#ue4-general
1 messages Β· Page 25 of 1
Every release of UE has glitches and bugs.
Granted, ue5 will probably have more than ue4 right now, but by the time you release your game, that won't be the case.
Unless it's for a month-long game jam or something.
Right now which one is better?
Can you tell me like what does 5 have or what does it do better than 4?
I might start learning 5 but I don't know where to start
Lumen and nanite are the big ones, I think?
But there are a ton of features.
There's a "your first hour with unreal engine" tutorial and such on the Epic website.
Sorry, I'm not familiar with the vehicle pawn, try #legacy-physics or #chaos-physics
Hey, anyone got idea how to fix bug that makes so unreal marketplace opens in my browser tabs?
I have app, but no matter what I do, it opens in browser tabs
I have a problem i just packed my project (windows 64), with no errors, build successful. Any idea?
hello , I cannot export facial animation (with rig) from blender to unreal engiene 4 , I need help
body works fine but facials are not correct
You might be better off if you try asking your question here mate. #fab
Try asking here mate. #packaging or even #cpp might be better.
Some screenshots or more specific information might help people answer your questions.
Does anyone here doing anything for Ark ??? I am trying to learn working with Unreal working with moding but it seems like most of the Ark moding groups are pretty dead or have not created any new or updated information for a very long time. If you do mess with modding for Ark can you share an active group in PM me with it Please and thanks
Modding questions don't get answered here mate. You are better off checking modding forums or ark forums.
Dose any here have experience with the microsoft store i cant figure out how to publish my game
What have you done so far for publishing?
Everything except dragging the files to the submission box it doesnβt let me do that
The movement of the face is very less or almost none
It is probably just to do with the weight painting but you can also try asking in #animation
What you are wanting to do is destroy the actor and not just remove it from the screen. But if it is something you are going to be constantly using and adding back to the screen, then there is no harm in just switching the visibility as you need it.
Hello, Iβm constantly confused over how the Cull distance volume works, how does it calculate the size and the distance and how to set it up efficiently. I have a huge open world map and need a solid cull volume for optimization purposes. Any help would be appreciated
Okay
oh right okay
its like a menu and a settings screen
so just change visibility
and instead of checking in viewport check visibility
Help, my clients connecting to another player start as spectatorsβ¦ I tried everything I could but to no avail. Yes, I checked the start as spectator box in the gamemode but itβs inactive. The thing is I have no spawning logic, the engine has a default player pawn but it will keep spawning the spectator. Thanks in advance.
I higly recommend to folow GameDevTv udemy series.
I may be wrong , but cull distance is only 1 tool. If you want to create open world level, epic recommends to use world composition for ue4 . In my project , I both use LOD, Cull distance and level streaming at the same time. With eu5 they offer much more better way to make them with world partition but i am a bit old to understand the new stuff easily π
For prototyping my cull distance pipeline is first creating a dummy level and set the placeholder meshes for that. and and tweak the volume's settings. in most case this will be enough for better understanding how it will lookin your real project level. .
In my game I have variables such as how many points the player has earned in 6 different areas.
Is there a plugin where these variables can be saved to an online database and viewed as a csv file?
Gamedevtv udemy course is extremely bad
They teach the most awful practices
If you're going for a udemy course I really only reccomend stephen ulibarri's course
is there any legit fix to context menus flickering and eventually breaking? I dont wanna mess around with my nvidia drivers
Hmm , interesting . I remember they covered function base blueprint logic pretty well , but ulibarri has good reviews too
is it on youtube?
alright i found it
ill check that out, thank you
Hi guys trying to make a macro that detects when a float value changes but for some reason it does not workπ pliz help
do anyone feels that pubg pc is an unoptamized game
Yeah but this isn't really on topic for here
then where?@oak patio
Be very careful
Take their info with a grain of salt
They teach actively bad practices
so they dont teach everything correclty?
No. And especially their c++ stuff is awful
Teaching things like hot reloading which actively corrupts blueprints
Just take it with a grain of salt, and try to pick the useful from the not useful
Hey guys! About Game Design Discussion: Does anyone like RTS?
If so, find out about what people would love to play / participate in the discussion here:
https://www.reddit.com/r/RealTimeStrategy/comments/13pkwin/what_kind_of_rts_would_you_love_to_play_survey/?utm_source=share&utm_medium=web2x&context=3
cheers!
17 votes and 32 comments so far on Reddit
Hello, can I check if a plugin has been loaded from the logs of Unreal Engine?
Does anyone know current Available Quick-Fix Solutions download links for QFE not working? for MAC
Hi!. The github version of 4.27.2 of oculus gives me an error when giving setup.
"Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-18298425/0107275f6001142a756fd31da3aef73c3cf3e703': Remote server error: (403) Forbidden. (WebException)"
Do you know if there is a solution or should I continue to wait for the server to work?
Lol I have texture quality base.scalability at 40000 and still I get texture streaming pool error
you asked what channel it fit best into yesterday and just ignored it?
Try asking in #virtual-reality, there are some people there who work with the Oculus branches.
I have WAY more objects to finish adding, however, the kitchen is coming along very nicely. What do yall think so far? (There are other .fbx files I need to finish adding)
is there any way/hack to expose this enum/name to material instance?
Any idea what is causing this? When I package and play on the quest 2, it's back to normal https://gyazo.com/231158a0fc777c226a3c3b4fc320661e
Does anyone know of a way when using Bink video to not have its framerate tied to the game's framerate? We're replacing our video playback (using WMF) with Bink, and unlike WMF, when the framerate dips below the framerate of the video being played, it ties the playback rate to the tick rate, whereas WMF will drop frames to keep the length of the video the same (which is ideal behavior IMO)
Okay, I did an oopsie today and instead of copying and pasting I cut and pasted a project on an external drive. Then the drive broke.
I managed to use windows file recovery tool to get (what I think) is all the data back.... but...
the folder structure is lost, instead all files are in their seperate folders:
so.... is there a way to automate the process or do I now need to sort (the important content and config, and necassary files) per hand? π
it's a huge fuckup on my side.... what filestypes can I delete without issues (immediate folder and such)?
I think everything got recovered but for it all to work I need to put them all in the right place... damn, this is a puzzle on a whole different level :x
let's say I put some of them in the wrong folders... for example content/environment/something.... would that break the project?
is there maybe some file that stores dependencies where I could cross reference to the files and write a script to sort them? x)
you know how much I hate myself? Considering the deadline is tomorrow and I've lost 1 month of work if I can't fix it x)
I'm honestly considering buying one of those ripoff recovery tool licenses for 100β¬ ... x)
damn, I could sort all those files... but they all have the right size but the only thing inside those files are 0's.
I could cry π¦
friendly reminder to create backups.
You have learned the source control lesson
yeah but I thought it was safe on one harddrive, one PC and another PC. There is a feature that computers allocate the M2 SSD space and overwrite all deleted files with 0's instantly.... if not for that I could have recovered everything π’
So... what do I tell them tomorrow? Sry, I deleted the project?
