#ue4-general

1 messages Β· Page 24 of 1

brazen egret
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It happens when i try to use the color picker in the enviromental light mixer

wooden sand
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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..

spring abyss
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Hey Guys

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Does anyone know

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How to solve this.?

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UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:570: error: cannot find symbol

tardy trellis
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im brand new to unreal can someone help me learn

fierce tulip
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@tardy trellis check the pinned messages in this channel for learning material.

tardy trellis
fierce tulip
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i'd pick the "first hour with unreal engine" or "getting started with" stuffs.

tardy trellis
fierce tulip
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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.

tardy trellis
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its probably not for me then because without a mentor or tutor ill learn nothing

fierce tulip
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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.

pallid olive
spare trench
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anyone here have experienced with play store

graceful stone
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Hi everybody!

graceful stone
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Im having some problems with UE4.27

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And im wondering if anyone can help me...

gray oxide
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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

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i have both characters as the same sprite if that matters

subtle ivy
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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

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I rechecked SDK, NDK stuff and all are fine

tranquil ruin
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Guys is it possible to make a cutscene using media video?

plush yew
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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?

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Saw now that i posted this in ue4, not ue5...

plush yew
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how can i fix these? i only have skylight and fog yet these keep appearing

young crag
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Hi, How to use destoryable building In Multiplayer game ? Can I get related Videos ?? Thank you!!

valid raven
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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

valid raven
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i believe the issue might stem from the inventoryslot widget, as it's borrowing the data, but not from the inventory item

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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

hardy oak
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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.

neon plaza
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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 catWut

deep igloo
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Hey guys, I know I’m 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 I’m having.

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This only happens with character models and only in games running on UE 4 or 5

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Really would appreciate the help

dreamy forge
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What is that?

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Anyone got this update?

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Wasn't working in UE4 for a few days

half garden
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yea me too. also for ue5. guess its just an engine fix

wooden sand
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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

fierce tulip
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look for changenotes instead of patch notes i thnk

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they are generally on the forums

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Epic Developer Community 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...

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(random example)

wooden sand
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I know but there arent any patchnotes available anywhere, very strange

wooden sand
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It's also strange that the launcher has an update but the C++ version doesn't (at least not on github)

upbeat igloo
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is there any way to add this brush geometry to a bluerprint

harsh comet
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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?

plush yew
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how do i increase this space ?

robust lintel
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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)

oak patio
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Why can't they be in an array

tame marsh
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Different types maybe?

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which is another can of worms...

robust lintel
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You know what? I'm propably trying to make something stupid... nvm.

faint wagon
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Guys how would I make a particle of dripping water?

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Imma add a reference real quick

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and this

south bridge
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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?

faint wagon
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nope

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i have never used particles in ue4

low kiln
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my bear just spazzes around, why oh why didnt my magical super awesome god tier blueprint work?

south bridge
faint wagon
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k thanks!

neon badger
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I'm really stumped, what do i use as the object reference when calling another actor's function? πŸ˜…

grim ore
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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..

neon badger
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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 πŸ˜…

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(Basically the Placeable cake changes the shown components based on the integer)

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Apologies for how messy it is, I'm still quite new to it all

grim ore
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yep, understood. but again where is this item you want to talk to at?

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you need a reference, your object you put into your cast, so you have an actual item somewhere to tell to Change State

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is this in the world at design time? do you spawn this in at runtime?

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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..

neon badger
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Oh right sorry, I've placed it into the world before-hand so design time

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I only plan on having one instance of it in the world at any time

grim ore
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this cake?

neon badger
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Yep, the blueprint casting in order to call the function is a collectable cake piece

grim ore
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so the piece in the world is picked up, and wants to talk to this other cake item?

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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

neon badger
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Awesome! Thanks πŸ˜…

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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 πŸ˜„

grim ore
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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

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yep yep, if you did it on tick for example it would probably be an issue but doing it one frame rarely is fine

neon badger
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I'll remember that for the future, thanks πŸ™‚

idle garden
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Is there some special reason why StaticMesh isn't quiet?

idle garden
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Nevermind... LOD Stuff

plush yew
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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 😦

upbeat igloo
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any way to constantly check if a condition has been met?

reef lava
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was the first place I thought to check, maybe somebody already talked about it idk

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but all my engines are updating randomly

harsh comet
candid depot
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Im trying to make 2 seperate health bars. Is it better to have them in two seperate widgets or in 1?

