#ue4-general
1 messages Β· Page 24 of 1
For some reason I cannot add any collision components to my actors. Evertime I add a capsule or box collision the editor shows that the component was added but I cannot interact with the collision component and it does not show up in the blueprint editor.
Edit: Apparently there was an error in the parent blueprint, strange that the editor does not render collisions or throws an error about the parent bp..
Hey Guys
Does anyone know
How to solve this.?
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:570: error: cannot find symbol
im brand new to unreal can someone help me learn
@tardy trellis check the pinned messages in this channel for learning material.
Thereβs so much information
i'd pick the "first hour with unreal engine" or "getting started with" stuffs.
i dont learn well from tutoreals ive watched at least 10 hours worth and learned nothning i need to find someone i can actually talk to
gamedev, especially early on will be quite the solo-thing, you go trough a tutorial, and have to repeat it a few times until it becomes a form of mental muscle memory, then learn something else and see how you can combine the two things you learned, and find other things you can do with the same knowledge, while going trough guides on things you are stuck with.
you can look around and try to find mentors, but with dozens of newcomers coming in weekly, those odds might be small unless you pay for a tutor or go for paid tutorials/guides.
You can always ask questions here when you are stuck, but besides trying to have fun and play with what you learned, getting he basics down is quite a solo endeavor.
its probably not for me then because without a mentor or tutor ill learn nothing
that is up for you to decide.
I would just learn the basics trough tutorials and find a "your first game in unreal" thing to go trough. eventually things fall into place.
Wrong section but what sdks do you have installed
anyone here have experienced with play store
Hi everybody!
help. my character 2 is spawning but it is invisible and not showing up. its still there as i can run into it but the sprite is not showing up
i have both characters as the same sprite if that matters
Hey there! I've been tryna export my game for mobile using ue4 and it worked but when i imported the game in mobile and went to install apk then im having this issue
I rechecked SDK, NDK stuff and all are fine
Guys is it possible to make a cutscene using media video?
In the 1st pic is how the contrast or blend, whatever you call it. Is just a straight line that blends, can i make it more like in the 2nd pic like random with noise?
Saw now that i posted this in ue4, not ue5...
how can i fix these? i only have skylight and fog yet these keep appearing
Hi, How to use destoryable building In Multiplayer game ? Can I get related Videos ?? Thank you!!
hey so i've got an issue where i have a structure that contains a texture to be used for an inventory slot. i can change that texture for the items in their blueprint, but for some reason, only editing the original texture (in the structure) will make it show up. i can't customize each item to have a texture. or rather, i can edit the items but they won't show up in the inventory
i believe the issue might stem from the inventoryslot widget, as it's borrowing the data, but not from the inventory item
edit: nvm i solved the issue. i don't know the specifics but i was using the item structure's thumbnail rather than the slot structure (i was following ryan's video). i don't know why it doesn't work with the item structure, but it does work with the slot structure
That's odd, it could be a post process effect or possibly a mixture of post process and light shafts from directional light. I would backward engineer the map. Hide or use the 'hidden from game' option on all lights, atmosphere actors, post process volume etc... until you find what is causing it.
Does anyone know if it's possible to get nearby point lights/point light components?
I've been trying to use a sphere collision component to hide lights when the player is near but I've been having a lot of trouble 
Hey guys, I know Iβm not at the right place to ask for gaming questions, but since neither the Nvidia support nor the UE support can help me, I just guessed maybe some of you would know the problem Iβm having.
This only happens with character models and only in games running on UE 4 or 5
Really would appreciate the help
yea me too. also for ue5. guess its just an engine fix
I've been looking everywhere for patch notes but I can't find them anywhere. I'm not updating till I read some info :X
look for changenotes instead of patch notes i thnk
they are generally on the forums
The 4.27.2 Hotfix is now live! Feel free to discuss this release on the 4.27 forum thread . If you experience a bug with the 4.27.2 Hotfix, please follow the How To Report a Bug Guide to report it on the UE4 Answerhub. Fixed in 4.27.2 Issue Summary UE-135360 Crash when loading a level with the niagara editor open. UE-135264 Reflex...
(random example)
I know but there arent any patchnotes available anywhere, very strange
It's also strange that the launcher has an update but the C++ version doesn't (at least not on github)
Hey does someone know why all my old unreal engines are updating? It seems each UE version get a 13.8kb update. What is this about?
same
how do i increase this space ?
I need help - i have 4 variables, how do i make a function that returns the highest and lowest value of the 4? (they can't be in an array)
Why can't they be in an array
You know what? I'm propably trying to make something stupid... nvm.
Guys how would I make a particle of dripping water?
Imma add a reference real quick
and this
Those first ones look like stretched sprites, and the second ones look like ribbons with the same texture. Does that give you some idea of where to start?
my bear just spazzes around, why oh why didnt my magical super awesome god tier blueprint work?
In that case, it's going to be difficult without looking through some of the basic tutorials for Niagara. https://docs.unrealengine.com/5.0/en-US/tutorials-for-niagara-effects-in-unreal-engine/ these are for UE5, but I don't think much has changed since UE4, at least as far as the basic tutorials are concerned
k thanks!
I'm really stumped, what do i use as the object reference when calling another actor's function? π
the actor you want to talk to, you need a reference to it. Is it something in the world? is it something you spawn in? etc..
Hmm, I'm trying to make it call a function from another blueprint when the collectable is collected - The reason i'm casting to it is because the function belongs to it
I feel like i've gone about it wrong π
(Basically the Placeable cake changes the shown components based on the integer)
Apologies for how messy it is, I'm still quite new to it all
yep, understood. but again where is this item you want to talk to at?
you need a reference, your object you put into your cast, so you have an actual item somewhere to tell to Change State
is this in the world at design time? do you spawn this in at runtime?
where is the blueprint at that is supposed to talk to this actor (the cake)? is it in the world at design time? is it spawned at runtime? etc..
Oh right sorry, I've placed it into the world before-hand so design time
I only plan on having one instance of it in the world at any time
this cake?
Yep, the blueprint casting in order to call the function is a collectable cake piece
so the piece in the world is picked up, and wants to talk to this other cake item?
its probably easiest, since you only have one "cake" blueprint in the world, to do a "Get Actor of Class" with your cake blueprint as the class and plug that into your Change State call. No need to cast or store your object, your literally asking the world for the first actor it can find that is your "cake" and letting you use it
Awesome! Thanks π
I did look at that node earlier but saw the tooltip and was worried about optimisation, but yeah there's only one so it should be fine π
you generally dont want to use this node often as it can be slow, but with only 1 of them in the world and doing it so rarely it should be fine
yep yep, if you did it on tick for example it would probably be an issue but doing it one frame rarely is fine
I'll remember that for the future, thanks π
Nevermind... LOD Stuff
someBODY plz tell me , the world is gonna roll me i ain't the sharpest tool in the shed, i am looking kinda dumb with my finger and my thumb in the shape of an L on my forehead, well the artifacts start coming and they don't stop coming, fed with the baking so i hit the ground running, how do i fix these light leaks it's driving me NUTTTSS π¦
I just came in here to ask the same thing
was the first place I thought to check, maybe somebody already talked about it idk
but all my engines are updating randomly
event tick
Yeah this is very suspicous. I would like to know what it is about. It was an eternity till the previous engine version got any update and now out of nowhere, lol.
Im trying to make 2 seperate health bars. Is it better to have them in two seperate widgets or in 1?
its for a fighting game
better is subjective. If this is like say street fighter, there is no reason your user interface HUD couldnt all be one widget
yeah its kinda like street fighter, ill try in one widget thanks
SF5 was created in UE4, if you check out how they did it (modders have modded it) you can see how they set it up.
Anyone know how to get a navmesh to update?
I have a door in my game that opens, but the enemies can't walk through it.
I've seen most people use navlink for doors, but I'm pretty sure there are more creative ways
Anyone else got updates to all unreal engine versions today?
Dunno why but after updating one of my older engine versions to check if it was safe the sound does not play anymore in the game. Its just a fast blip sound where it should be a shotgun/gun sound..
yup, even to older ones like 4.22.3 but it didnt update from .3 to .4 shrugs
Hi there guys, I have a question, I'm trying to interpolate between two baked lightmap textures, I can simply reach and preview the lightmap textures but I cannot sample them or browse them in content browser, is there any way to interpolate between those two lightmap's in runtime ?
Interesting... seem to be having some issues with it.
Might have to figure it out myself.
Problem was doorway was too narrow.
Hi all, apologies if this is a rather dense question. I'm looking into using excel more effectively with unreal and I'm wondering if something might be able to point me in the right direction with some roadblocks I'm hitting.