They will be pissed. I have one packaged version that could technically be used but it's not polished at all and now I can't change it anymore, can I? :/
I could maybe extract some models, but you can't unpack the BPs and other stuff, right?
I honestly have no clue
Is it possible to grey out instance editable variable's from being changed in the level editor?
For instance:
If Instance Editable Bool 1 is true
It's impossible to change instance editable variable 2 (greyed out)
hi, does anyone know how to see any refernces to an object at runtime, specifically a widget blueprint?
im having a really odd garbage collection issue where widgets are never garbage collected. i suspect this is because something is referencing them or they are being referenced when i dont want them to be.
In this case, alot of these widgets include timers and event dispatchers, so its important i garbage collect them properly.
iv tried to GC every frame, wait for garbage collection, and force garbage collection with the Collect Garbage node.
i have also tried to make a widget thats standalone, just for the purposes of seeing if will garbage collect, and it garbage collects fine.
send me a ping if you have any ideas
I have been creating a cel shading material but I don't understand some things, can someone help me? I am using UE4.25 Plus
while I'm not very experienced with materials, I suggest you to just ask the question, don't ask to ask
guys can anyone tell me i am new tho what is the error in here why the animation is not playing
using ue4.27.2 latest ue4 version
Have you set the slot in your animation blueprint? It is the most common thing a beginner forget
yes bro i have set the default slot
Animation graph of ABP
this is what i have created yet
Just open up your animation blueprint for the zombie
Can you stop an event tick from firing if the conditions aren't met at runtime? Just to save on resources
No but an event tick firing into a false branch won't cost you much
Oh ok, as long as it's not wasting too many resources ty π
If performance at is so critical where that level of control is a concern, you really want to use c++ anyway. That's only if it is causing you issues, and I don't imagine it ever would
Nah it's not, it's only a small game but i just want to get into a healthy habit of optimising where i can π
Unreal Insights will be your friend :P
Oh sweet, a performance profiler?
Awesome, thanks π
No problem
um so fix?
Is anyone able to get this bad boy up to 4.27.2 by any chance? Or walk me through the process perhaps? Because I have no idea what im doing with the source code, but boy, I would kiss butt to get this updates
https://github.com/CytokinetikGames/UnrealEngine/tree/4.26-GameWorks
(Actually I think this is the same thing but farther along)
Its missing vxgi which is what I really want
thanks for reading!
Hello.
I have a question. I set up a mesh in maya with lods and a ucx collision.
Lods works correctly but collision no. Should i do something with naming or?
does anyone know how to fix this deprecation warning i keep getting when building UE 4.27.1?
D:\UnrealEngine-4.27.1-release\Engine\Source\Runtime\Core\Public\Templates/Tuple.h(93): warning C4996: 'FRemoteControlTarget::FRemoteControlTarget': FRemoteControlTarget is deprecated. Expose properties directly on a remote control preset instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
D:\UnrealEngine-4.27.1-release\Engine\Source\Runtime\Core\Public\Templates/Tuple.h(280): note: see reference to function 'UE4Tuple_Private::TTupleBaseElement<ValueType,1,2>::TTupleBaseElement(UE4Tuple_Private::TTupleBaseElement<ValueType,1,2> &&)'
with
[
ValueType=FRemoteControlTarget
]
Could it be because of this deprecated function? Found in the UE Documentation
I have a problem with creating a toon shader material? I created a post on the unreal forum with all the details in case anyone wants to help, im using UE4.25 Plus: https://forums.unrealengine.com/t/cel-toon-shading-material-help-ue4/1178413/3?u=nows
I made some changes regarding the material and now it seems to work fine, By the way used the command r.TonemapperFilm = 0 to adjust colors. Now I have another problem and that is that the character has a mesh for the shadows of the hair and on the face. At first I thought that it would be solved by lowering the opacity and...
ay yall got a humble bundle pack but kinda just wanted one game so heres a key for steam Northgard: WD4W3-7KLIY-XTBR4 and Midnight Ghost Hunt: IMW2D-EDHL5-HYTGD
maybe. do you know how i can fix it?
I'm not experienced in this kind of thing so i don't know which, but usually they'll replace it with another function that does a similar job - Just need to find which so you can swap it out π
ok.
Sorry I'm a newbie so saying any more will probably just end up in me breaking your project π
same. i am gonna ask people on the unreal engine forum. they might be able to help me.
Hi everyone, I'm trying to package a small project for uni and it's failing. Most of the errors seem to be to do with assets from a marketplace pack. These errors repeatedly. Does anyone know if these can be solved?
Content/AncientTreasures/Textures/TX_Cubemap_01a.uasset has newer custom version of Release
Content/AncientTreasures/Maps/Demonstration.umap has newer custom version of Dev-Rendering
PackagingResults: Error: Unknown Cook Failure
*never mind. Solved it π
Hey everyone, I'm trying to make a system where the player will ragdoll when something hits them at a certain velocity. I've managed to do it on the X and Y axis and the Z axis works sometimes but other times the Z axis is reading out 0 despite the character falling. I'm not fully sure whats happening so if anyone knows I'd be grateful to figure out a fix
hi, im having an issue with material instance dynamic objects not garbage collecting properly.
its not really causing issues functionality wise, but it is a memory leak that i want to ideally remove from my program.
i can manually go through and null them individually, but thats a massive pain in my tootsie. anyone have any idea what i can do to try to deal with this?
ping me if you guys have any ideas
Any fix?
guys why the animation is not playing
its hard for us to guess. Are those functions running?
i run when i close and open it it not working
I dont understand. Have you made sure your Play Montage node is running?
i have already put a slot default and Montage node is running
no way to guess at random
you have to start backwards and figure out what is broke. push a button and play the montage. The animation blueprint only has the slot node
i also have to blend the animation so i have to create a new slot node so do I just start over again?
maybe, we dont know. We dont know what is broken. We can see your code but what part is broke? what doesnt work? what does work? all of this we dont know
animation not playing doesnt help. We dont know what works right now, and if the animation is broke or your code is broke or the animation blueprint is broke.
thx
brother the ai move to on success is not working i think so because i also added a destroy actor and it was not working (sorry for bad english)
Does the game builds lights automatically in production mode when I package the game or I have to manually build each level by myself and then package?
brother production is a setting that how good your lighting and yeah whenever you create a level you need to build light
can someone help me? I have made a special collision to interact and open doors. Yet I cannot go pass through after it has opened.
solved: player capsule too phat to go through doorway + SM_DoorFrame's Collision Complexity needs to be changed to Use Complex Collision As Simple π π€£
Hey man, apparently this went un-noticed till now, but thank you!
This is not a performant solution at all. Either disable collision on it if you open it, or add the 3 correct collision volumes to it that it clearly requires.