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its for a fighting game

grim ore
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better is subjective. If this is like say street fighter, there is no reason your user interface HUD couldnt all be one widget

candid depot
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yeah its kinda like street fighter, ill try in one widget thanks

grim ore
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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.

plush yew
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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.

jade surge
daring stone
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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..

low kiln
sleek fable
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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 ?

plush yew
plush yew
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Problem was doorway was too narrow.

celest hill
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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?

faint wagon
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can someone help?

low kiln
# faint wagon

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

faint wagon
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walkable z?

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the stairs have no collision and use a invisible slanted cube

low kiln
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just a moment, need to fire up unrel engine to get right words

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try making a stair using the geometry tab

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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.

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do you have your camera attached into a socket? this might cause it, see if it happens outside a socket

low kiln
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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)

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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

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you doing some VR horror in there?

faint wagon
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no

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just regular horror

low kiln
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eey m2 πŸ˜„

faint wagon
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i cant scale the z thing on its own

low kiln
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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

faint wagon
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i only walk up 1 step at once

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and i gotta jump to do so

low kiln
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just the first step as i said, but everyone else is just fine right?

faint wagon
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no

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its each step 😦

low kiln
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then try setting angle to 55

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i can go to main pc and stream from desktop

faint wagon
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k

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one sec

low kiln
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74 i have in my horror project

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in walkable angle. and seems i cant stream to the hangout

faint wagon
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it still does the floating glitch

low kiln
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woot? exactly the same?

faint wagon
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yep

low kiln
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what the heck.. got a large collision capsule maybe?

faint wagon
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maybe

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i was thinking about shrinkin it a bit

low kiln
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they are tricky especially if the character has a offset idle pose, but try that, worst can happen is you just reset it back

faint wagon
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this might be too big

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?

low kiln
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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!

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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

faint wagon
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i found the issue

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my character was too wide

low kiln
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πŸ₯³

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compiling. my favourite.

hybrid nimbus
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hey

hybrid nimbus
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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?

low kiln
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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

hybrid nimbus
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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

low kiln
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yeah, contrary to popular speak, its not asserting dominance xD

hybrid nimbus
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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

sage coral
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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

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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

spice ruin
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Or just rotate the weapon itself...

sage coral
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@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

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Only issue is its giving me a return value of found none

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Blueprint Runtime Error: "Accessed None trying to read property Primary Weapon". Blueprint: Flip_Weapon_NotifyBlueprint1 Function: Received Notify Tick Graph: Received_NotifyTick Node: SetRelativeRotation

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And this is the notify

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Ugh duh that may be the issue Im pulling out the wrong pin for the weapon 😩 lol

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Yep that was the issue got it working

spare trench
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you guyz have any suggestions where should I promote my mobile game (I have no money)

hybrid nimbus
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im trying to do this, but my cast wont link to get direction

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nvm i figured it out///edit....no i didnt

candid depot
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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?

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I have the default value at 120 if thats important

grave osprey
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did UE 4.19 get updates ?

hybrid nimbus
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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

pallid knoll
simple cosmos
sharp canopy
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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

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anyone knows how could i solve?

spice ruin
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2 copies of windows as well?

neon badger
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As a newbie to UE, is there a way other than the scale transform i can use to manipulate particle emitters in a blueprint?

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Like maybe contain it within a box to fill the area I want?

unreal finch
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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 ?

verbal trail
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Everyone has questions but no one answered them I am a big ue4 noob myself so can’t help

unreal finch
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unoob me pls

verbal trail
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But if you know the answer plz share it so it will help someone

verbal trail
fierce tulip
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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)

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we do have a #sequencer channel, but sometimes it does take a while before you get an answer.

unreal finch
mellow crystal
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where to find 4.13.1

spice ruin
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2017 2016?

lament spoke
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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

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And what does "Required extension XR_EXT_eye_gaze_interaction is not available" actually mean

fierce tulip
fierce tulip
meager yew
fierce tulip
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np, we got some pretty hardcore hardware peeps there. hehe

ancient obsidian
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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.

neon badger
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What's up with 3D Text? πŸ˜…

neon badger
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Example

neon badger
coarse vector
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What's the difference between a pawn and an character?