So I'm trying to set up an excel document that can manage all our dialogue etc but I want the excel document to have extra content that doesn't get imported. That's fine easily solved with ticking Ignore Extra Fields on the DataTable. However I also want it to ignore columns that will be regularly updated in engine such as the lip sync file or audio files etc that don't really need to be looked after in excel. I figured ticking Ignore Missing Fields would do what I'm after but that doesn't seem to be the case so is there a way to ignore empty cells in excel and instead retain the data table info upon import?
seems like collision is not aligned with the mesh. doublecheck your collision on your stairs. if you have trouble with "high" steps, walkable Z can get a higher number in character movement
just a moment, need to fire up unrel engine to get right words
try making a stair using the geometry tab
and in your character blueprint, on the left side you have character movement. in there, you can adjust walkable floor angle i see its called now, not Z.
do you have your camera attached into a socket? this might cause it, see if it happens outside a socket
what part is it at?
in the box under add components, where you see mesh, arrow all those things, scroll to bottom. but standard walkable angle should work with Geometry > Stairs out of the box (exept that first step, its a doozy)
in there, i would like to point out mass defaults to 100kg, i assume. and gravity stands at 1.0. implying earth gravity. yet Manny jumps like a cricket on cocaine. just funny
you doing some VR horror in there?
eey m2 π
no forget about walkable Z, it is old or i remembered wrong since i didnt have engine up. its walkable angle. hover over and you see the tooltip explain
just the first step as i said, but everyone else is just fine right?
74 i have in my horror project
in walkable angle. and seems i cant stream to the hangout
it still does the floating glitch
woot? exactly the same?
yep
what the heck.. got a large collision capsule maybe?
they are tricky especially if the character has a offset idle pose, but try that, worst can happen is you just reset it back
i think from the get-go something is maybe not wrong but not 100% right either, your camera looks squished. implying you already have tweaked a bit but actually just the whole blueprint!
try to reset everything as much as you can, and when you want to move/change and individual component. select the blueprint in the world, and in the details frame on the right, select exactly witch component you want to manipulate! unless you WANT to manipulate all off course
hey
im really strugling to get my heae aroud unreal, even tryna change the mesh of the manquin whilst using the animations has blwon my mind, does nybody recommened and udemy courses?
If the skelmesh is rigged for unreal skeleton you could right click your new mesh and assign it to the default unreal skeleton already being used
i think i need to start at the very start, cause i tried all that and just end up with a player stood there with his arms out
yeah, contrary to popular speak, its not asserting dominance xD
honestly, im struggling to create a third person character and gameode from a blank project, i dont want to use the template because i cant even figure out how to change things and it work
Quick question is it possible to flip a socket in blueprint? I have a knife for combat but the anim required the knife to be flipped for the stab anim however cause the system uses a modular weapon system each with its own anims I have the weapon spawn and attach so its not bound to the skel mesh itself with the player character
what would be more ideal is if I can find a way to just flip the socket inside the anim using a curve for the added socket
Or just rotate the weapon itself...
Cant as the main weapons attack facing up flipping it would cause you to barely even see the weapon, its done in an fps view
@spice ruin This is how they look in normal combat, for the execution cause each is different I need to find a way to just flip the socket and or mesh as you said in a notify
Only issue is its giving me a return value of found none
Blueprint Runtime Error: "Accessed None trying to read property Primary Weapon". Blueprint: Flip_Weapon_NotifyBlueprint1 Function: Received Notify Tick Graph: Received_NotifyTick Node: SetRelativeRotation
And this is the notify
Ugh duh that may be the issue Im pulling out the wrong pin for the weapon π© lol
Yep that was the issue got it working
you guyz have any suggestions where should I promote my mobile game (I have no money)
im trying to do this, but my cast wont link to get direction
nvm i figured it out///edit....no i didnt
Im trying to have the option to play my fighting game at either 60 or 120 seconds. However when I change the integer, it doesn't carry over between levels, am I missing something?
I have the default value at 120 if thats important
did UE 4.19 get updates ?
anybody have a decent grasp of character devoolpment? im trying to lock the camera in place and have character face cross hairs, little stuff on how to get this done
Anyone have any idea why it does this when I move too far down? This is a tilemap but it also did it when I had a png as the background
anyone know whats causing this glitching in all unreal engine games?
I have UE launcher installed on 2 different hard disks, but when launching windows from the second HDD, the launcher doesn't find any UE engine installation or projects
anyone knows how could i solve?
2 copies of windows as well?
As a newbie to UE, is there a way other than the scale transform i can use to manipulate particle emitters in a blueprint?
Like maybe contain it within a box to fill the area I want?
Hey I have a question about sequencer in ue, what's the difference between a sequence and a cinematic and if I play a sequence in the game, will the other players also see it move or is it just a video ?
Everyone has questions but no one answered them I am a big ue4 noob myself so canβt help
unoob me pls
But if you know the answer plz share it so it will help someone
You are now unoob ed
i dont use sequencer a lot, but --generally-- sequencer is replicated to all players.
the difference between a sequence and a cinematic is --basically-- just if you take away control from the player (and optionally animate a camera)
we do have a #sequencer channel, but sometimes it does take a while before you get an answer.
okk thanks, so the sequence does move the players or the objects in the game, it's not just a video is it ?
where to find 4.13.1
2017 2016?
Hey idk where else to ask this, but I just found this and idk what this is. I had a fully successful build but the exe does this
And what does "Required extension XR_EXT_eye_gaze_interaction is not available" actually mean
unless you reset is, it should keep stuff the way they are at the end of a sequence.
thanks, i didn't know that there was a hardware channel
np, we got some pretty hardcore hardware peeps there. hehe
okk thanks
Does anyone know of a way to disable controller support/input completely in a project? One of our players got his gamepad interfering with mouse movement, and since we don't use controllers at all, would be nice to eliminate this factor completely.
What's up with 3D Text? π
Maybe you can remove the action mappings in the project settings? I'm not sure how you've got it set up and im still new to UE but the controls should be there
Example
Ah it seems to be when you attach it
What's the difference between a pawn and an character?
Is it just that a character supports movement, through movement component?
What Tick order do the Timelines have? I can't find any info on when exactly they update
hello Guys, im pretty new to ue5 and this is something i never achievbe in ue4.
HOW TO HACE multiple displays....
i dont mean divide into multiple displays as nDisplay nor Multiplayer
here's a description of the situation.
Person A, Steve, has a computer with TWO monitors, he need to doble click the game.exe, the game opens, and in both monitors will be displayed different Widgets.
so if Steve presses a buttos that says, See Video, a video will run on the second monitor.
if steve presses a thumbnail in the first monitor, an image will be displayer full screen in the second monitor.
Now...... dont kill me hehehe, but i have don this quite easy in THE OTHER game engine, all i have to do there is to setup a canvas, similar to a widget, and in the "render" i soult set up, wich display a want to use in Target Display.
But in Unreal, i cannot find where to preview any other display or how to setup a widget for the second one
#help #DualMonitor #DualScreen "dualDisplay #twoScreens #onlyGui
Quick question, i want to export my project as an executable file, ya kno so i can play the game outside of unreal engine. How do I make it so that a specific level i choose opens up first?
Can someone help, my ui animations do not work, I went through tests and it says its playing but it does not do anything
anyone else seeing this? did they add some sort of automatic engine repair/missing files adder to the launcher or something?
No seemed to affect a lot of people a few days/week back
Thanks, but we have no gamepad mappings, yet UMG and cursor still react to gamepad input (focusing UI elements, switching between them, cursor movement).
Hiii, can somebody help me with some issues of UE 4.27?
Well, iΒ΄m trying to use UE 4.27, but every time i hover the mouse over any GUI element of the engine, the FPS drops badly
Bro I myself use ue4.10 . Are you using the chaos version?
Did you compile in debug editor?
Yeah, it wasnΒ΄t my idea, my team decided to use UE 4.27, loooong before i incorporated to the team
I donΒ΄t do any compilations of the project, im the game designer, i just put the objects in scene
Oh sorry, getting you confused with someone else
Oh sad. Tel me your specs so I can devise something
Well, i have:
Processor -> AMD Ryzen 5 3400G
Video -> AMD Radeon RX 6700
Memory -> DDR4 16GB
do you need something else?
but i dont have any crashes, only a horrific FPS drop
I mightbe a bit wrong but i dont have my pc currently
Fps drop is not a question if your game is not running that smooth on a pc
But is it working on your colleagues' pcs
let me record a video so i can be more graphic of my issue π
Yeah, np
If i have multiple materials and i want them to have the same color but i might change it, is there a way to make a variable for multiple materials to use?
What you want is a material parameter collection.
HUH?? π ok, never heard of it, i'll look it up. thx
Here you go mate. To make it easy for you. https://www.youtube.com/watch?v=i4Z2r7mGA0o&ab_channel=MathewWadstein
What is a Material Parameter Collection in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
One more question - now that im redoing some materials... I made these opacity masks and i want the white area to be the param color. How pls.