Complex collision is a very heavy thing that should only be used in specific, no alternative scenarios
Or just scale to the door to be human sized or the colis cap to be doorway sized
Okay thank you for telling me that π, my use case for this is to do it for level designing and showcasing the functionality.
Did anyone ever figure out what that update a few weeks ago was for every version of UE4?
https://i.gyazo.com/91342ebd7c54417df37c513ef64690d5.png
Hey, anyone got similiar problem to mine where the marketplace pages for assets opens in browser?
How would I disable all inputs except one?
Is there a way to disable material transparency (ordered dithering) via console commands?
Yeah of course! Enjoy!
.
Anybody know why my edited engine.ini file only loads like half the time? If i open the game it loads and then if i alt f4 and then reopen the game it does not apply my changes. I have it set to read only
I uploaded using my phone so it has a .txt but in the files it is just engine.ini
word is, it was just a EULA update
Ahh ok thanks
What would cause this to read the wrong name even though the reference is valid? I'm targeting what is expected (but that is NOT the display name or even in my world outliner) so why does it appear there ? this was after doing forced garbage collection and (seemingly) deleting the actual thing called "heatcell_5 ?
Anyone able to help me?
hi, I have Primary,Secondary Weapons on my character. Now i want to Show HUD of Both weapons on screen, If i Holding primaryWEapon Ak47(Gun)-> i want to Show HUD of Ak47, If i drop and pick M416(Gun) It replace Ak47Hud to M416 , Can i get Tutorial About This Toppics?? Thank You
Hello, I am trying to make my speed get control based on what the player is doing, The regular walk speed works just fine with this. when you sprint you need to either jump or stop to refresh it and it will work based on the speed but only if you do one of those. Just doesn't refresh instantly. Need Help!
Sprinting
why do i get this error and how do i fix it
Hi. When ever i package my project in UE 4.27, and do windows 64, it redirects me here: https://docs.unrealengine.com/5.2/en-US/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial
and it does not package
pls help
I'm making a 2D game. I create a completely empty level, add TileMap and stuff to it. In this case, everything around is black, and when I start the game, the background also remains black. How can I change the color of the environment?
What's md dl error? Heck
We are actively working to resolve a disruption of service that impacts Unreal Engine users on GitHub. Anyone downloading fresh copies of Unreal Engine code from GitHub will experience a disruption of service when running the Setup script that fetches dependencies, indicated by a βFailed to downloadβ error message. Those with existing copies ma...
So will we just never be able to build old versions of UE from source again?
I badly need a commit of 4.19 from late december 2017
Quick question
Im doing a group project related thing and there were models imported by another person and they broke all of the animations in the project. Is there a way to revert this issue or do I have to reimport everything like the skeleton and animations
i want to set the xbox and ps controller's key on the input setting. . which is the 3"-" on the right side
this one....
which one is this oneοΌπ
gamepad special rightγ
οΌ
Hi, Sorry to bother you, I put the height map in the material and it looks like this.
What could be the problem?
When I check generate universal apk from bundle, I get this error, but when I uncheck it, I can package without any problems. Will I get an error if I package without ticking this while installing to Google Play?
What is the solution for this error?
Hi
I have a bug in version 4.25.4 - mesh color painting brush disappears when zooming out
How to fix?
Thanks!
Am I correct in understanding that you need Niagara to create mesh based particle systems? I want to create snowfall with a particle system but am working in a pretty old version of UE (4.19).
imma need this for later bc i have the same issue
sure thing!
Missing World Context in a BFL?
Yeah fixed it, when you copy a function in function library. There's a "world contect object" pin input. That's the problem, I just removed it.
Why blood decals sometimes they are transparent and looking like dirty water instead of blood? (the decal is placed correctly)
what's recommended poly count for a project
There is no answer for that
You don't measure projects in poly counts
Polys are such a small amount of performance
Code, shadows, reflections all matter a lot more
That isn't to say you should waste poly's, and he number rendered on screen definitely matters
But you also can't measure a project in poly. A project might have 100million polys, with only a fraction of them on screen at once, and could perform better than a project with 50million that are always rendered
A low poly project with under 100k in a scene could very well perform worse than either of the above, due to unoptimized code, textures, shadows and reflections
It's all relative
oh ok thanks
sometimes i feel like my unreal engine 4 is haunted by a ghosts
like getting errors for no reason other than the engine just feels like it. then randomly stops the moment I try to record the bug
hi guys, so I am using render target and the light source doesn't "working" during run time, any ideas why?
i've not used render target before so i cannot help sorry
would anyone know how to debug a unity to unreal scene importer to ue4?
thanks for the nightmares
Lmao
Ok, I promised myself that for every stupid comment i make, i should at least try and help a bit
So it looks normal without the Bump offset and Height node?
what's HeightRatio set to on th BumpOffset node
When I get home I'll tell you.
Aight, I didn't see that question was posted yesterday
Although I don't think I used the BumpOffset in the end.
https://github.com/bladesero/ProjectExodus this is what i am on about btw for reference
Anyone have a doc or guide on how I could optimize my game to work with the Steam Deck?
There seems to be no official doc for UE4.
Since somehow my game ran completely fine on PC but when I went to test on my Deck the FPS dropped to 20. And my PCs specs are worse than the Deck.
Why isn't the collision around the character triggering the collision around the enemy? I have to be moving away from the enemy for it to.
The collision around the character gets set to scale 0,0,0 when not attacking and set to 1 when attacking
Changing the scale is probably fucking with it.
How can I do it so it doesn't? The collision is around an object parented to the character
Chinka..
Basically the setup is that there is a bp "closeattack" parented to my character that deals damage on overlap.
The "closeattack" is set to scale 1 when the attack button is pressed then set to scale 0 after 0.5 seconds.
The overlap only triggers when I'm moving away from the enemy and not when I'm right next to it for some reason
July
Hello. I have a problem with connecting my iphone to live link
I've tried so many port numbers and NOTHING works.
Face AR Sample
Hi everyone πββοΈ quick question, when i launch my game standalone i can use cursor overlap events, but not when i play it on viewport, how can i make it so that i can use it on the ue4 viewport too?
someone from Unreal 4 that can help me with something, it's simple but I don't know how to do it because I'm new XD
Just ask
Hey I am fairly new to Unreal Engine probably like couple of months since I started to develop with Unreal Engine.
I have a question about how to use point cloud data in the level.
At first, I was able to bring point cloud data into the viewport in Windows without any problem, so I wanted to use this point cloud data same into Android. However, in Unreal Engine5 I cannot use LiDAR Point Cloud Support plugin without Point Cloud support for AR Plugin since LiDAR Point Cloud Support plugin do not support Android. The another problem comes up that Point Cloud support for AR Plugin is crashing Unreal Engine5. Therefore, I move my project in Unreal Engine 4.26 where I can use both plugins. But I when I put my point cloud data into the project and package into Android I do not see the point cloud data in the level.
What do I need to do to show point cloud data in Android?