Is it just that a character supports movement, through movement component?

quartz hedge
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What Tick order do the Timelines have? I can't find any info on when exactly they update

zenith knot
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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

marble rapids
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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?

halcyon path
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Can someone help, my ui animations do not work, I went through tests and it says its playing but it does not do anything

void matrix
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anyone else seeing this? did they add some sort of automatic engine repair/missing files adder to the launcher or something?

real heath
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No seemed to affect a lot of people a few days/week back

ancient obsidian
graceful stone
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Hiii, can somebody help me with some issues of UE 4.27?

graceful stone
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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

analog ridge
spice ruin
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Did you compile in debug editor?

graceful stone
graceful stone
spice ruin
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Oh sorry, getting you confused with someone else

analog ridge
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Oh sad. Tel me your specs so I can devise something

graceful stone
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Well, i have:
Processor -> AMD Ryzen 5 3400G
Video -> AMD Radeon RX 6700
Memory -> DDR4 16GB

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do you need something else?

analog ridge
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Good. Now use the chaos version

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Or send the pic of the crash code

graceful stone
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but i dont have any crashes, only a horrific FPS drop

analog ridge
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I mightbe a bit wrong but i dont have my pc currently

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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

graceful stone
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let me record a video so i can be more graphic of my issue πŸ™‚

analog ridge
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Hmm noice

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Can you dm me

graceful stone
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Yeah, np

robust lintel
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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?

thin tendon
robust lintel
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HUH?? πŸ˜… ok, never heard of it, i'll look it up. thx

robust lintel
thin tendon
# robust lintel

RGB is your colour area. A is your alpha (the part that is invisible). Just multiply your RGB by the colour you want.

cloud plover
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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?

void matrix
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yeah, you could cache the predicted path and move the particle/mesh along it by interpolating between the vertices on the array.

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you may need to base the function off of time, and use that time to determine where to position it along the array.

unreal finch
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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 ?

void matrix
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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.

sour oxide
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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

quick radish
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Hello, Im trying to ship my prototype for a big investor meet, after some sweat and tears everything looks satisfying FeelsStrongMan but ofcourse I got a really simple,annoying but also important bug with it at the final step FeelsDankMan
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)

tall osprey
#

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.
spice ruin
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4 point 7?!

quick radish
spice ruin
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Are you using a media texture and such?

quick radish
spice ruin
tall osprey
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when I click play button, the map loaded 100%, but in output log I see this error

spice ruin
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Shrug

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Add a breakpoint and investigate.

tall osprey
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where to add break point?

spice ruin
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Where that messages is generated.

runic glen
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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?

tall osprey
spice ruin
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That's where it's sent, not where it's generated...

sharp canopy
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Unsure if this is the right channel πŸ‘€
Very basic: i have a cube and i'm moving it left/right using that blueprint. It works, it's OK.

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the question is: how can you control the dampen in the movement?

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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

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is there a way to control inertia/damping but only on 1 axis?

opaque swallow
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is there a help channel

atomic onyx
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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.

upbeat igloo
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is there a way to keep a widget when changing levels? it disappears when i change level

atomic onyx
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@upbeat igloo You can create it in the game instance blueprint

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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

young hollow
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Map is loading in editor, but is not loading in build with package load error, does anyone know how to solve this?

autumn flame
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You can use "List of maps to include in a packaged build"

spare kernel
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@nimble axle please don't post across multiple channels

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And that visibility is being set by the replicated property being changed.