RGB is your colour area. A is your alpha (the part that is invisible). Just multiply your RGB by the colour you want.
Hey there! I'm using the "Predict Projectile Path By Channel" function for snipers in my game. Is there any way I can have a tracer (particle or mesh) follow the path created by this function?
yeah, you could cache the predicted path and move the particle/mesh along it by interpolating between the vertices on the array.
you may need to base the function off of time, and use that time to determine where to position it along the array.
Hey ! I'm trying to do an animation in the actor level sequence but when it stops, I come back to the actor camera but the player stops being animated when I move and it stays at the last frame of the animation. Can someone help me ?
the problem with this approach is that the hit result can change by the time the tracer arrives at the destination, so this is not a good way to do it. better to do line traces over time across the distance, and tie the sprite/particle to that, so the result can change as things in the scene move.
problem with progress bar, for some reason there is color under filled part of bar
the first image is from editor and on the second is in-game bar when light green is filled, grey is emptiness level from the start and between them is something strange
Hello, Im trying to ship my prototype for a big investor meet, after some sweat and tears everything looks satisfying
but ofcourse I got a really simple,annoying but also important bug with it at the final step 
Im making an AR game on Ipad, the tech is ok but the problem is that I just cant play any videos or anything on the ipad in game, I need to intialise the hud in the UMG widgets (.mp4 vid but tried other codecs aswell) they look ok and play on the pc but
its black screen on the ipad, other people had the same issue, tried all their workarounds but none of them worked :(, so I wanted to ask do you guys have any ideas on playing a ui video at the start of the game without doing in the umg ? ( its a 5sec vid)
or with umg but with a workaround maybe ? (its a 5sec vid and Im using UE 4.7)
what can cause this error and how to fix this?
LogLinker: Warning: Failed to load '/Game/Maps/Lev0/UEDPIE_0_StartingMap': Can't find file.
4 point 7?!
I was thinking would it be possible to stream the video from somewhere behind the widget and put the buttons on the widgets maybe ?
Or like making the video as png sequence and making it switch frames manually every few ticks with some blueprint logic maybe ? Im not deep into bp's so Im not sure if thats doable
Are you using a media texture and such?
Yeeah :/
Because it doesn't exist? Are you changing maps in PIE?
I added new level and saved it as StartingMap, also sets it as default editor startup map and game map
when I click play button, the map loaded 100%, but in output log I see this error
where to add break point?
Where that messages is generated.
I'm having a painful time in unreal with a lowish DPI mouse. Is there a way to do the viewport movement normally done with left click + drag forward/back to a key?
this message is in the output window in the editor
That's where it's sent, not where it's generated...
Unsure if this is the right channel π
Very basic: i have a cube and i'm moving it left/right using that blueprint. It works, it's OK.
the question is: how can you control the dampen in the movement?
my cube moves forward by itself (using the same logic but for X axis, but without player input) but if i increase the "linear damping" it just stops moving, because the friction is too much
is there a way to control inertia/damping but only on 1 axis?
is there a help channel
has anyone used the async loading widget from project settings? For some reason, the images never properly scale to full screen size, leaving a gap at the bottom of the screen regardless of the Scale to Fit setting set in the project settings.
is there a way to keep a widget when changing levels? it disappears when i change level
@upbeat igloo You can create it in the game instance blueprint
Or since its just a fade screen, use something else instead of a widget, like the camera manager blueprint fade function, calling it before opening a level, and after loading the new level
Map is loading in editor, but is not loading in build with package load error, does anyone know how to solve this?
You can use "List of maps to include in a packaged build"
@nimble axle please don't post across multiple channels
And that visibility is being set by the replicated property being changed.
Hence the Onrep_Visibilty
Apologies! I thought that was fine and encouraged as long as it isn't spammy, I'll take note for the future.
Replicated property as in the built in property on the component?
Oof, any guidance on how I would go about doing that with a dedicated server?
That's what I'm doing at the moment-
Assuming your single process and pie
Yeppers
Is there any way to discern if the callstack I'm looking at is from the client or server?
I can confirm I hit the breakpoint twice, but the screenshot I sent was the first
Not really you can do some digging or use what was just posted in #cpp
Something is setting the visibility maybe the bool directly
I'll try what was posted in cpp and I may be back
Oh boy that's going to be a lot, was hoping breakpoints in cpp would give me faster results but it seems like that may be the way to go
I mean it takes me 1min to search 5000 bps
I mean the worst case is something in GAS that really difficult to track down like if it is set by an ability with tag...
It is okay if setting by a BP node to track I think.
Is it possible to search for a setvisibility with the specific component I'm looking for?
This is not a property change
I thought I would have to search for setvisibility and pick through every instance of that node
The component isn't spawned during runtime, but the actor its attached to is spawned during runtime
It's the player character, its skeletal mesh is hidden and I've been beating my head against a wall because of it
So why can't you go to the actor that you spawned
And check the components visibility ?
Because I have
And it's set to visible
But when it gets spawned in, it spawns as hidden
And I have no idea how or where this is happening
So maybe just check if it is still visible just put it in the level for test
Its visible when its placed in the level
And when you press play ?
Still visible, its something server-side or when its spawned in
Yeah, I mean player character should be spawned from server in a network game, that's no problem.
I've detached any extra code in game mode, the player controller and the character pawn itself, I've also searched through every setvisibility in these three so I have no idea where it could be happening.
Is the actor replicated?
Yessir
I should preface that this game was fully functional and playable, I guffed it somewhere between here and there
Well breakpoint when you spawn it, check the component visibility bool
If its true, data breakpoint it
Data breakpoint?
Visual studio
So breakpoint the spawn
Just straight on the blueprint node I assume?
In vs...
Isnt it spawned by native code?
You misunderstand, Its being spawned via the server in blueprints..
Again, no c++ code
I'm using c++ to debug
Does the actor have a c++ native class?
Yes, that would just be on the begin play though, no?
Its just a default character pawn
What is this component ?
Skeletal mesh component
The setvisibility events cant be overridden and I dread trying to change that, so breakpoint is in scenecomponent
I'm on mobile but I would search for where visibility bool gets changed
What is that scene component? If you spawn another actor and attach to it, does it have any problem?
That would be the SetVisibleFlag function i think?
Yeah, I did not quite understand what is the parent component for the actor to attach.
Visibility cam be changed for a few things try breakpointing that function to see if it hits
Did you verify it was the visibility
Er can you elaborate?
When did you attach and from which side? Server or client?
Can you screenshot the rep settings
Sure
You know you can view only changed props right?
There's that little icon at top right click it and select changed only
Then you can click on the component and class defaults and see changed properties
Yes! These are on the actor itself
Nothing fishy on component
Just collision and replication
Oh for real?
Yes
Good to know-
I'll have to rebuild the server quickly but I'll get back to you
You can test dedi in pie
It won't run as a listen server?
Select client
Not listen server
And that eill run a ded server and what you see is client
Bwah no way! π I've been rebuilding the dedi every time I need to test something
Yeah, Pie is enough to test. You actually don't need to setup a dedi for just testing.
Turning off replication didn't work. Thats a step, at least
I'm going to quickly run a search for setvisibility, I haven't had the chance to do that yet
Yes
Not the entire actor
You maybe turn on always relevant for the actor and give a try?
Yep just the component
Ah, okay
Alright,
That was an awful screenshot I can get better if needed
Why is the onrep
Still being called
Close your dedicated server
And test with pie
You probably changed stuff to use an external dedicated server
When working in pie
Well revert that
Otherwise you need to build a dedicated server for every test
Which is slow and painful
Yes you just set netmode to client
And reset everything else in your play in editor network settings
Net mode client is basically dedicated server + 1 client
What you see in pie will be a client
You can also spawn multiple clients
I assume this is kind of just a Band-Aid over the problem, though. Regardless I'll keep an eye out for fishy setvisibility nodes, I'm sure I'll be back in here at some point.
Thanks for bearing with me!
Edit rather than a new post: Fixed completely! I was able to find the actor that was hiding the mesh
Hello, Im trying to ship my prototype for a big investor meet, after some sweat and tears everything looks satisfying
but ofcourse I got a really simple,annoying but also important bug with it at the final step 
Im making an AR game on Ipad, the tech is ok but the problem is that I just cant play any videos or anything on the ipad in game, I need to intialise the hud in the UMG widgets (.mp4 vid but tried other codecs aswell) they look ok and play on the pc but
its black screen on the ipad, other people had the same issue, tried all their workarounds but none of them worked :(, so I wanted to ask do you guys have any ideas on playing a ui video at the start of the game without doing in the umg ? ( its a 5sec vid)
or with umg but with a workaround maybe ? (its a 5sec vid and Im using UE 4.27)
I was thinking would it be possible to stream the video from somewhere behind the widget and put the buttons on the widgets maybe ?