If building for android, what decides the name of the generated .apk..? Is it the .uproject file name or target name? Halp.. π
Hello i need help with collisions , i add them myself but it does not affects the physics, cant find solutoon anywhere
Hi everybody I'm having a small issue, as you can see here, I'm executing some functions in this construction script, I craeted this tool for easier set dressing in my project, every bp instance works correctly in the editor viewport but when I press play everything turns back to their default values. I fixed this problem with copy pasting this function in the event-graph, I simply connected the EventBeginPlay node to my function' start, my question is, is there any efficient way to do that operation, thx in advance.
Hey, I haven't asked for help here in a long long time, but I've been unable to find much info online about this.
I'm attempting to make a button that cycles through some slides on a slideshow.
The slide show itself is a decal on a wall.
Everything works on the material-side, but in the button blueprint, attempting to set the decals material more than once makes it default to a blank image.
If I had to guess, I'd say this is because the first time around its making an instance parented from the original material, which works perfectly, but on a second run it's making a child from a child, which breaks, But I have no idea how to force it to make an instance from the specific base material.
any help would be greatly appreciated!
you could create a material instance from the parent material in the content browser and then use that instance in create dynamic material instance thats how i do it generally. Have never done it on a decal before myself.
Annoyingly when working with decals, There's no way to "use" it, as it can only reference the material already in use on the decal, which will break the same way on repeat uses.
Thanks for the sugguestion though!
I've managed to find a semi-irritating workaround thankfully
Do you have an instance applied to your decal from get go? could be something to try?
Yeah I did try that too
The current workaround I have is to set it back to the original material every time it makes a dynamic material, which sorta works to have it call back to the correct parent, albiet in a sorta silly way
So can you set a new parameter each time you want it to change with out creating a new dynamic material instance. You can update the parameters with variables?
If you want to change the texture you could use this. With a texture object in your master material.
What's the issue and what are you trying to do?
video gam
Hi! I need some help!
I keep getting this Crash Report after I exit the Play Session...
I think its because you have a blueprint or c++ somewhere that's trying to access an object which was destroyed or scheduled to be destroyed and wasn't available but the code still tried to access it and do something.
is there a free mesh kit for UE4 or a material that works like in UE5? You can drag and modify the mesh without stretching the material
Help requested: The use of Set World Scale 3D seems to break the construction function of my actor. I'm following this (time-stamped: https://youtu.be/JgCtGPWVPl4?t=485)
How to make a simple and flexible hex-based tile grid in UE4. Topics covered: Asset handling, constructions scripts, blueprint scripting.
LINKS:
Assets Download - https://bit.ly/2RDMrc5
SUPPORT:
PayPal - https://www.paypal.me/JBunderscore
Gumroad - https://gumroad.com/jackmadethat
Patreon - https://www.patreon.com/underscoremedia
CONTACT:
Dis...
when it's not in use
in use
nvm, it's the scale. Can't see something if it's infinitely small 
Not that I know of. But if you open it in blender it is really easy. Just pick material 3 in edit mode. Select all faces assigned to the material. Then assign them to material 1. Then remove material 3. Then export your mesh.
there is a 100,- euro ish tool on the marketplace that can do it, but yea, easier to open it in a dcc and collapse them there as Slim pointed out.
I know the DCC option but I asked for an in-engine solution still π Thanks tho
About the tool @fierce tulip , do you remmeber its name?
@lusty carbon there is this one: https://www.unrealengine.com/marketplace/en-US/product/meshbake but from what I gather from their discord is that the creator is rather awall. tool worked fine for me in 4 though, its quite complicated btw.
Does anyone know where UE4 saves built lighting files? It's eaten a bunch of my C: drive and I can't find where it stored it
Grab windirstat, it's great form visualising what's using your storage
Is this enough for a warning or I have to write all the rest??
Have it print a 10 page waiver that the player has to sign and send to you by post before they can continue
Damn haha
that's the best solution tbh
anyone know how to make an aggressive sea monster ai? I looked up everywhere and cannot find a tutorial unfortunately
How do you reduce memory usage for unreal engine start? My pc ram get higher.
what do u want the monster to do?
hey im bassically brand new to ue4 and im having truble publishing my game to the microsoft store can anyone help me with this?
Hey how can I have pawn collision enabled, but avoid being able to push other players around like this?
hello does anyone know what is happening whenver i create the media there is an error called the media failed to open check output log for details and in output it said VHSOverlay is being destroyed (VHS Overlay is the name of the media player)
?
"<"
Can you send a screenshot of the output log in here?
I have a issue ... well what seems like it should be a simple thing to do... and I'm wondering if it can be accomplished easy, if someone could point me in the right directions...
What i basically want to do is still allow the character to play its 'run/walk' states but keep the actor from actually moving forward. i.e say like someone was running on super slippery ice in real life... they just kinda stay in the same place but still go through the running motion.
Anyone know a simple method to acomplish this? as it sits i can't use something like a invisible blocking volume as when they run into it they stop running and stand there.
any help would be appreciated.
Hey sorry for the late response, i had school lol. But i want the monster to swim around the map in all directions (up, down, left, right, forward, backward, etc) and when in a certain radius to the player, it will chase him down
Probably Unreal Engine is missing the requirements with Visual Studio. To fix that you need Visual Studio (https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&channel=Release&version=VS2022&source=VSLandingPage&cid=2030&workload=dotnet-dotnetwebcloud&passive=false#dotnet)
If it's installed, you should get to a screen like this:
To fix that you will need to select the following:
Desktop & Mobile
.NET Desktop Development
Desktop development with C++
Gaming
Game Development with C++
after that just install and build the Visual Studio project.
oh thanks sry for the late reply i;ll try
and should i on the electra player ?
or change the default RHI (Direct X version)
No. For now just do what I told you.
How do I change Sound Class in bulk ??? I just found out now that the options to reduce audio won't work if the single sound is not classified as music or sound.. If I have to change them one by one it will take 1 year as I have 100-200 cues.. Help?
When you spawn the Sound, in the node there should be a volume related input so just set it to whatever you want
You also have this:
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Audio/Components/Audio/AdjustVolume/
Adjust Volume
Okie
I'm speaking about Sound Class not volume
but if you spawn that sound can't you just adjust the volume?
hey bro it is not working and i am going to bed (i just got the secret ringtone:) )
bye
Hey i have a question. I am modding a game called "session skate sim", itΒ΄s using ue 4.27.
At the moment i am editing an existing mod which open a widget so you can choose clothes and stuff.
The reason for the mod and seperate menu is that the mod is adding clothes physics based gear
and for this some bodyparts are deleted because of clipping.
The menu itself had just a basic gamepad support. Means, when the gamepad focus a button a dashed border appears around the button.
I added a overlay with an image to each button so it is more visible.
The problem i have is that i canΒ΄t get rid of the border.
I already set the "render focus rule" to never.
Simulated in the project it is working but as soon i cooked it and modded it to the game, the border is visible again.