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Hence the Onrep_Visibilty

nimble axle
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Replicated property as in the built in property on the component?

spare kernel
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Yes

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You need to find the server side of that

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This is on a client

nimble axle
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Oof, any guidance on how I would go about doing that with a dedicated server?

spare kernel
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Just breakpoint set visibility

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And check the callstack

nimble axle
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That's what I'm doing at the moment-

spare kernel
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Assuming your single process and pie

nimble axle
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Yeppers

spare kernel
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You should have hit the server first

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Before the client.

nimble axle
#

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

spare kernel
#

Not really you can do some digging or use what was just posted in #cpp

#

Something is setting the visibility maybe the bool directly

nimble axle
#

I'll try what was posted in cpp and I may be back

spare kernel
#

I mean you can search all bp

#

Find in blueprints and type visibility

nimble axle
#

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

spare kernel
#

I mean it takes me 1min to search 5000 bps

glad bluff
#

It is okay if setting by a BP node to track I think.

nimble axle
#

Is it possible to search for a setvisibility with the specific component I'm looking for?

spare kernel
#

This is not a property change

nimble axle
#

I thought I would have to search for setvisibility and pick through every instance of that node

glad bluff
#

By the way, is it a spawned one or placed one?

#

It would be different way to check.

nimble axle
#

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

spare kernel
#

So why can't you go to the actor that you spawned

#

And check the components visibility ?

nimble axle
#

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

glad bluff
#

So maybe just check if it is still visible just put it in the level for test

nimble axle
#

Its visible when its placed in the level

spare kernel
#

And when you press play ?

nimble axle
#

Still visible, its something server-side or when its spawned in

spare kernel
#

Where do you spawn it

#

Show code or bp

nimble axle
#

Handled server-side

#

Sure, it's just a spawn actor and a possess though

glad bluff
#

Yeah, I mean player character should be spawned from server in a network game, that's no problem.

nimble axle
#

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.

glad bluff
#

Is the actor replicated?

nimble axle
#

Yessir

#

I should preface that this game was fully functional and playable, I guffed it somewhere between here and there

spare kernel
#

Well breakpoint when you spawn it, check the component visibility bool

#

If its true, data breakpoint it

nimble axle
#

Data breakpoint?

spare kernel
#

Then when it changes to false you will get a csllstack

#

What ide?

nimble axle
#

Visual studio

spare kernel
#

So breakpoint the spawn

nimble axle
#

Just straight on the blueprint node I assume?

spare kernel
#

In vs...

glad bluff
#

Isnt it spawned by native code?

nimble axle
#

You misunderstand, Its being spawned via the server in blueprints..

#

Again, no c++ code

#

I'm using c++ to debug

glad bluff
#

Does the actor have a c++ native class?

nimble axle
#

Yes, that would just be on the begin play though, no?

#

Its just a default character pawn

spare kernel
#

What is this component ?

nimble axle
#

Skeletal mesh component

#

The setvisibility events cant be overridden and I dread trying to change that, so breakpoint is in scenecomponent

spare kernel
#

I'm on mobile but I would search for where visibility bool gets changed

glad bluff
#

What is that scene component? If you spawn another actor and attach to it, does it have any problem?

spare kernel
#

It's just the default skel mesh comp on Acharacter

#

@glad bluff

nimble axle
spare kernel
#

Can't remember

#

No access to PC or laptop

glad bluff
spare kernel
#

Visibility cam be changed for a few things try breakpointing that function to see if it hits

nimble axle
#

Yes, sorry! Just the default skel mesh

#

Sure, thanks

spare kernel
#

Did you verify it was the visibility

nimble axle
#

Er can you elaborate?

glad bluff
#

When did you attach and from which side? Server or client?

spare kernel
#

They never attached it

#

They just clarified

nimble axle
#

Well,

#

The breakpoint in SetVisibleFlag isn't being hit

#

Which is strange

spare kernel
#

You didn't do something

#

Like ticking owner no see

#

In actor replication settings

nimble axle
#

Frickin' may have, let me double check

#

No, all looks fine

spare kernel
#

Can you screenshot the rep settings

nimble axle
#

Sure

spare kernel
#

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

nimble axle
#

Yes! These are on the actor itself

#

Nothing fishy on component

#

Just collision and replication

spare kernel
#

Turn off rep

#

On the skel mesh

#

Never rep skel mesh

#

Bad things happen

nimble axle
#

Oh for real?