Or like making the video as png sequence and making it switch frames manually every few ticks with some blueprint logic maybe ? Im not deep into bp's so Im not sure if thats doable
in a standard project in the project settings there is the possibility to run a video when game start, like the one with unreal logo fading in or out, in that position, is an array, you add your video point to the "Movies" folder that you have to put in the content folder, if i remeber correct, i do not remeber if you have to check cook all video or another checkbox, anyway, youtube is your friend, search for "Ue video game start" probably you will found a tutorial, this procedure not include widget anyway
Ugh, I'm getting that stupid thing that has the blueprint graph turn black or flicker - I know it has to do with nvidia and some stupid MPO registry thing, can anyone advise a bit more? I tried the MPO disable registry fix but I am still having problems
Can someone help me, so currently all of the projectiles are the same that are coming from the enemies but only some of them are getting overlapped, it seems to be working fine the bigger i make the collision box but i dont want it too big or else it would be less realistic, is there a way around this
You either make that box bigger, or you give the Saber a slightly magnetic/attractive force on the projectiles so they subtly bend towards the saber
Both are common tricks
you just need more training padawan
haha
i will have to try the second option because i want the saber to be realistic and i dont want it to slice through objects when its not close to the object
so would it be more like a homing system but make the homing really weak
Yeah something like that
You could steer it towards the target or just add a slight vector towards the saber each update, which would "suck" it towards the saber without steering it
ok i will see what i can do, thanks
yo guys need a hand, i got a main menu widget that should open on play, but when its simulating it in the view port it works fine, however, when i play it as standalone it dosent work, i think the game it trying to work as a vrgame even tho i didnt make the project as a vr game... this is due to my steam vr botting each time i press standalone play.
can anyone help me with this?
Hi guys, im making a mobile game on unreal 4.27 for android, i have most of my inputs in the ui, as in my movement, punch, sprint , jump ,crouch buttons are all ui based where the ui button just calls a custom event on click that is oulled from different actors in the world as needed, but somtimes things dont work properly, like i have a ui button that apears on collision start with a door, when clicked the door opens using time line and when clicked once more it closes again, but when i place dublicates of the samee door the ui button only works on one door, and stops working on other doors all together, any help with how i can aproach the door aswellas a better way of getting input actions based on ui buttons
I got a "pickup "parent class with an event for when the players pick up a child of it, i know the children will inherit this event too but i also want each child bp to have different behavior when picked up, for example keys will get added to an array , a health pick up will increase health etc, how would i go about doing that?
I think I read with 5.2 that means 4.27 assets cannot be updated in marketplace anymore? Is that true?
Hey Guys
Does Anyone Have Had This Error
A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 20087 (com.VVO.vvo), pid 20087 (com.VVO.vvo)
It is the error which crashes the game in android
Hi Everyone,
Does anyone know how to make a shopping list where or sorting the items to its right category?
If so please let me know ur ideas and videos.
Is there any way to make launcher detect the installed location again?
Basically when I first downloaded UE4.25 i downloaded in my c drive but when it was close to full, i just cut paste every file to other drive. Now my launcher since can't detect it there it ask to reinstall. I don't know how to say it to look at new place.
For this reason all my new project doesn't show in launcher and make me unable to download any marketplace content
Or way to download marketplace content without project??
I got a crash that doesnt mention any line or any info
Hey, does anyone know how to make a projectile bounce back in a a random direction. Currently im using a ingerger to make the projectile bounce back as it hits my lightsaber in a value of -1 but I want it to bounce back in a random direction. if you have a image or video to show that would be great. This is for unreal engine 5.1 and its a vr game.Thanks
read the log under <project directory>\Saved\Logs. and install Engine Debug Symbols through the launcher to make that dialog have anything useful in it
Use tags, enough said
I have this weird streching on skeletal mesh that I bought from Unreal Engine marketplace, does anybody know how to fix this issue, the Engine Version is 4.26.2 btw and also this same mesh is works just fine in a newly opened project, even if I migrate it from a new project it still got this weird deformations in my project
have you tried re-importing it to see if that fixes the broken mesh issue?
does anyone know how to make an input key only be used at a certain part of the game like when you have gone through a box trigger or something
hey yall i got a weird question, I want to add basically wall hacks into my ue4 game that i can toggle on and off, i have tried different ways and tried to look up how but only found results for hacking a game, i want to add it to mine, any of yall got ideas? it dosnt have to be much, just a simple red box arround all other players that only i can see (if toggled on)
u dont need hack ur game theres several ways too doo it but i would say custom depth way to go
ok thanks, Im just doing it as a feature bc i got the idea and thought it would be cool and could have other uses
Hi all, does anyone know why there are updates available in the launcher for 4.26 and 4.27?
Hey, I have a performance question
For hit detection, what is more expensive for the engine to calculate:
A 32 sided Cylinder
A cluster of line traces to form a cylinder
thanks, will do
Imported a lot of .wav files but only one big file is actively registering as audio. Anything I can do?
is player state a good blueprint in which to save and load (using a custom save game object)?
Hey all, I'm trying to change the material of a sign based on if a section of my game is completed or not
Currently each sign has an instance editable Integer which I use as an identifier, but im unsure of how to communicate that a room is complete to it without creating a ton of bools that are marked as true when each room's condition is met, or using a bunch of int= to check the identifiers
If you look in WorldCollisionAsync.cpp and PhysicsInterfacePhysX the answer is kind of clear, a sweep or overlap using a shape ( capsule i.e cylinder ) would be done in 1 method, where a cluster of line sweeps or overlaps would be many ( there are variants to test against the world, and specific bodies )
So would be better to use rigid body shapes the engine already supports for example, complex tracing against an entire mesh could potentially mean lots of tests against specific faces, but yes, in general using 1 single physics shape is cheaper than doing many sweeps using lines in an attempt to achieve the same test
So it'd be more efficient to create a cylinder 3D model and scale it as needed within UE?
No, that would be worse. As the shapes I am refering to are physics bodies, like the sphere, capsule box.
I'm working on an unorthodox, but overall very simple project you see
That's the problem then, I'm requiring something that ISN'T part of the already supported shapes
If you sweep a mesh without a physics body, you will be sweeping its geo, and that would be the slowest
If you cluster a bunch of sweeps around it for line sweeps, you may as well perform 1 capsule sweep that encompasses your mesh. that would be best.
Well...
I feel I need a more concrete example
Let's take a buzzsaw. If this object was just floating around and I wanted to give it a collider, for a game with 3D movement, what would I use?
Assuming I want to minimize collisions with negative space
i would just use a box shape to cover most of the object ( boxes can also scale b.t.w )
if you need a complex trace, you can still perform a complex trace against the geo once you actually hit the box
or you could break it up into further shapes, as is done with most games.
I mean, not sure if this is what I want...
I just want something to cover a circular radius, like an area of effect
This is something due to a pure balance perspective
@tender pecan Got any ideas to achieve that?
only what i got above, not much more no. π
How can I do that complex trace thing then
Oh, so when you import a mesh, you can set it's physics to complex in the fbx importer settings, so when physics queries are performed against it, like sweep/overlaps they use mesh geometry
if your mesh has LOD's you can even let it use higher LOD's to cut down as this is the least performant way to perform physics queries obviously as noted above
note, if you do this your object will not support physics simulation of course.
as that can only be performed on rigid bodies
Save game for the whole world would probably not be great, might be better to introduce a save game system of some kind to keep track of all the things that it needs to keep track of etc.
Maybe look at triggering an event to indicate this room is complete, then handle the material change in an event in stead.
From an event dispatcher?
kind of. you can define and raise custom events from blueprints
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Events/
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Events/Custom/
Sorry, this is just a really complex subject for me. Assuming I just want to have a loosely circular shape to act as a hitbox on something like an attack or ability, what'd be your suggestion to use?
Like, got some video to explain it?
after importing the mesh, i would take some time and add collision shapes to it, depending on how good you can use the shapes to fit your body, you can get it pretty well optimized.
if it is a skeletal mesh I would add it to the physics asset, generally if leaving fbx options at default you should have one, but it is easy enough to create
https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Physics/PhysicsAssetEditor/HowTo/
Ah, the collisions I wanted now are not for physics
They are for detecting overlaps for hits
Stuff like attacks and such
@tender pecan Sorry for being this dense. I'm just trying to make a basic attack for a game but getting the hit detection right is just so hard
Ah I see, then you can just add physics components to your mesh blueprint, and bind to their overlap events in blueprint.