The mod creator donΒ΄t know a solution, either thatΒ΄s the reason the gamepad support is just a basic one.
Hello hello
I need help with something
So I have a procedural level generator and I'm trying to add the ability to do larger rooms but can't figure out how to.
I can explain more if needed and I will attach a video of the BP in a sec
We don't really support modding here. You are best off asking other modders
hi guys i wanna select or press a button on widget by keyboard button is it possible?
its possible to avoid this from happening? I mean, my task is too wide
I did use unreal engine 4 for the game engine.
Can I use vs code in place of visual studio to use cpp in ue4?
I wouldnt
You won't have a fun time
Either use visual studio with a plugin to fix intellisense or rider
no worries! school def takes a lot of time away from a day. you probably can use any enemy ai tutorial to set up patrol points and a chase radius. imo patrol points are easier than randomizing it
Looks pretty shit tbh.
@round bloom This is not the channel to promote your game.
Thats uncalled for. Read rule 1 thanks.
@spice ruin I'm sorry you think that. You're welcome to explain why.
Hey I am making a ludo game so anyone have idea how can I setup tokens placement according to what's the no of dice
getting the number of dice is done but I have no idea how do I place the tokens according to the dice's number
How do I delete the save progress of my own game? I tried the demo but now I want to delete the progress to share it
in the folder
hey there devs!
can anyone tell me where are the match Actors(players in match) pointers are stored?
i am assuming it to be in UWorld->PersistentLevel ?? but where exactly ?
or if it is wrong can anyone please tell the path
GameState->PlayerArray
cool, i will try
go into the save folder and delete the save
where's the save folder? %appdata%
?
is it in the document folder?
plug in what you have connected to 'then 1' to 'finished'
thanks
hey thanks, can u tell in online games the players in match pointers are also stored in the same ?
Yes.
That array is the player states. The game state, that variable and all the player states are replicated to every player.
got it boss!
try the game folder, the project folder, or MyDocuments > MyGames
The blender "Send to unreal" addon is throwing me this error. Any fix?
How could I go about disabling a wheel's collision in the advanced vehicle project template? When I hide the wheel bone it will stop spinning or updating the suspension but the collision remains the same as if it were there
Bychance does anyone else have issues trying to compile ue source on non C drive? Been trying to compile multiple different builds of ue on my D drive but get the same errors every time.
I have cmake, gamedev c++ environment, .net 4.8, python, etc installed
VS2022 module setup
im thinking there is a backward compatibility issue a this point - if anyone has had trouble in vs2022 lmk
sorry about the rookie question; how do you get good at unreal engine? i've been doing this for around 2 years now, following tutorials, trial and error, is there any more optimized way to learn it or am i doing the right thing at it just comes with experience?
Experience really. Are you actually trying to achieve a goal or just "doing tutorials" ?
anyone know much about this AZSpeech plugin?
I am trying to get it convert a voice to text and print it
i.e., hold down M...
speak
release M
prints whatever u said
nothing is happening
nothing at all prints
oh it isnt recieving input
....
Hey guys is there a way to export an unreal scene to blender? Im having some complications with my rig
I mean objects and textures all at once
yeah
ok
so it just says starting
nothing else happens
so it just says starting
I have been working with my artist for so long now and we can not figure out why this keeps happening, we have lightmaps and a uv map as well. Any ideas?
Hey there
I'm modelling some armour pieces
Where should I place the pivots for them?
hi can someone help me
im trying to add one color to all theses models is there a way i can
@cursive field You mean a material with a flat color?
How do I separately modify the properties of the mannequin head as a mesh with the parent as the mannequin mesh?
Where can I find DLSS 2 for ue4? I can only find version 3
Anyone know how to fix this with multi-user editing
What's a CVAR for disabling distance culling on all meshes?
Hi everyone does anyone know if UE4 uses the same skeleton as UE5. Any Information would be appreciated.
somebody please help me
so i downloaded Artillery D-30 122mm (East)
from the marketplace from Vigilante
how i make it shoot? like i want so make a minimap visible when the player enter the vechile and where the player select on that map is where the projectlie gonna land
any yt vids or something that would help?
Well you would have to make a projectile, then convert the point on the map to a world location, use a suggest projectile velocity node, and feed that to your artillery projectile
you got a youtube video that would help?
No
Yes if it doesn't use ue5 specific features
Need help
Unreal 4.27 stuck on compiling shaders. I've been waiting overnight, and it's not moving at all.
any idea?
Have you tried end tasking it and starting it again?
yes, still no progress
check usage in task manager
#SOLVED by disabling XGEShaderCompile and Shaders.AllowCompilingThroughWorkers
ok so i made a model in blender and imported it into ue4, and the model looks fine, and in the static mesh i selected "use complex as simple" undercollisions, and chose "block all"
I am having the problem where a little grenade i made is going through some of the faces of the level, im not sure why, but i cant fix it, any ideas?
@proper stardo you have visual studio installed? if you do, did you install incredibuild?
yes and yes
Hello, I have this problem on the screen, there are some strips, I tried to enable Vsync but it doesn't work, does anyone know how to solve it? Thanks.
it looks like the lines are in your actual game
yea, there are 2 stripes error, one is this grey stripes, the other ones are only on screen
Is there a seam of some kind there separating the two, or is that one image?
The grey stripe is from the sprites, i checked the original one i it dont have that stripe
it appear depending on the location of camera
looks like a slight gap between sprites
i removed the top part of the sprite and reimported and it happens
hi guys i want to make a arena style camera system like the one we had in wwe smack down.any idea how i can achieve something like that
idk what to tell you. its most certainly a sprite issue
i would imagine
potentially if not
update graphics driver
okay, i will try it, thanks
Hi
I set texture streaming pool size in DefaultEngine.ini it works properly in editor but not on the packaged game, anyone know how to fix?
Have you edited the value in the defaultengine.ini in the packaged game?
im making a sonic fangame with a friend, until now i've relied on modifying existing frameworks for my movement logic and doing the rest from scratch, but im trying to make my own frameworks, just need to get better at creating collectables and smooth transitions between pawn states, etc
are the specific faces it's clipping through also staticmeshes?
do other things fall through it?
its all one mesh
one static mesh
and yea, other things clip through
if they are smaller than that face
like a player wont go through, because they are bigger and will hit the other faces
I edited for packaging and the build... If you mean there is a defaultengine .ini in the packaged game files, there isn't.
Should be
Does this error make any since to anyone? I have a VR game that when I load into my world composition map about 2 minutes in it crashes and I get this error
Don't use vulkan? It's not the best
I will give that a shot
Found nothing, what should be the path
There is a config folder with some .ini files but still no DefaultEngine
There is a Engine.ini should i try this??
Yeah. Try that.