spare kernel
#

Yes

nimble axle
#

Good to know-

spare kernel
#

Try now

#

With the rep off

nimble axle
#

I'll have to rebuild the server quickly but I'll get back to you

spare kernel
#

You can test dedi in pie

nimble axle
#

It won't run as a listen server?

spare kernel
#

Select client

#

Not listen server

#

And that eill run a ded server and what you see is client

nimble axle
#

Bwah no way! 😭 I've been rebuilding the dedi every time I need to test something

glad bluff
#

Yeah, Pie is enough to test. You actually don't need to setup a dedi for just testing.

nimble axle
#

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

spare kernel
#

Turned of rep on the skel mesh com

#

Comp?

nimble axle
#

Yes

spare kernel
#

Not the entire actor

glad bluff
#

You maybe turn on always relevant for the actor and give a try?

spare kernel
#

Then breakpoint setvisibilty

#

With rep off

nimble axle
#

Yep just the component

#

Ah, okay

#

Alright,

#

That was an awful screenshot I can get better if needed

spare kernel
#

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

nimble axle
#

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

quick radish
#

Hello, Im trying to ship my prototype for a big investor meet, after some sweat and tears everything looks satisfying FeelsStrongMan but ofcourse I got a really simple,annoying but also important bug with it at the final step FeelsDankMan
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

cold cloud
# quick radish Hello, Im trying to ship my prototype for a big investor meet, after some sweat ...

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

light thunder
#

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

raw mica
#

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

real heath
#

Both are common tricks

tame marsh
#

you just need more training padawan

raw mica
raw mica
raw mica
real heath
#

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

raw mica
#

ok i will see what i can do, thanks

plush yew
#

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?

quick summit
#

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

plush yew
#

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?

neon wedge
#

I think I read with 5.2 that means 4.27 assets cannot be updated in marketplace anymore? Is that true?

spring abyss
#

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

dark axle
#

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.

wooden delta
#

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??

tiny zodiac
#

I got a crash that doesnt mention any line or any info

raw mica
#

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

real heath
sleek fable
#

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

raw mica
raw mica
#

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

rose zenith
#

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)

sturdy smelt
rose zenith
stuck garnet
#

Hi all, does anyone know why there are updates available in the launcher for 4.26 and 4.27?

tame echo
#

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

deep valley
#

Imported a lot of .wav files but only one big file is actively registering as audio. Anything I can do?

peak hare
#

is player state a good blueprint in which to save and load (using a custom save game object)?

neon badger
#

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

tender pecan
# tame echo For hit detection, what is more expensive for the engine to calculate: A 32 side...

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

tame echo
tender pecan
tame echo
#

I'm working on an unorthodox, but overall very simple project you see

tame echo
tender pecan
tender pecan
tame echo
#

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

tender pecan
tame echo
#

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?

tender pecan
tame echo
#

How can I do that complex trace thing then

tender pecan
# tame echo 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

tender pecan
tender pecan
neon badger
#

From an event dispatcher?

tame echo
#

Like, got some video to explain it?

tender pecan
# tame echo Sorry, this is just a really complex subject for me. Assuming I just want to hav...

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/

tame echo
#

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

tender pecan
tame echo
#

What

#

This is exactly what I asked before

#

Like just make a cylinder in a 3D software and export that

tender pecan
#

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 )

tame echo
#

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?

tender pecan
#

Maybe watch the video a bit, and see

oak patio
#

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

tame echo
#

That doesn't really change my issue tho

oak patio
#

It absolutely does

tame echo
#

By design I need a cylinder shape

oak patio
#

You don't need a cylinder for a saw

#

You do for the mesh

tame echo
#

That was just an example

oak patio
#

By no means do you for collision

oak patio
#

It's a lot more helpful to know what you need

#

Rather than an arbitrary example

#

Because what works is rather case by case

tame echo
#

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?

oak patio
#

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

tame echo
#

I can make the mesh easily

#

Question is, which one is the "best" way

#

Like, performance and flexibility wise

oak patio
#

Dependsℒ️

#

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

tame echo
#

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

oak patio
#

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

oak patio
#

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

tame echo
#

@oak patio Would the box / capsule combo be too taxing performance wise?