Something like this *you can set it to overlap for example then it wont block other components.
https://www.youtube.com/watch?v=0rFn_7oHRBk&ab_channel=Tefel-AstroColony
What
This is exactly what I asked before
Like just make a cylinder in a 3D software and export that
No that is still going to need to use an actual physics component. π ( box, sphere, capsule are the only ones supported by PhysX )
Note, you can still set your PHAT components to query only, so they wont perform blocking etc.
PHAT is not just for ragdoll.
Basically you cant use a custom mesh for overlaps or sweeps using Unreal Engine PhysX or Chaos, but you can overlap meshes with supported rigid body physics shapes. ( or line traces etc. as above )
Okay, that's weird...
Like I'm trying to follow here but it's really hard
How do so many games pull off the stuff I wanna do, then?
Maybe watch the video a bit, and see
A lot of games would code support for other primitives too
Or even better. Most games you don't actually see the collision
It's likely that have a smaller box collision
As no game has 100% accurate collisions, because it doesn't make it very fun
If something's trying to hit you, it feels nicer when the collision is slightly smaller.
When you're trying to hit something it's nice when it's slightly bigger
That doesn't really change my issue tho
It absolutely does
By design I need a cylinder shape
That was just an example
By no means do you for collision
Then you should give our actual usecase
It's a lot more helpful to know what you need
Rather than an arbitrary example
Because what works is rather case by case
Well, half of this study was to learn how to do it
Like whatever it is I need to add a collider, how do I add a cylinder collider? Or a rounded cone collider?
Well if you must have a cylindrical collider you could make mesh collision in blender and set it to overlap all
But if that's not an option, it's diving into c++ to add support for other primitives
I can make the mesh easily
Question is, which one is the "best" way
Like, performance and flexibility wise
Dependsβ’οΈ
If you need something agnostic, that can be added to anything quickly, and is moveable, then adding custom primitive support in c++ is your option.
If it's static like a saw blade, then blender is easier.
What you are going to be best off doing is hacking something together with the ready made primitives and not worrying about perfect accuracy
I know you can make capsules flat bottomed, but I don't think you can make them cylindrical
So like
The "best" solution I found was also a really weird one
I'll make a quick mock to explain it
Let's imagine I have a single capsule collider
And let's say I want it to affect this area
Adding a cylinder may prove "weird"
As it will always need to be tailed to each thing
Like a circular floating platform. The collision is often just the mesh that is already displayed
@oak patio The solution I came up with was this, adding a box, and making the BP check for an overlap with BOTH components
it could work, but i wouldnt imagine it to be the "best" performance wise. try it out though
see if it works
hackign together primitives is a whole lot less work :P
What could be the best?
again the best is much more work
the best performance wise i would likely imagine to be writing your own primitives
but thats a hell of a lot of work
for something not worth that much work
@oak patio Would the box / capsule combo be too taxing performance wise?
Also, does the size of a capsule affect its toll on performance?
shouldn't do
test it
i can't say if it will or won't
i don't know how big the rest of your game is, how taxing it is, how many of these you plan to use, your target hardware, your current hardware, your packaged performance relative to editor, etc.
realistically you should be more than fine
but i just don't know.
if it works, and doesn't cause issues. Then don't fix what ain't broken :)
Hm well, I'm sure modern games have like hundreds of colliders going off at once every time
Now I just nee to make a way to create cones
Like those in league of legends I mean, with the rounded end
My idea was to check for an angle using the origin of the capsule collider, issue is, I can't find a way to check for collisions on THAT area specifically
Best I can do is point of origing of the overlapped actor, which causes issues
the question is why do you need such specific dynamic collision
im willing to put money on the fact that you don't
(i'm not actually)
I actually do need it
its really hard to help you when you're being intentionally vague on your use case
Yeah, that's fair
In all honesty, I want to learn how to make it as a means to develop my own Diablo-like game
Mostly based on path of exile, which has some interesting engine tricks
that sweep attack could quite easily be a series of line traces rotating 360 degrees
It looks simple, but it has some inner workings that have a higher purpose in the game's design
First off:
- Verticality: This attack has infinite vertical reach for gameplay purposes
Basically height difference won't account for collisions, but the game is still a true 3D game in movement, graphics, physics etc
also easy to fake
Second:
ALL enemies within the area of effect will be hit at the same time
Basically the visual swing is cosmetic mostly, the full circular area will be hit
for example if the attack needs to hit aerial units, they can be represented easily with colliders on the ground for damage attacks.
all enemies being affected at the same time is also easily done in a for loop.
just the angle the line trace changes by each time is 360 / number of traces.
a cone attack can work much in the same way. a series of traces shooting out along the trajectory of a cone
The first one would work in that case but PoE has some other stuff going on
For example, there is a leap attack that moves the user and their hitbox up during the animation
Some attacks can still hit them, others cannot (this ofc varies from attack to attack)
im still not seeing how any of that requires custom collision primitives
i just told you. in those cases, you simply don't
So you say it's line traces. Okay, that can work
I feel we're having some understanding issue. Should I use line traces then?
or what
if this is attack based i would
Okay, nice
Also, if I add a "depth" to the circle or cone of the attack
I just array line traces with the same settings X times
i sincerely doubt any attack needs custom collision primitives to be made.
that's either gonna be ahuge mish mash of existing primitives that sounds like hell, or its going to be something like making a custom mesh that you spawn and check overlapping, which also doesn't sound great, or significant engine extention.
for the line traces, its some fairly complex maths, but it involves essentially tracing and filling the shape with a series of traces
that's how i'd do it
i understand if you aren't math inclined you may prefer the other option, in which case experiement around
your solution may in fact work for you. but it's not gonna be the best solution.
test things. test different implementations
test it your way and a different way
see which one works the best
but i would certainly go easiest first
and custom primitives aren't that :P
Thanks for the advice either way
You sincerely gave me the most help out of anyone I talked with here
The line trace method seems to be the best
The only "downside" is that in a start pattern, more line traces will be needed with a larger radius
yeah they will
however they tend to be cheap
ive heard of up to 3000 being used on tick with little issue
collision primitives are much more expensive
and dont forget there are other traces
you could always for example with a cone, trace the shape of the cone with lines and shoot a sphere down the middle :P
Lmao that's actually genius
Wait, but then there is the area outside the cone where it peeks out of the arc
is there a way to add a shake effect on ta weapon or flashlight, just like camera shake
I have an issue
I wanna make a shoot dodge in UE
I have a prone system from GitHub
And If i change input from c to space will it work as then charecter will then first jump and go in prone pose
Depends on your code. But you need to tell Unreal to do one then the other. Jump then prone.
One way would be to socket it to the hand or the part of the mesh you want. So that it moves with the mesh.
Got it thanks
Quick question, is it possible for multiple tags in one object? Like example cube object has 2 tags and unreal will auto sort using its specific tags or something like that.
Yes
Use GameplayTags
Ohhh nice at least I know the info thank you so much
Should be straight forward
Highly noted
Shortly something can be Weapon.Pistol.Glock
You can sort and search by each separator
And something can have multiple tags
Just a question, when you press "F11", is there a command it runs or something it sets?
My game never opens in fullscreen, and setting the windows mode to 1/fullscreen still changes nothing, Is there a way to make it do the what F11 does with a button or widget?
Is anyone aware of any guides on how to implement accessibility Features in your games, this is a good template but the video that is linked to it doesnt neccesarily give much information on implementation for someone who has basic knowledge of the engine ect
Super basic knowledge of the engine shouldn't warrant much in the way of accessibility features
Ive had about 4 years experience but im still not 100% competent blueprinting, i can understand it to a degree but implementing it in my own game is a bit beyond me atm
Ah that makes sense. Sorry for the misunderstanding :)
no worries, Accessibility isnt that accessible
Ironic isn't it :P
Ive got basic functions such as the colour blindness settings up and running as they are straight forward, but the rest isnt straight forward
Your obvious first ones would be elements like subtitles of applicable, the ability to remap controls, or even picking up a colourblind filter pack for like 40 bucks
Im doing it as part of my dissertation so i intend on doing a lot of it myself
Other ones like high contrast modes or using a custom depth stencil to outline objects of interest would also be good
If you need something to reference for ideas, the last of us 2 is a great example of accessibility
Unfortunately I don't have much in the way of guides. The first ones I mentioned have YouTube tutorials, but sadly it is a very unapproached subject in indie dev
Ive got a lot of Guidelines ect that Microsoft, unity and other regulatory bodies want devs to adhere to but on implementation side its so limited
Appreciate the help tho
Yeah, just sorry I can't be of more :P
if anyone can help
can you add an isvalid? check to make sure that box trigger has been activated
Hi all, does anyone know why there are updates available in the launcher for 4.26 and 4.27?