Nope, still doesnt work
Maybe you've already done this. But if not go to Project Settings->Rendering->Translucency and set the sort policy to "sort along axis", X = 0, Y= -1, Z = 0
I hope this helps.
hmm maybe just add another mesh underneath it that's invisible
so u have a separate collision mesh from mesh with the faces
that is the smoothest "point phone at computer screen" footage I've ever seen
A random question, does VSync tearing turn up in screenshots actually?
I've got a weird issue. I've got two VR quest 2 headsets. Both have the same APK installed. But the save and load game system only works on one headset
What could be causing this? Thank you
The headset that was working was on an old version of oculus. I just updated the headset to the latest software and now both headsets don't work
Do .OGG audio files not work in UE4?
I think UE4 will only import .wav files
I keep having this weird glitch/issue with world composition, new levels adding adjacent don't go adjacent and just spawn at 0,0 then they won't align to the other levels. If anyone knows a solution or what I may be doing incorrect that would be appreciated
I am guessing this has something to do with my monitor set up (main a QHD Monitor and secondary is a 1080p basic Monitor). Basically after a few minutes of working in the Engine the pop-up menus just become these transparent squares. Not sure what I need to do
Are you using Nvidia graphics card? It has an issues from long times ago. You need to change some values in the register table.
yes correct my pc has a Nvidia graphics card
Try disabling MPO and see it solves or not.
thanks I'll try it out later
Does anyone know why, when I opened my project, all of my folder colours have reset to the default and all of my colour themes have disappeared? And is there a way to get it back without having to do it manually?
Hey y'all hope ur doing well, I've attached a skeletal mesh to my first person hands. I disabled animations to fix this issue but as you can see the rocket model is still moving ! Any idea what could cause this ?
How have you attached it? Is it attached to a bone within the hand?
i've attached it in C++ using AttachToComponent on a bone on the hand. ( btw this method works with other models )
Hmmm thats strange, is it a bone within the hand in the video? or bone in the other hand?
the bone is on the other hand
basically the root on the launcher is here
and i attach it to the right hand
i've tried attaching it to the left hand but didn't change anything
does the rocket launcher only have one bone?
yupp a few
and there's also a rocket inside the barrel
it's like 2 models inside 1 skeletal mesh
maybe attach the root launcher to the left hand and just add a offset to reposition it ?
yeah i've tried this already :/
you get the same issue like that?
yupp
even attaching it only to a camera does this issue
without even attaching to hands
oh shit, have no clue then bro sorry hahahah
haha yeah it's so odd, thanks for trying anyway, have a good day
np you too π
How to change the name of a deliverable, .apk/obb the easiest way?
do any know any video or something to make a ai/npc like the ones in the game "night of the consumers"
bruhs see this how to resolve?
Is there a digital font text built into UE4 at all or would I need to import my own? I can only find the roboto font.
You'll need to import one
Cant find much of sequencers online, anyone know how I can use a small data object to set default instance data of a sequence.
(Or (dumber question) how do I get refrences to specific level sequence actors in the world, Rn im using get actor of class for testing but its obv not sustainable if I ever add more)
Isn't that one of the prototype weapon pack models?
Nvm it isn't sorry.
The orange stipes kinda made it similar to a old free weapon pack
would anyone know how to get a SceneComponentCamera2D to zoom using a camera boom/spring arm, using the mousewheel for control while hovering over an in-game 3d UI (im using render target to display a model onto the 3d UI)? also plz use reply so i get a notif
Hello everyone, so I have this test scene that created with couple optimized master materials, the regions that I highlighted are translucency stacking areas, I am wondering is there any way to optimize this rendering problem furtherly using something like CustomDepthPass or something like that, if anybody have an idea pls let me know, thx in advance
are you wanting them to be transparent or no?
They're actually Additive - Unlit so they don't cost much as translucent materials and visual quality is not changing at all(if you're not making glassware with specular highlights), unreal engine documentation doesn't give any information about optimising it but i believe it can be done by using custom depth pass
@loud berry And they're still calculated as translucent stacking so my answer is yes, I still want them to be translucent
have you tried messing with the transparency/alpha values? there might be a threshold it wont render correctly
also not sure if its worth a try but you could also try making them two-sided
What's the industry standard texture size for mobile games
from 2 to 2048
using the rule of power of 2
2, 4, 8, 16, etc
just keep in mind the general rule of thumb that anything that wont be on screen for long/partially, is far away, etc. will need less resolution than hero or focal meshes
I got a game app and the only thing I'm trying to do is speed the game up
Yeah I think I'll go for 512x512
I know for PC games the industry standard would be 4k
But for phones maybe 1k
bruhs see this how to resolve?
Looks like something in your project is corrupt, meaning you might have to go back to an older build from before this was occurring, if able.
Is it that you're trying to create a new project, or are you transferring an old project into a new engine version?
If it's the former you just need to verify the integrity of your engine version I believe. And if the latter, you've got to go back to an older version of the project.
Dose anyone know how i can package my game for the microsoft store i cant find any toturials
Not sure if you're still searching for an answer to this, but I found: https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unreal/unreal-publishing-to-store
I am still looking thank you so much
Sadly for me this is outdated
Darn
But thank you
If i find anything else I'll send it your way
Ok thanks
bruhs i just wanted to ask, can i use visual studio 2022 for ue4?
wdym?
i have a quick question
very important
if i export my game as a zip file and load it on another pc will it copy across all imported things like sound files
Most recent PC games has every texture in 4k
The base texture will be pretty high res and then get compressed down in engine to reduce on texture memory no? a 4k texture in game versus even a 2k texture in game is a drastic reduction in how much you're using.
Yes I know about the huge leap of difference between 2k and 4k. What's the most common texture in modern games released in the last 3 years and 3 years from now?
Early 2010s would have been 2k maybe even 1k
What I mean is. Here's what the difference between an uncompressed 4k texture looks like in terms of resource usage and even just turning that compression down to 2k:
@gray basin
hey how much a new board game idea prototype should cost. ( for indie developer). What do you think?
This depends how far in development is it if its finished $2-3 if its still still vary early on it should be $0.99
you consider it as the total cost?
Yes
dont you think it's low?
Digital board games only get sold for a few buck you can get a hospodge of like 12 for $6.99
people dont like spending a lot on indie games
oh
That isnt to say underprice it. Your price should reflect the price your target market would pay, combined with the effort to produce your product
in the right scenarios people will cough up big money
but only if the product is worth it
dont use higher than 2048 for mobile games. its not necessary and is a huge waste of memory.
hi, i'm looking for tutorials on doing multiplayer but not like server-client, more like borderlands styled, without carrying about trust issues, cheating etc. just simple co-op ing
Well that is a listen server. Which is still server client, but the host is client and server
Hey, I have a problem
I have a character mesh with a separate armour mesh
However, when I try to add the armour as a child of the character, the animations aren't following the character properly
There may be a better way of doing this, but for me I have the clothing pieces have no animation applied to them and then in the character Construction Script I do this
Idk how to do that really
Are the clothing pieces you're using skeletal meshes and using the same skeleton as the mesh you're putting them on?