#

Also, does the size of a capsule affect its toll on performance?

oak patio
#

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 :)

tame echo
#

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

oak patio
#

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)

tame echo
#

I actually do need it

oak patio
#

its really hard to help you when you're being intentionally vague on your use case

tame echo
#

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

oak patio
#

is this collision for world objects

#

like static meshes n stuff

#

or like traps

tame echo
#

Mostly attacks and abilities

#

Here's an example. This is a sweep attack.

oak patio
#

that sweep attack could quite easily be a series of line traces rotating 360 degrees

tame echo
#

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

oak patio
#

also easy to fake

tame echo
#

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

oak patio
#

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

tame echo
#

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)

oak patio
#

im still not seeing how any of that requires custom collision primitives

tame echo
#

I just wanna know how to do it...

#

And like, in a decent way

oak patio
#

i just told you. in those cases, you simply don't

tame echo
#

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

oak patio
#

if this is attack based i would

tame echo
#

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

oak patio
#

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

tame echo
#

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

oak patio
#

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

tame echo
#

Wait, but then there is the area outside the cone where it peeks out of the arc

grim raft
#

is there a way to add a shake effect on ta weapon or flashlight, just like camera shake

plush yew
#

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

thin tendon
thin tendon
dark axle
dark axle
# autumn flame Use tags, enough said

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.

dark axle
#

Ohhh nice at least I know the info thank you so much

autumn flame
#

Should be straight forward

dark axle
autumn flame
#

Shortly something can be Weapon.Pistol.Glock

You can sort and search by each separator

#

And something can have multiple tags

lament spoke
#

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?

woven pecan
#

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

oak patio
#

Super basic knowledge of the engine shouldn't warrant much in the way of accessibility features

woven pecan
oak patio
#

Ah that makes sense. Sorry for the misunderstanding :)

woven pecan
oak patio
#

Ironic isn't it :P

woven pecan
#

Ive got basic functions such as the colour blindness settings up and running as they are straight forward, but the rest isnt straight forward

oak patio
#

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

woven pecan
#

Im doing it as part of my dissertation so i intend on doing a lot of it myself

oak patio
#

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

woven pecan
#

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

oak patio
#

Yeah, just sorry I can't be of more :P

woven pecan
#

can you add an isvalid? check to make sure that box trigger has been activated

stuck garnet
#

Hi all, does anyone know why there are updates available in the launcher for 4.26 and 4.27?

tame echo
#

@oak patio Sorry for the ping but I realised idk how to offset the location of a vector to make a cylindrical shape

neon wedge
oak patio
rotund latch
#

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

plush yew
#

Heya peeps

neon wedge
slender egret
#

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

teal axle
#

So I’m 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 I’m 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 I’m 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 what’s the correct way to install the PS5 folder/file? Thanks

tiny steppe
#

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 they’re still holding the gun properly

oak patio
#

Discussing it means breach of said NDA

fierce rampart
# tiny steppe Out of curiosity - how feasible does an aiming system for a first person shooter...

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.

teal axle
oak patio
teal axle
#

It’s all good I’ll figure it out thanks man!

tiny steppe
zealous lake
#

UE5 skeleton is giving me major hjeadaches

plush yew
#

Heya peeps x Sorry to bother but im looking for some help developing a DOOM-like in Unreal Engine 4.27

oak patio
plush yew
#

Oh fair! Im just looking for some help more so than hiring someone but thats fair!

bleak wagon
#

hello everybody
i have a question
do things like health xp or mana must be in the playercontroler or in the pawn character?

oak patio
#

they don't have to be anywhere

#

personally i'd associate them with the player character

bleak wagon
#

hmm ok so i will did this the status will no be changed the same way

rare steppe
#

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

oak patio
#

Yes it's possible

#

Making it performant and to your specifications will be a challenge however

wary gyro
#

Is there any way to negative scale a mesh without messing up its physics asset?

plush yew
#

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

midnight moon
#

Hello! Did anyone have this problem before? It started showing after latest build.