@oak patio Sorry for the ping but I realised idk how to offset the location of a vector to make a cylindrical shape
I've felt the same way. There's plenty of gdc talks about accessibility. But its more theory than implantation.
Guess it works on a game by game basis.
specifically I don't either. You'll want to look into the equations to form said shape, normally theres some good stuff on stackoverflow you can reinterpret
hi, Can I see this settings in one of my already existing project ?
just want to make sure everything is according to the tutorial or not
Heya peeps
You can always start a new project if needed.
But yes you can change settings in project settint later. Only one I think you can't change is cpp back to blueprint project
ok thank you..
Hi everyone quick question,
Is there/what is the main culprit(s) behind very long Play In Editor loading times? It takes mine about 12 minutes for my game to begin, and then a few minutes of it running very slow/low framerates before it reaches smooth playability.
help?
To give a bit more info:
-I don't have much running off event tick. Only the bare necessities and they're not very intensive.
-I have as much distance culling as possible
-I have lighting as optimized as possible
-
I do not have NPCs, lights, items placed far off in the world
-
I do have a very large map, and it does not use level streaming. It's scale is about 100sq km
So Iβm tryna develop for PSVR2 and I recently got access to Epic Console to be able to download the PS5 support file and I already installed the Source code for Unreal Engine 4.27, but Iβm not sure what to do next to enable PS5 support in Unreal Engine? I have tried copying and pasting the platforms folder into the engine directory of the unreal source version but Iβm still not seeing anything about ps5 in the engine when I start it up? Am I doing something wrong? Has anybody here developed for PlayStation 5 with unreal? If so whatβs the correct way to install the PS5 folder/file? Thanks
Out of curiosity - how feasible does an aiming system for a first person shooter that entirely relies on IK sound
To elaborate:
- the stock is always pressed against the shoulder
- the gun is always aimed at a single point, which is at the furthest object being directly looked at
Say you have a target 10 meters away. Looking directly at it will set the reference point 10 meters away from the camera, and the gun will be adjusted accordingly so that it hits the center of the crosshair.
- IK would of course adjust the arms so that theyβre still holding the gun properly
No one would be able to help you here. Developing for PS5 means you have to be under an NDA
Discussing it means breach of said NDA
If what you're suggesting is adjusting viewmodel position based on how far away a target is I'd recommend not doing that because in my opinion just adds a lot of complexity and potential animation bugs with not a lot of gain.
If you really want the bullets to come out of the barrel it's probably better to instead rotate the bullets directory towards the intended hit location like most FPS games with bullets coming out of the barrel do.
My bad. Iβm just tryna figure out how to get it setup and thought maybe someone here has experience doing so but itβs fine Iβll figure it out
Yeah, someone probably does, but they're not allowed to say :P
Your best bet might be contacting epic, or im 99% sure there is official PS5 dev support if you hold an NDA
Itβs all good Iβll figure it out thanks man!
I donβt doubt itβd be more of a gimmick than a useful feature, but it seemed like an interesting idea
UE5 skeleton is giving me major hjeadaches
Heya peeps x Sorry to bother but im looking for some help developing a DOOM-like in Unreal Engine 4.27
You'll want to post to the job board then
Oh fair! Im just looking for some help more so than hiring someone but thats fair!
hello everybody
i have a question
do things like health xp or mana must be in the playercontroler or in the pawn character?
they don't have to be anywhere
personally i'd associate them with the player character
hmm ok so i will did this the status will no be changed the same way
hey i was thinking, is there a way to edit models live in game, say you have a metal plate that you want to crush in a procedural way can you make a new instance of the model and edit it in real time
i thought if you had a explosion go off it could actually dent/chip models but not fully destroy them
amazing ms paint diagram i made of what i mean
there might not be an addon for this but i can code it if neccacary
Yes it's possible
Making it performant and to your specifications will be a challenge however
Is there any way to negative scale a mesh without messing up its physics asset?
How can i make a pick up screen like this? I already made the pick up system along with the widget but idk how to display the mesh of the item being picked in the widget
Basically using scenecapturecomponent.
https://www.youtube.com/watch?v=dKRsW-JtroM
A little bit old but still works I think.
Project Files: https://gum.co/oVyYD
Join the fun: https://discord.gg/32qgNwm
Hello! Did anyone have this problem before? It started showing after latest build.
will try it out thx a lot mate
Hi guys, anybody knows where can I get some free no-copyright text fonts to use in UE?
Google licence free fonts? There's quite a few.
hey need some help, so my vr characters hands are moving when i click play but i cant move and the camera seems to be for away, also i can move with mouse and keyboeard but not the vr controllers
Hey guys I have a question, Is there any way that I can change the Affect Distance Field Lighting parameter in a static mesh actor in blueprint, I tried some ways but it always returns negative
Basically I'm trying to change this thing's value as true or false
Is there a button to pause playback or unpossess a character while playing?
every time i open my project, the starter content is ALWAYS added, how do i disable it, it goes from 70mb to 700mb
how do i turn it PERMANANTLY
Engine content probably will be added for your every new project but give me a sec pls
not every new project, the exact same one
i go around a lot so i upload to onedrive, download and starter content is added after
right, i mean one single project not post-projects
I'm not exactly sure but if you disable starter content from here maybe you can get rid of your current problem
where is that window, i didnt see it before?
In the epic games launcher
Let me show you one sec
Click options and that windows will show up
awesome, thanks!
Much obliged
ill see if it does or doesnt when i upload it later
So quick dumb question. I cant move maya AI Standard Surface (arnold) textures to Unreal engine can i?
Every time ive tried so far its added a pastel colour in place of my texture.
You can use the "eject" button, after you start playing, it's beside the play button in the editor.
Probs won't work in exporting the material graph since it has no datasmith implementation iirc
You would need to recreate the logic of the mat
Yeah couldnt figure it out so just did it all manually.. Piece of shit to do but did it regardless.. Just setting up some sequencer stuff for renders atm
Datasmith is what makes that workflow much better, but doesn't seem to include Maya
Yeah.. at uni we got taught to use Arnold texturing but it seems to be the most incompatible piece of shit ive ever used π
Gotta pain through it or see if there's any community plugin for it on github
my assignment deadlines in 12 hours so im just paining through it fornow
Will explore other options at a later date. cant wait to get this uni course done with so i can explore more things later on myself.
Sleepless night moment
Thinking of making a yugioh rts. any ideas on a somewhat painfree way to create something like that?
Permission from the people that own the IP is always a good start.
Don't make a game of someone else's franchise
oh yeah i wasn`t gonna put it anywhere, it was just for practice
Ah in that case
What do you mean by rts
Like play a card and it spawns the unit
Sort of clash royale style?
Like a command and conquer style rts, that`s kinda the base gameplay i'm thinking of. so alot of small unit skirmishes and fights over fixed resource points
was thinking warriors vs spellcasters as a starting point. I wrote down a couple notes on it to organize my thoughts
In that case you're going to want to get used to the concepts of manager objects. Potentially even with units being a Niagara effect, or making use of mass
Whats the niagara effect? That sounds interesting!
Having large numbers of AI controllers and blockboards is going to kill your performance, so instead you'll want an object that is responsible for many.
Niagara is a somewhat new particle system for unreal.
Your units would be Niagara mesh particles, possibly vertex animated or whatever, and being controlled by a manager
There's lots of tricky optimisations in an rts game
That`s in 5 right?
Thanks for the advice dude!
No problem :)
https://www.youtube.com/watch?v=sMMSQdnyt6o&ab_channel=RamaUE4Plugins Did Rama ever release this?
I demo my C++ AI code for UE4 Jump Pathing.
This is all my own jump pathing code from scratch, written entirely in UE4 C++
Hello. Can anyone help me how can I change my front view in the y and x axis to z and x axis
I want to be like this but my PC is different here is a oic
Pic
How can I change it
completely new to UE, I have been editing a texture for a game and when I try to cook it, Only the uasset file shows up and uexp and ubulk files are missing, is there anything im doing wrong?
I launched my game on play store without even testing it on android 12 and 13 as I have mobile having android 11. The problem is my game does not opens on android 12 and 13. It shows black screen and exits. Here is the game link (you can also try if you have android 12 or 13): The probable reason could be my manifest file, I made some change...
I am into a trouble plz help me out
how would i go about making a system in unreal engine 5.1 vr where i have abilities but they only work when i pass a box trgger or collision box
This is the UE4 chat π
i have an issue where my code is compiling just fine no matter what, i added some stuff to code knowing that it probably wouldn't work due to my amateur level coding but it compiled fine. a little suspicious about this I put an intentional error in the code and it still is compiling fine, i've tried refreshing the code and closing/reopening editor but same thing, anyone know why this could happen?