@tame echo
Are they components of your character?
Yeah
Can you access your Construction Script? It'd be right under Functions inside your actor
Ah, alright I'll try that later
π
anyone know how to make like 3d progress bars like in the picture update value based off of a float like normal progress bars
like i need it to show the progress of your action but it just stays on 0% and i dont know how I can reference the widget blueprint or edit any values of the progress bar its kind of just like an image rn
Create Widget (Which you seem to have done already) in the widget have the bar bound to a float such as 'Health Percentage, ect'
Then in whatever character you want the HP bar to appear, add a 3D widget, and set the 3D widget's Widget class as the bar you made.
Inside your character hook up, to the Event Tick, either a Function or a set of code where you take the 3D widget component, Cast to your AI health bar, set its percent. And inside the character have a Current and Max Health float that you divide one by the other and plug into the Set percent, and also set up your Current health to update based on a Regen float and the World Delta Seconds.
is this image in the character or the blueprint I want the progress bar to appear on?
This is inside of your character blueprint and hooked up to Event Tick
okay this is super confusing because I'm using it as an actual progress bar and not health so thats super hard to read
For some slightly less intensiveness you could hook it up to a looping Timeline if you wanted.
Ah, what's it representing? I saw it and thought HP bar my bad
i'm trying to have it where whenever you fish, the progress bar shows up to show you the fishing progress
i know I need the progress bar to last 11.5 seconds till full so i was trying to use a timeline to fill it when the fishing starts
Oh okay, then yeah, my method should work there. The Regen is how fast the bar is filling. Max is the maximum number, and current is where the bar is.
but if the health bar is on the other bp I cant cast to that object
do I put that in the fishing spot bp
or do I move the progress bar to the character bp
You would put the health bar on whatever actor you want the health bar to hover over.
In my game each of the enemies has a bar over their head, and it's a 3D widget that's a component of their actor.
IS your game going to do it like how WoW does it, where the UI is on your HUD? Or do you want the bar to hover over the fishing spot? Or do you want it on your fishing pole / part of your character?
the bar hovers next to the fishing spot
Then you'd have the 3D widget be part of the fishing spot, and it would be made visible when you interact with the spot, as well as the Regen number changing to whatever you want and could be based on your equipment, character level, or any other stats.
yeah
id like to use a timeline though, just to clean things up and get it more exact, I think I can get a start with the screenshot you sent
A timeline could work too I think yeah. So could a timer. My method just gives you more control over each number you'd want to influence.
im still confused how you're casting to the 3d widget in the AI inside of your character bp
is your AI called AI health bar?
something somewhere wants to talk to something else and do something on it right?
huh
your trying to have something, that is somewhere in your level, talk to something else that is somewhere else and do something with it?
trying to break it down into the highest level possible
all of the stuff happens in one bp
so the widget component is in the same blueprint that you are running the code that wants to talk to it?
originally, but they told me to put it in the other bp, which is my character bp
it can be wherever you want, its actually easier if the talker and listener are in the same bp
i think the key is you needed the Get User Widget Object node to get the progress bar to talk to
like I have a progress widget, that is binded to a float, I then placed that widget in the fishing spot bp, and I need the widget that I placed in the fishing spot bp, to be affected by the change in the float
so you need to change the float in the widget is the goal
you should have your widget component on the blueprint, get that widget component then use the Get User Widget Object node on it to get the user widget that you are using (it should be your custom progress bar widget). Then, now that you have a reference to that widget (its still a generic User Widget), you can cast to your custom class for that widget. This now gets you a reference to your custom widget (your progress bard widget). This should then let you get the variable from it and change it
and it doesnt affect the widget in the scene
that looks correct, assuming Progress is your Widget Component on that blueprint
yes it is
show the components on this blueprint
Wait. Are you THE Mathew Wadstein?
\
Holy moly dude, your tutorials are amazing, half of my project got done from watching you π
Glad to hear π
@clever marshwhat does your timeline look like?
uh
your not running the timeline on tick are you?
yeah that wont work, the timeline should just be fired once when you need it
yep the timeline looks good... but you need to make sure it fires. If you want, you can unconnect it on the left (from the play) and turn on the AutoPlay checkbox above just to test it
im gonna add a breakpoint to it when it should fire rq
this also assumes that Progressamnt is correctly bound to the widget itself
yup it fires
be super lazy and add a print string after the set in that timeline so every frame it should print out from 0.0 to 1.0
that would atleast let you know that the timeline is 100% correct
with the print hooked up to the Progress output from the timeline
you can try the print string from the timeline, or even on tick on the widget print string that progressamnt. just to see where the brak is at
well if it wasnt you would be getting an error if the widget was bad
so have the widget print out that float on tick and see if it ever changes
I would've just made the float the thing the percent of the bar binds to
it changes
everything works up to the point where it shows up in the world
sounds like your bind is bad then
the float is changing inside that bar, which means the bar should be changing
He's hooked his float up to a custom function
i can print out the percentage right
Bind just the float not a function
so if you print out the value of the progress bar on tick, its updating?
yep if the variable is updating, but the actual value on the bar isnt, it sounds like the binding broke. try deleting the binding and making a new one/reassinging that one you know works
or.. dont bind since its ugly and nasty
binding updates every frame
You bound to a function you're not calling so your float is staying the default number and not updating. If you want to keep it bound you need to change the bind to the Float you made.
You set it your Progressmnt which you're then updating with your timeline?
yea
binding in UMG runs that code every frame, if your not doing anything to that value in the frame why update it? setting up a manual event you call to update is more efficient
it works now for some reason? I didnt change anything I just went to print the progressamnt float againπ
maybe i didnt compile?
binds also break...
thank you guys very helpful
and @grim ore youre actually a legend in the game like wow your WTF is series is the best thing on youtube
consider making a manual event at some point, could help prevent issues like this in the future and at the minimum can avoid the downside of binding.
will do
its the same thing you are doing, but your calling the update instead of letting the widget check every frame for a change
theres a weird one with bindings that if you delete them, the widget still thinks its bound and shows it bound but the function is gone. Even if you remake it, it still shows it as valid but its not linked correctly π¦ could have been something like this
just set it up appreciate the help boss
sorry, just wondering what this weird node is. it looks like a get node but has a target...?
Hey, i was using ue4.25 and i got some importing fbx animation errors. I guess that was because that fbx was newer version. So i wonder if I switch to ue4.27 will newest fbx work in that version?
It's getting a variable from another blueprint
π
Hey,
I am curious, whats the ideal way to share UE project files across remote collaborators? Beside git lfs etc
Any opinions and suggestions would be greatly appreciated!
You could try using Multi-User editing
Hamachi Download - https://www.vpn.net/
A tutorial walking you through the set up process for multi user editing in unreal engine 4. No need for lan.
