "Get controlled pawn" and from there use the SET max speed
Why does GetComponentBounds return {0,0,0} on an HISM component that has instances?
Is there any way to get the bounds of the HISM instance?
The pawn is named enemy ai
hi guys, anyone know about charactermovement
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Movement", meta = (AllowPrivateAccess = "true"))
class UCharacterMovementComponent* CharacterMovementComponent;```
does this seem right
how the hell can i remove transparency from a multilineditabletextbox
Help! So I have a problem where the default VR project crashes when doing anything. Im forced to convert the fps template to VR and everything works great except for 15fps on a 3090. The Vr template gets 200fps. I was advised to copy and paste the render setting between the projects to get 200fps in the fps project for Vr, and it works great...
Long story short the solution makes everything look worse. Which one of these settings are the culprit so I can discard the rest? What settings should I keep and what settings can I discard?
@umbral gate could you please post it into a pastebin and then link it here?
that'd be appreciated
Not sure what setting I changed but for some odd reason my standalone player now snaps to the top left of the screen when starting
Hi everyone, I am making a game where I want to do an action based off the mouse's input (as a curve, not x and y values). Similar to:
https://forums.unrealengine.com/t/track-mouse-movement/768823
Would I make an array of x and y values and get the curve of them, then make that determine the arc of the animation?
Or translate the mouse to a world location (to get current mouse x, y, and z), and then compare that with the future x,y,z value to get the curve from there?
I have a question may sound stupid but how do I generate rsa keys for my ue 4.18 game
hey, would someone be able to give me a hand in feedback vc? needing some help with textures
How do i change the walk speed in a behavior tree from an event bp?
try what you did before, but increase the value a bit more. I'm betting it is changing, it's just not that noticable given the default is 600
Nah I've put it at 20000 and it didn't change
but in your example last night, (sorry for the lack of response by the way, it was rather late for me :P) you changed it as the next thing after the ai had spawned. meaning you had no baseline to compare it to
I think its bcz the behavior tree takes priority
Nah it's cool thanks a lot
nah its defo not that, it still moves via the movement component...
I've changed speed like that before and it works fine
could you show me your current setup?
here
i thought you said you were using a behaviour tree?
and also are you expecting that speed to change while the ai is moving?
yes im using the behavior tree for the patrols, but this is supposed to be an event where you'd walk down a hallway with a dead end and when you reach the dead end the ai will come running at you
no just as he spawns i want him to come running straight at the player
i think you're getting your wires crossed here.
You say you want to change the speed in the behaviour tree. but you want the speed to change when he spawns, which it does.
yeah i said that because i think the behavior tree is taking priority lol
it isn't
your code is doing what you've told it to. the ai spawns, then it's speed changes, then it moves to the player.
no where in there is anything to do with a behaviour tree or patrols
then why is the ai still at the same speed😔
is there smthing wrong with the cast?
check. drag off the cast failed bit and print string
make this easy, in the enemy blueprint on tick have it print their current max walk speed
just do a simple "is it working" check
^
if that value doesn't change then its either changing the wrong one, or something down that line is failing
the cast to the enemy bp is working however the speed isn't changing
so the speed isn't updating it's value?
yep its still the default one
i take it you found that out from what mathewW said?
yeah it was a good idea
do you get any errors when quitting play session?
not at all
set the max walk speed in the begin play for that enemy AI, see if that works.
its ue 5 tho
wait u work at epic!
it doesn't
btw i have this behavior tree service to change the walking speed
i think i should change it here instead of in the enemy bp
that would have been handy to know
yep so your overwriting the walk speed every tick in the AI...
my bad sry😆
thats why your speed isnt changing. because as soon as you spawn it, you change it's speed to that variable every frame
rather than setting the speed every frame, you could just have something that updates it once when called
alternatively change that max walk speed variable
i think that would be done using a cast to the service changing the walk speed right?
what object wildcard would i need to put in the cast?
your object wildcard is always the thing youre casting to
always
i would opt for option 1 though, creating something you call to change the speed
much cleaner
and you arent setting it unnecessarily every frame
so a custom event instead of the event receive tick ai right?
yeah
i changed the service to this and the ai stopped moving completely lool
Hello,I've been debugging and looking online for info on this error and have not found much, could anyone point me in the right direction?
LogPhysics: Warning: PopulatePhysXGeometryAndTransform(Convex): ConvexElem is missing ConvexMesh
LogPhysics: Warning: ForeachShape(Convex): ScaledElem[833] invalid
Hey, kind of a dumb question, but how do i downgrade ue5 to ue4 lol
i dont think u can
i tried to do it because lumen is weird for my game but i wasnt able to figure it out and i ended up just disabling lumen
Yeah i read you can disable lumen and a couple more things to run like ue4
I guess I'll just try to download ue4 directly then, just haven't found it yet
wait
@fiery swift try uninstalling ue5 and install the latest ue4 and do the open with and select ue4s unrealeditor-windows.exe
that might work but the new ue5 features would prob be removed
what machine do u have
yea ofc!
i got ue5 workiing fine on my reallllllllllly low end laptop
can anyone share youtube channels that create UE content for Android Platform?