I'm not sure i can help, but could you provide a screenshot in case?
there isn't really anything a screenshot would show lmao, i could throw a random { somewhere in my code and it'll still compile just fine for some reason
im guessing the project is somehow disconnected from the code but i'm really not sure
"just fine" is inaccurate I guess because the code just isn't actually being reflected in the project
Is there an IDE I can use that isn't VS or Rider?
10x
Quick question: How to get this node or what do you call this node?
Found it Thanks @autumn flame
hi i just wanna do a friendly reminder that in the editor you can press "T" to toggle transparent objects selecion. I saw it on a video of tips and trick and this is really a helpful one!!
hey y'all I used to have a button in my editor to add a client once the game was already launched but I can't figure out how to activate it :/ I'm using unreal 4.27 btw anyone have an idea ?
I have an Issue regarding epic games launcher but I don't know in which channel I should ask this question. Can someone tell me where is the launcher channel
Why does my object keeps on rotating when I'm out of the trigger box?
I even did this and still the same
Sorry for the stupid question, but what is the name of this node? I can't understand at all.
Thank you.
Multiply?
Or, well, set?
You're setting a rotator on the movement object.
Or a set of 3 floats. But I expect it's a rotator with its pins split.
Thank you. It works))))
whenever I starts my engine it stucks on 45 initializing and give me this error
and when I click on debug it opens visual studio and show me this error:
Unhandled exception at 0x00007FFB42115BF8 (KernelBase.dll) in UE4Editor.exe: 0xC000041D: An unhandled exception was encountered during a user callback.
Should I reinstall my unreal engine? Will it harm my ue project?
it wont harm the project, and its hard to know what caused that error without debugging
and we cant say if reinstalling will fix it, 45% is when its compiling shaders so it might be a machine issue
I need help making a actor in c++ thqt when i pick it up my charater grow
Is there a widget that lets you have a scrollbar and everything without being editable?
These are the same thing
I recently saw a forum on which they said that this is because of stack overflow, I dont what is it and dont know how to fix it
I have no experience with coding
if someone could understand this then here is the link of forum:
https://forums.unrealengine.com/t/crash-unreal-engine-has-stopped-working/407043
Iβve recently migrated from 4.16.3 to 4.17 and on first launch after a successful compile I get βUnreal Engine has stopped workingβ. There is no crash reporter and nothing from the logs indicate any problems. It simply loads to 100% and I get this error message. Rolling back to 4.16.3 and I get no problems. Creating a new 4.17.2 project work...
if you understood the solution then please help me how can I fix it
that post isnt going to help
someone randomly said they randomly heard of a possible fix for a similar problem, its not going to help you.
Anyone know why there are updates on 4.27?
Can't find a right place to ask this, but is it possible to mod a UE3 game?
I can extract assets through Umodel, but how I port them back would be an issue, there isn't much document about modding these type of game, unlike most UE4 games, which has a very active community
Rule #5
I mean I own the game, does that still violate the rules?
Why would you extract your own assets then, weird way of modding
I would imagine you would want to uncook the package then cook it back up, but that requires Engine access which at that point is an useless task
So really maybe your best bet is not even having a .pak
Don't know much about UE3 so there's that too
Modding questions don't typically get answered here. You are best asking the developers of the game.
but it is marked as resolved. Anyway if you know any other solution then plz notify me
I mean itβs not my own game, but I bought it and own it legally
Excuse me
π€¨
We're done talking about this and should not ask about any of this if you don't have direct permission from the developer of the game, plus it's not a modding discord so ask in their modding discord if they have one
I see
You donβt actually βownβ media you buy, ownership rights are retained by the respective publishers or creators - you only have a license to use the media for its intended purpose
So assets in a game youβve bought are still the legal property of the company that produced it
(unless otherwise stated in the license agreement)
Hello, I am moving my Derived Data Cache folder to save space. But I saw that it created again a folder at the local file at C
C:\Users\username\AppData\Local\UnrealEngine\Common\DerivedDataCache
Even though the new folder that I added in the settings is also getting data.
Did I missed something?
Also I have 4.27.2 and 5.1.1 installed in case one messes with the other...
Hey, the lights arent like "smooth", and on each cube i add the light is different instead of blending
is there any settings to change this?
lightmap resolution
my game is not opening on android 12 and 13 but working fine on below android versions
what could be wrong ?
You can try :
but is a problem from the package or with the playstore download?
when you dont know if you want you can click with right mouse button and find the option "find reference" it will give to you the name of node
it is surely a problem from package as apk wont open after packaging
How can I override CPU Skinning in runtime, because it changes in SK viewport but in game the vertex position still comes deformed, can somebody give me some tips ? Thx in advnace
Hey so i need some help migrating 3D models can anyone help me with that?
great model bro
every time i upload my project to onedrive and download it (im in college) for ue4, it adds like600mb of starter content even though i delete it EVERY time, any way to disable it FOREVER?
Any idea on how to calculate random yaw for HISM in what would be "instance local space"?
Context: I'm spawning HISMs on an uneven plane through raycasts from above: where the ray hits it spawns a mesh aligned to the surface's normals (rotation is set through making rot from Z). Now I need to make each instance have a random yaw and whatever I tried didn't seem to work.
the door im making, the door opens, but it doesnt close UNLESS i leave the overlap box and enter again
i searched tutorials and followed for word what theyre doing and its not giving me the result in the videos
https://cdn.discordapp.com/attachments/221798862938046464/1108799887388188682/image.png
yeah?
thats what I want
alternating between open state (play) to close (reverse)
so it doesnt loop back round?
nope
it works for closing > opening
doesnt work opening > closing
yes
ill record gif give me a min
no its 2 different and not parented
What stops you from just setting the rotation?
ill unplug disable
no i still have to enter when pressing E
i gotta leave the box again
alright ill try
deleted the inner box
no different
disabled the overlay nothing
opens but doesnt close
is this anything that could be affecting it?
its a gmae mode Boolean
i might just delete the entire door and try over
its not worth the pain at this point
https://www.youtube.com/watch?v=bpyZzFk04ok
Future livestream about accessibility, hopefully it will help.
Join us this week as we celebrate Global Accessibility Awareness Day! Accessibility is an aspect of gaming that has seen great improvement over the past few years through hard work and effort from developers of all scales - so how can you join the effort to include all kinds of players in your project? Weβll be sitting down with some of our own ...
literally works the same
wtf
@odd wyvern fixed
just remaking it fixed it? lol
no
it was another blueprints from another class overlapping it and it had enable and disalbe input
i went into new level and worked and im like "Huh"
ah yeah, that will do it lol
best way to debug is isolating what it could be, I usually go to an empty level if it doesn't resolve fast
no problem, have a good one!
and you
Hey guys, looking for help with importing the Paragon: Revenant model into my unreal project, can't seem to get the cloth physics working and I'm not getting any luck searching online for solutions, anyone think they can help?
is it possible that enabling a plugin [installed from marketplace] will cause not working of game on android 12?
I used an ad plugin for admob, after packaging game works fine on below android 12 versions but doesn't even open in android 12 or above versions.
Is it expensive to cut a hole through a mesh? For windows and stuff
everything is relative but if you know it's always going to have a hole, you should boolean the actual mesh and import it accordingly instead of always cutting it every single frame at runtime
afaik.. maybe there are tricks to using native volumes or the newer geometry tools
@raven nest I meant like a wall material that's used for the whole map and applied on primitives
it's cheapest with masked and more nuanced with translucent, if you poke at the display options for viewport you can find optimization and shader complexity / quad overdraw
Gotta weird question. Is it possible to load .uasset files into an Unreal level?
something weired happening with me. When I enable an ad plugin my game wont open on android 12 and 13 but works fine on android 11 and below
Can I edit plugin code anyway?
Hey, so for some reason this morning when i logged onto my unreal engine game, i noticed that all my trigger boxes and new ones that i was dragging in were showing up that they were there but the outlines arnt so i cant see where they are, and since last night i havnt changed anything
never mind i just reset everything and they are back, Unreal works mysteriously sometimes
Hello everyone, I am trying to make a planet gravity system for a small game project of mine. I have managed to make the character go around a sphere but the camera rotates inside of the character. I tried clamping the pitch but it doesn't work exactly as I hoped, it just slows the camera down still allowing it to rotate around it self.
If someone could help me with some ideas whenever you have time that would be amazing, thank you!
Im working on wind physics for windows atm everything works but the wind is a but too noisy on its wind movement I want to act more like the wind on the curtains in the TLOU main menu, Any tips?
https://www.youtube.com/watch?v=gcnLYrxLlhU
Hey folks !
Since this track is not on the OST, I thought it might become handy to upload it.
Very fitting music to a fantastic game.