plush yew
analog ridge
#

@midnight moon try making a new project or open in your old engine

#

If possivle

grim raft
#

Hi guys, anybody knows where can I get some free no-copyright text fonts to use in UE?

spice ruin
#

Google licence free fonts? There's quite a few.

analog ridge
#

Use twrrent

#

Lol sorry

raw mica
#

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

sleek fable
#

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

lament spoke
#

Is there a button to pause playback or unpossess a character while playing?

plush yew
#

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

sleek fable
#

Engine content probably will be added for your every new project but give me a sec pls

plush yew
#

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

sleek fable
plush yew
#

right, i mean one single project not post-projects

sleek fable
#

I'm not exactly sure but if you disable starter content from here maybe you can get rid of your current problem

plush yew
#

where is that window, i didnt see it before?

sleek fable
#

In the epic games launcher

#

Let me show you one sec

#

Click options and that windows will show up

plush yew
#

awesome, thanks!

sleek fable
#

Much obliged

plush yew
#

ill see if it does or doesnt when i upload it later

oak patio
#

Wooo pointless threats in ue4 general

#

Not seen that one before

#

Lol

brittle dome
#

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.

summer turret
autumn flame
#

You would need to recreate the logic of the mat

brittle dome
#

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

autumn flame
#

Datasmith is what makes that workflow much better, but doesn't seem to include Maya

brittle dome
#

Yeah.. at uni we got taught to use Arnold texturing but it seems to be the most incompatible piece of shit ive ever used πŸ˜‚

autumn flame
#

Gotta pain through it or see if there's any community plugin for it on github

brittle dome
#

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.

autumn flame
#

Sleepless night moment

gentle forge
#

Thinking of making a yugioh rts. any ideas on a somewhat painfree way to create something like that?

oak patio
gentle forge
#

oh yeah i wasn`t gonna put it anywhere, it was just for practice

oak patio
#

Ah in that case

#

What do you mean by rts

#

Like play a card and it spawns the unit

#

Sort of clash royale style?

gentle forge
#

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

oak patio
#

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

gentle forge
#

Whats the niagara effect? That sounds interesting!

oak patio
#

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.

oak patio
#

There's lots of tricky optimisations in an rts game

gentle forge
#

That`s in 5 right?

oak patio
#

It is yeah

#

Anyway, I've gotta be off for now

gentle forge
#

Thanks for the advice dude!

oak patio
#

No problem :)

fluid root
grand hill
#

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

civic fossil
#

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?

spare trench
#

I am into a trouble plz help me out

raw mica
#

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

neon badger
dusky prairie
#

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?

neon badger
#

I'm not sure i can help, but could you provide a screenshot in case?

dusky prairie
#

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

nocturne forum
#

Is there an IDE I can use that isn't VS or Rider?

autumn flame
#

10x

dark axle
#

Quick question: How to get this node or what do you call this node?

autumn flame
#

Literally says there

#

Get

#

It's used with Arrays

dark axle
#

Found it Thanks @autumn flame

coarse jetty
#

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!!

cerulean zenith
#

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 ?

outer moss
#

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

dark axle
#

Why does my object keeps on rotating when I'm out of the trigger box?

#

I even did this and still the same

crimson fjord
#

Sorry for the stupid question, but what is the name of this node? I can't understand at all.
Thank you.

spice ruin
#

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.

crimson fjord
#

Thank you. It works))))

spare trench
#

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?

grim ore
#

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

junior torrent
#

I need help making a actor in c++ thqt when i pick it up my charater grow

lament spoke
#

Is there a widget that lets you have a scrollbar and everything without being editable?

#

These are the same thing

spare trench
#

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

#

if you understood the solution then please help me how can I fix it

grim ore
#

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.

tribal river
#

Anyone know why there are updates on 4.27?

peak vigil
#

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

peak vigil
#

I mean I own the game, does that still violate the rules?

autumn flame
#

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

thin tendon
spare trench
peak vigil
autumn flame
#

Excuse me

#

🀨

#

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

peak vigil
#

I see

prime flare
#

You don’t actually β€œown” 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 you’ve bought are still the legal property of the company that produced it

#

(unless otherwise stated in the license agreement)

pliant pendant
#

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...

velvet drum
#

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?

coarse jetty
spare trench
#

my game is not opening on android 12 and 13 but working fine on below android versions

#

what could be wrong ?