Hello,everyone! I’ve got one small question. I am making a vr scene. I dont have reflections on the floor from the environment. Is it vr limitation? Thank you! If I ask it in a inppropriate channel, I’m sorry.
hey can other people use a project where i have paid plugins without paying for them or downloading them
?
do we have something for shaders because i have problems with a shader
can i store a texture as a variable in any way shape or form? I want an item that can be instanced and then referenced that stores stats (integer variables) a class reference to what will be the player character, and a texture to reference when making a button to click on it
If I understand correctly, you want to store one texture in a variable ? You can use the variable type "Texture 2D"
i'll check it out later, thank you
Is there a difference between using in-engine version control tool for git vs externally using git (or github desktop)?
functionally? no. If it doesn't error out, anything you update or check in will be fine. But workflow wise, yes theres a difference.
Personally i'd use a mix. I use P4, but same deal.
It's convenient to see status, checkout, and check in stuff from the editor, so use the internal integration
But sometimes you want to close the editor, and check in your latest work, pull down latest changes etc. Here using an external tool is essential
Oh ok thats nice to know.
The in-editor interface also allows you to diff Blueprint changes which is nice
yes, that's a huge advantage too
Anyone know how to fix the 'stuck in 18% initialising' thing when opening a project? I've seen it mentioned a couple of times on the forums and it seem to be something to do with shaders. I left it alone and went to bed and it's still stuck on 18% almost 10 hours later.
hii
helloo, I'm not very experienced in Unreal. I have a problem, can someone help me T-T this is a texture I made, and this is how it looks like before I import it onto Unreal
When I get it onto Unreal and hit play, the texture gets darker and loses quality like you see in this screenshot
how do I fix this
disable mips, change compression settings to something higher quality and check if there is a color space mismatch
what does that do?
https://www.unrealengine.com/en-US/blog/diffing-unreal-assets
It lets you compare two versions of a Blueprint and see where you screwed up you made changes
So, source control is awesome, and you should be using it! One of the benefits of source control is being able to look at previous versions of files and compare or ‘diff’ them to see how things have changed. However, regular diff tools don’t work very well on binary files like Unreal .uasset packages. We’ve got you covered with support for expor...
thanks
Thanks
Do you know how it's the exact name of the sound effect from sekiro when he kills someone and he slits their throats? Throat slit sound effect? Blood splash?
https://www.youtube.com/watch?v=VtA_gd59KcQ&t=42s
Like here at 2.20
if you wanna buy the game
https://amzn.to/2YgpEDT
Thanks For Watching!
Hope You Enjoy!
Sub:https://www.youtube.com/channel/UCyAfXOOPwvOW_ejkcZJWdAQ
Also You Can Support me On Patreon
https://www.patreon.com/hotopgaming
why do people hate print screen so much?
i see it all the time on the reddit
What
/IhatePrinters reddit? :p
"Guys i have a problem with unreal"
Image of monitor from a phone camera
Saw one with a legitimate reason for that. His work PC was on a network without convenient discord access 😛
Taking photo's of a government screen with your phone? that sounds eerily familiar
like every single headline in the papers
Is there a way to apply a texture settings to selected textures?
Select them all and use the property matrix? You'd need to change them all at the same time, not copy from one to another.
Two star games inspired me to continue unreal engine, I got UE4 like a year before
Anyways my phone is 1%
Bye
is there a way to have this as an editable variable?
like you can do with this
i cant set the variable
Hello, i have a question, i would appreciate it if someone could answer it, thanks.
With a spline mesh i can achieve a curve like the one on the left. I can roll, twist and curve it however i want. But i wonder, is there a way for me to apply other types of deformations to the spline mesh? For example, could i achieve the same result as the one on the right? What i mean is, is it possible to deform a spline mesh in a way that the mesh is curved around the forward axis of the spline?
The image i gave is just an example of what i want to achieve. I know i could just create a mesh that has that kind of deformation, but i want to know if it is possible to do it throughout the spline mesh within unreal.
The only idea i have is if there exists any way to apply vertex transforms within unreal, which i guess must be possible but i dont know how it is done in unreal, like, whats the name of whatever functions i would need to call to be able to apply shearing and stuff like that. Tho i dont really know if this idea i have is even what i would exactly what.
Heya everyone! Lovely to be here. I just wanted to ask for a bit of help and guidance.
Im a second year university student and Im planning ahead for my third year project and for what I want to create independently. Im looking to create a Paper Mario-style turn based RPG and Im looking for some help and guidance getting started. Ive been struggling looking for tutorials and guidance online so I wanted to join here and ask if thats okay? So far the only thing I really found was a $75 "Heres the whole thing" pack on marketplace and thats not really what Im wanting. I want to be able to work on and create the mechanics and evrrything to do with it but, as said, I just need some help starting out.