=)
not 100% which channel this goes in but when I make a UI using widgets I want it to be the picture of the monkey but its a white box (its using animation so not sure if theres an option I should tick or if its the image)
figured it out now π
Hey I never get help in the level design channel so gonna ask here. What does this blue dot mean next to the sub level name?
new sub level is not loading either... Just added it.
i press play and all my sky sphere stuff is there but moved the building into the sub level to organize the outliner beyond folders.
so im playing fullscreen PIE, and i hit a breakpoint on BP open in a tab on that PIE, and I think ive softlocked the editor
because I cant access the tab
can anyone think of a way out?
ok shift escape killed the PIE session
Hello. I am in a company with three fellow students and we are planning to do a diploma project on UE4, but we cannot figure out how to use Git, can you suggest a guide designed for people who have not seen UE4 before?)
#source-control is the best place for this question mate.
hi, if [PickupWidget->SetupAttachment(RootComponent);] widget attach to root of the Weapon Like Bellow Img01 . but i need to show in screen like Img02.... There are several functions for attaching components to Component . Which Can i use???
IMG01
Img02
any help with packaging project and this error?
UATHelper: Packaging (Windows (64-bit)): WARNING: Error while enumerating Visual Studio toolchains
UATHelper: Packaging (Windows (64-bit)): WARNING: Assuming no compilation capability.
PackagingResults: Warning: Error while enumerating Visual Studio toolchains
PackagingResults: Warning: Assuming no compilation capability.
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\Users\abozo\OneDrive\Documents\Unreal Projects\v9\Redurtni.uproject
UATHelper: Packaging (Windows (64-bit)): Redurtni.uproject requires a temporary target.cs to be generated (MultiUserClient plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ERROR: C:\Users\abozo\OneDrive\Documents\Unreal Projects\v9\Redurtni.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\abozo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+(x86)+Epic+Games+Unreal+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: C:\Users\abozo\OneDrive\Documents\Unreal Projects\v9\Redurtni.uproject does not look like uproject file but no targets have been found!
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
LogSlate: Took 0.000317 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
I really wish Send2Unreal had an option "Unless I overlooked it" to set your materials to be exported to a certain folder like your skel and object meshes, It really makes a mess of folders with all the materials all over the place and would be alot more convienant in organization if I could tell it go tho this folder
Either way still a great tool but would love some more quality of life for the plugin
That widget is added to the viewport and is not a widget component
Platform: Windows 10
Error: UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
Any help please?
After packaging project to html5 i get this broken mesh. Any idea how to fix this?
I didn't think html was even supported properly. Are you using like 4.23 or something?
yea 4.23
Only for this project. I have had this same issue before but i dont remember how i fixed it.
I think the mesh is too complex. Is there any tools in 4.23 where i can simplify this?
Could I borrow someone's time for help on hitbox replication? I'm having an issue where client-to-client hits are not registering
Phew, finally out & did not drop UE4.x: https://github.com/mamoniem/ugl
how would i make a radio switch between 2 different pieces of audio by pressing e
Hi Guys
i have question
I'm installing unreal engine in hdd Storage D. (since i dont have space in my SSD)
what will be the issue if i unreal engine is in hdd?
nothing different than any other software, just longer loading/use times
So im new to conditional popup widgets, but for anyone with experience with them; what's the best way of dealing with a number of objects that cause the popup?
E.g. show "Press x to x" when looking at it
I feel like there's a much better way of categorising objects that trigger this
have them all have the same parent class, which might not be an option now, or add a blueprint interface on them and check against that, or add a tag and check against that
Sweet, thank you - I'll check it out π
Getting this to work after a lot of trial and error was very satisfying
can anyone help me create smooth health regen? i tried a while loop and adding a delay but it seems to not work and just instantly fill up the bar
While loop also makes no sense cause that still has to finish in the current frame
If you need smooth interpolation you'll have to use Tick or a Timeline. I would use Tick for it.
When your heath changes you simply set a TargetHealth variable. And on tick you interpolate towards that from the current value. There should be enough resources available for this.
Hi, I'd like to trigger an event when a skeletal mesh goes below a certain size in relation the screen. Is there an easy way to do this in blueprint, or do I need to look into C++? If so, can anyone provide any resources? Effectively I am just LODing a skeletal mesh, but I can't simply create a new LOD because the skeleton and animations are completely different (much simpler). So I want to just trigger an event and manually swap out for a different skeletal mesh (and swap back in once it gets large).
alternatively if there is a way just to access LODs, I could set my simplified LOD to be the same as the old and just do a recurring function to check LOD and if it's the 'simple' version then actually trigger said event
then i wouldnt be able to add a delay before health starts regenerating (at least what i know of)
i want a 2 second delay after the last damage was dealt before health starts regenerating
this is what i have rn and it doesnt work the health just goes up in one chunk
for some reason delays dont seem to be working as expected in some other bits
Im thinking my next game could work well as a mobile game, but is there anything I should know before deciding on that? Id like to see some kinda overview of what to expect and any problems there may be but cant find anything other than tutorials about this
The smoothing would just be for the UI though (: and yes that's still possible
Also you need to make use of the DeltaSeconds
Otherwise you will reg more health on higher frames
The fact that it's insanely hard to compete in mobile space nowadays
With massive companies like voodoo that pump out a new game every week, them hogging all adspace, and hundreds of Chinese companies that clone any popular up and coming mobile title, release it quicker, and push advertising to drown you out
It's brutal
thats a good point
I was mainly thinking mobile is good for accessibility (especially if I end up doing multiplayer) but even if you have an actually good game you cant stop the huge companies
and actually I may need steam for the multiplayer anyway?
Another thing worth pointing out is you will need dedicated servers for mobile multiplayer
even for listen servers?
For android listen servers only work as a LAN
If you want online multiplayer, dedicated servers must be used
damn, definitely not worth it then considering Im not expecting many players
thanks for letting me know, tbh I know nothing about working with mobile so its probably for the best anyway
It might be fun to make a game for, I just wouldn't expect large amounts of downloads and online multiplayer
hello, what is the best way to do 2 finger panning and zooming? right now for panning i'm doing the delta between the middle point of the 2 touch locations and for zooming i'm doing the delta of the magnitude between the 2 touch locations. But i think i'm missing something in the panning because it doesn't feel very good
it's panning while i zoom because of the code i did
because the middle point changes
how do i check if a widget is on screen cuz i did this but it doesnt work when the widget is on screen and i tried it with the false output and it worked so its not the variable
im trying to get it to do one thing if one widget is on screen and another if a different widget is on screen
@plush yewIf you know you should never have off-screen widgets, just check if it's valid. If it is, it should be in the viewport, as having widgets that are valid and not in the viewport smells a lot like easily forgettable memory-leaks.
how do i check if its valid?
what i wanna do is i have 2 widgets, one is a selection menu, one is a settings screen. when i click "options" on the selection menu it deletes that menu and pops up a settings screen. in my player bp i wanna check which widget is currently on screen and delete it when i press escape, as well as unlocking movement and hiding the mouse
it seems like it is but its just not on screen, i created it and saved it to a variable on startup
this is the whole code for that
Ah the life of a Dev heres what I just did lol
"When you get used to saving every few secs and you try to save youtube the same way" XD Ahh I need rest clearly lol
Can I scale static mesh without scaling it's collision? Material, perhaps?
You could do it with wpo in the material, or you could have 2 sm components. One for collision and one for the visuals. Just set the collision one to hidden in game = true
Hey guys, I have a weird issue, I have an actor that I can manually control and move around. I also can get the actor to be auto controlled by it's location being set continuously. When I toggle the boolean back to manual control, as soon as I press an input for the actor, it will start it's movement from the previous manual position it was in before.
When I was debugging I found that if I do the same thing but eject from the actor, then toggle the manual button on, and then repossess, it all works completely normally!
Please help π
Okay so does "OnCheckStateChanged" for Checkboxes only gets called when a checkbox is clicked on? Because I feel like "Set is Checked" should call that also..?
I have a functional test setup that should test the logic of a UI, therefore I want to call Set is Checked so I do not need to add input to the test to click on UI depending on that UI appearance changes.
Hi, does anyone knows what are FaceColor_CM 1,2,3 and FaceNormal_WM 1,2,3 textures from metahuman ? Are they changed based on face expression? If yes, how is this done in editor ?
By the actor do you mean a pawn or character class? or an actor with some custom movement logic?
Sorry, I mean a pawn class, something which can be possessed by the user π
Are you using a movement component for moving the pawn?
Hey guys can anyone recommend me a YouTube video or anything that could help me learn the basics of unreal engine 4?
Why 4?
So it is setting the throttle, brake and steering of a wheeled vehicle, which then moves the vehicle. When in autonomous mode it is moving via x, y, z instead though
Isnt 5 still in development? Like doesnt it have some glitches and stuff