#

You can try :

coarse jetty
bleak wagon
spare trench
sleek fable
#

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

past oxide
#

Hey so i need some help migrating 3D models can anyone help me with that?

plush yew
#

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?

fluid lance
#

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.

plush yew
#

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

autumn flame
plush yew
#

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

neon wedge
# woven pecan Ive got a lot of Guidelines ect that Microsoft, unity and other regulatory bodie...

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? We’ll be sitting down with some of our own ...

β–Ά Play video
plush yew
#

wtf

#

@odd wyvern fixed

odd wyvern
plush yew
#

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"

odd wyvern
#

best way to debug is isolating what it could be, I usually go to an empty level if it doesn't resolve fast

plush yew
#

thanks for all the help anyways!

#

<333

odd wyvern
plush yew
#

and you

toxic loom
#

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?

spare trench
#

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.

tame echo
#

Is it expensive to cut a hole through a mesh? For windows and stuff

raven nest
#

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

tame echo
#

@raven nest I meant like a wall material that's used for the whole map and applied on primitives

raven nest
#

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

thorny ice
#

Gotta weird question. Is it possible to load .uasset files into an Unreal level?

spare trench
#

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?

raw mica
#

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

tall tide
#

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!

sage coral
plush yew
#

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)

plush yew
#

figured it out now πŸ‘

oblique stream
#

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.

supple totem
#

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

open urchin
#

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?)

thin tendon
young crag
#

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

plush yew
#

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)

sage coral
#

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

copper bobcat
serene oracle
#

Platform: Windows 10
Error: UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
Any help please?

flint ermine
#

After packaging project to html5 i get this broken mesh. Any idea how to fix this?

spice ruin
#

I didn't think html was even supported properly. Are you using like 4.23 or something?

flint ermine
#

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?

fathom mantle
#

Could I borrow someone's time for help on hitbox replication? I'm having an issue where client-to-client hits are not registering

primal edge
faint wagon
#

how would i make a radio switch between 2 different pieces of audio by pressing e

plush yew
#

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?

grim ore
#

nothing different than any other software, just longer loading/use times

neon badger
#

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

grim ore
#

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

neon badger
#

Sweet, thank you - I'll check it out πŸ˜„

#

Getting this to work after a lot of trial and error was very satisfying

plush yew
#

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

regal mulch
#

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.

peak hare
#

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

plush yew
#

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

azure shore
#

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

regal mulch
#

Also you need to make use of the DeltaSeconds

#

Otherwise you will reg more health on higher frames

oak patio
#

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

azure shore
#

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?

oak patio
#

Another thing worth pointing out is you will need dedicated servers for mobile multiplayer

azure shore
#

even for listen servers?

oak patio
#

For android listen servers only work as a LAN

#

If you want online multiplayer, dedicated servers must be used

azure shore
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damn, definitely not worth it then considering Im not expecting many players

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thanks for letting me know, tbh I know nothing about working with mobile so its probably for the best anyway

oak patio
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It might be fun to make a game for, I just wouldn't expect large amounts of downloads and online multiplayer

patent apex
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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

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it's panning while i zoom because of the code i did

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because the middle point changes

plush yew
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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

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im trying to get it to do one thing if one widget is on screen and another if a different widget is on screen

fluid lance
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@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.

plush yew
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how do i check if its valid?

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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

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it seems like it is but its just not on screen, i created it and saved it to a variable on startup

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this is the whole code for that

sage coral
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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

haughty steppe
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Can I scale static mesh without scaling it's collision? Material, perhaps?

real heath
nimble flame
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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 πŸ˜€

wind mantle
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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..?

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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.

high sedge
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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 ?

copper bobcat
nimble flame
copper bobcat
versed frigate
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Hey guys can anyone recommend me a YouTube video or anything that could help me learn the basics of unreal engine 4?

spice ruin
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Why 4?

nimble flame
versed frigate