If anyone can offer help, guidances, some tutorials etc. I would appreciate it so much. I really wanna start creating and learning about what I want to make so I thought asking here would be a fantastic first step
can anyone help me here? im trying to have this widget update on the price set within an actor blueprint but it always seems to return the first actors price i.e. index 0
because you’re using “get all actors of class”…you need a reference to the specific actor you’re dealing with, this is getting all of them
fixed it a bit but getting an error
here i set in door bp a reference to the widget and made a variable in the widget for the price and on tick update the price of the hud based on the door
and it works but i get this error
that’s because the interacthud variable hasn’t been set so it doesn’t know what the target should be
beautiful, back to error free
created the widget and hud on begin play, before it was only when you entered a box collision
so it was being called later
replaced that with the reference node
and that doesn’t seem like something that will be changing very often, i’d suggest finding a way to handle it without tick
tried a custom event but it was odd
actually works a lot better now
i think before i had my delay before the set and it was switching prices back and forth every .2secs
glad to hear it 
thanks for the insight, i really appreciate it
knew i was just missing something simple
you’re very welcome
Hi, I have some issue about converting the (projectname.uproject), when I try to switch version then build it in the VS it went error (see the screen shot), how to resolve this?
Pretty specific question but is it not possible to create a C++ class in UE 4.16 and previous inheriting from type PrimaryDataAsset? I want to do this as I need it to create certain mods for older UE games
So meaning its a high chance for build to error after switching versions right?
No, I'm using it a game built with UE 4.16
Ahh I see
Hey peeps, I cant see unreal engine 4 version to install anywhere any solutions?
Hit that little down arrow next to 5.1.1
Good morning, does anyone in here have any experience animating a dodge/roll and then importing it into UE4? My issue is (I believe) I am rotating my root bone 360 degrees over the course of the animation, and this is fine but when the animation finishes, the idle animation root bone has a rotation of X=0 instead of X=360 and so it "snaps" back and causes artifacts when it goes from roll animation to idle animation (even though the ending frame and beginning frame look the same, the root bone has been rotated 360 degrees). But how am I supposed to do a roll without rotating my character? Or how can I "reset" my bone rotation without having UE4 interpolate a movement from it? Or is there another way I am missing?
damn, I tried GPT4 and one of the things it suggested was messing with Blend Out montage settings and setting the value very low seems to work fine 🤔 😆 🍻
am i high or did ue5-general channel suddenly disappeare?
Click on the "general tab".
There's a option to hide if there no new posts
thanks a bunch
it onlu shows unreal engine version 5, I don't see any other version
It should list every version ever. Did you press the correct arrow? The triangle thing right next to the number
its the plus button, right to the Engine Versions
Sup y'all, I'm having some performance issues with UE4. Whenever I hover over a folder, try opening one or when using dropdown menus, my PC just starts lagging and my audio from other apps goes all robotic and stuff. In TM I'm seeing lag spikes when hovering over folders alone, which is extremely concerning. I've set the editor scalability to the lowest option but that doesn't seem to be helping out a great ton.
I have 16 gigs of ram and a ryzen 7 5700x. I'm running UE and the project off of a hard drive because I have more space on that.
if anyone has any ideas, feel free to ping me
Bruhs I use ue4 but am not sure how to make an event graph for death, or a function for it. Currently I have my computer off, but please help if possible on DM tomorrow afternoon (consider IST).
Just a second, please tell me which ue4 version u use.
uhh 4.26
what? 
Which game are u working on?
how's that relevant, it's just a project
nah, I doubt it's even graphics related
It might be
CPU usage spikes every time I:
- hover over a file or folder in the content browser
- try opening a folder
- open one of the navigation dropdowns and hover over buttons
My computer is half the performance of urs
I don't know what else causes the spikes because I wasn't patient enough to test more stuff
Just reduce that lighting quality
That might help
It worked for me as well
And more importantly, CLOSE CHROME IN BACKGROUND
I've always had performance issues
my CPU is idling on 200k handles and my ram is idling on 13 gigs
that idling includes webstorm usage because I have it opened atm
from where though
obviously, what else would I be using for UE...
uhhh I gotta close some stuff first
if you're leading me to change the engine scalability, I did that and it didn't help
one min
Take ur time
ok so you need a pic of what?
this?
as you can see, large usage spikes when opening folders and stuff
the blueprint editor itself seems to be working fine...
That build part
seems like it's primarily a content browser / navigation issue
the build button or the dropdown besides it?
I'll DM you tom
dm me for what
Cuz I have to devise a cure and my computer is off
what? 💀
ok so turns out any overlay causes CPU and GPU usage spikes
and I mean any overlay inside the main UE window
tooltips, file info, etc.
additional windows for blueprint editing and stuff work butter smooth, but any overlay inside the main window lags out my pc
yeah im back on comp
I am trying to make a decal that is just the letter C.
I have created a PNG with GIMP and assured it had a transparent background including when I exported it.
I made a material in this fashion following the following youtube video:
https://www.youtube.com/watch?v=BOKlG0i4Lh0
I even removed the UV Coordinates node.
It just isn't showing up at all.
Seems like beamng drive