Hey so i was wondering if anyone could give me code or a video on how to make the force in vr, i have made it in a third person templete but i have tried copying the code over to my vr game and it doesnt work but it worked perfectly fine in my third person one and i changed some of the things i needed to make it work with a vr character
you answered it
this force
star wars
I mean, that's quite hard in any game, I expect.
i got it working in a 3d game so i dont see why its different in vr
Why would it be?
"it doesn't work" isn't very helpful
haha
hi guys so i have a problem. what is happenign is that i have a world in which the character spawns and starts running along the direction of the y axis, but the problem is that the follow camera is facing the x axis direction rather then look at the charact i cant figure out why is it happening. can any one help
hi all, im trying to make a pawn possess a player character but when possessing the mouse shows and i have to hold right click to move my camera, I tired disabling "show mouse" and "enable touch event" but still happens https://cdn.discordapp.com/attachments/221798862938046464/1117137643696824340/image.png
Make sure you're turning into Game Mode Only, it sounds like you're stuck in Game And UI mode
sorry for late response, how do I do this im quite new
Like this?
You got it π
Oh! Are you making sure to still Possess this character?
I think it might help to know what you're trying to accomplish. You want to take control of a character on the game startup? π€
let me screenshot
this^ is fine but i have to hold either left, middle or right click to move my camera
the mouse is invisible and stops at the border of the screen ratehr than loop around
So you're possessing this character and going into Game Only mode?
game mode only?
ye
If you're wanting to control this character then when you do the possess also switch to Game Only
Naw, you put Game Only when you do the possess and hide mouse cursor
That is odd, you might have a controller plugged in or something, because if it was working before I don't see why it would be broken like that now
it was working and not not for some reason
the character is just this
something in my pawn
yey
Is this the part where you're trying to possess the character, or repossess your 'God' character that's up above everything?
Well, hooking it up to the tick like that is what made you spin I believe
yeah i made boolean and it works
So a bool you activated / deactivate is your best bet, yeah
OrientRotationToMovement should be set to False
UseControllerDesiredRotation should be set to True
Inside your character movement, if you're doing a First Person Character
Did you do something to activate the bool that you made? And implemented a way to turn it off?
yeah after possession it turns off
That's the thing spinning you, it needs to be off while you're possessing the character or you'll do nothing but spin
What's it even supposed to do, spin your character 180 degrees?
its meant to possess your character
like this
lol, I meant the Event Tick thing you have that spins you
oh its for the drag system
Ohhh, well then you need to be focusing on an object, not your actor
it moves the object
I think the person meant for you to put that event tick code inside an object you wanted to spin not your character
Okay, so do you want to be able to click and drag to spin your pawn / player character around? OR do you want to be able to click on an object and spin it around like in a Silent Hill game?
click and drag like its clash of clans
then when you right click you posses the character and move 3D
Ahhh, okay, I think I get it. Then yeah, when you Possess the character you have to turn off the offset spin, and then when you unpossess it you can turn it back on.
yes!
Did it work, or was that affirmation that I understand? xD
You're doing the bool the opposite way around basically, You want the spin off while you're inside the character
Yeah, that should work
uh
So long as you have God Mode Off / On hooked up proper π
What happens if you plug God Mode False into it?
print strings seem fine, theyre doing what they meant to
^boolean sets
Like this, instead of True, still broken?
indifferent
In that case, Try Stop Movement Immediatly as part of your Character Movement when you Possess the character
^changed to immediently
in different
i noticed it shoots like 90000000 line traces when i start spinning
What happens if you disable your mouse wheel input there?
indifferent
hrmm
I don't think so
If you disable this function off the event tick you don't spin at all right?
OH
Well then, that is very odd
Is there anything else applying a rotation to the character?
other than my mosue no
oh?
it stopped after like 10 seconds
OH
i figured it out
when I click, it does the camera pan action from the pawn
does the spin until it reaches it and then stops, its the left click function
Ahhh, yep, a dynamic camera pan
I have something like that in my game for the camera reset. I made it so that when the camera is resetting a 'Camera Reset' bool is applied that makes it so I can't use the camera until the reset is complete.
Otherwise you can get infinispin
not sure how to do that
Do you have some kind of function for when the camera is panning?
i mean, kinda? with the drag event?
its 2D, it doesnt move directions just left right up down
Is there a Set New Target With Blend happening between cameras? Or are you moving the 'god' camera to the character?
Alright so there's two cameras involved. Show me the function that lets you switch cameras?
possession
Ohh
it takes possesion from pawn to playercharacter
Okay, in that caaase, you could set it up to a Delay. I hate using them, but end up with a bunch myself. Have it where when 'Possession' happens you have the 'Camera Moving' bool or whatever you call it set to True, and while that's set to true you can't move the camera, then have a delay after the bool is set to about .5 seconds or however long it takes to possess and after the delay set 'Camera Moving' to false
That'll stop your character movement
man i just give on this
I'm sorry I can't help you figure this out x-x
not ur fault
i just give up i got migraine and id rather self harm than do this further
Well, don't do that. Just take a break and come back to it later.
i deleted the ENTIRE pawn and nothing
what the fuck is this shit ass game
deleting the character and remaking cuz im loosing my shit
try using "Set Viewport Mouse Capture Mode"
hey are there any channels i can use to commission someone to make something for me? i'm really not having a fun time making the inventory for this game i'm making and i just wanna get it over with π
#freelance-jobs I suppose
oh awesome thanks
anyone know if this guy's legit? It's really weird that he's not in the server, right?
That's really weird if this person contacted you right after you posted your advert but they aren't in the server.
right?
The scammers are getting better. Or someone may have told a friend. π€·
i commission(ed) a ton of art in the past and that's like the biggest red flag aside from just stealing references
and i don't want to be rude, but the references he sent seem kinda...fake?
fake might not be the right word
Sketchy
I'd steer clear
but there's a video of a devlog where the narrator 100% didn't work on the game and is reading off a script
yeah, will do. thanks
Also, just so I'm clear, because your job offer is interesting me. You're wanting someone to make you a Slot based inventory system but with a bunch of different stuff in it. Liiike... Hogwarts Legacy? (I guess would be the most recent example of such an implementation with references to objects, items, and creatures) @valid raven
If I was not burried in projects man I would dig into this one too, seems fun.
so sorry i didn't watch or play hogwarts legacy.
but yeah a slot based inventory system that can reference objects
I'm wrapping up a big project of mine, so been looking for small stuff like this to do while bug testing π
That's fine. Uhhh, Ni No Kuni? xD
Okay, have you played any games that do this system you want?
Having a reference point helps immensely
master duel i think counts? though i'm unsure if they reference object
i'll record a quick vid?
Yugioh Master Duel?
yeah
and it's not a game but the original reference is a show called chaotic that aired back in the late 2000s
Oh! I actually know this show, peak daytime television
π
Are you going to want this hooked onto an existing project or made from scratch? π€
tbh it could 100% be made from scratch. my current progress is...neither pretty or abundant
From scratch would definitely make it slightly easier for me π
yeah then you don't have to try to understand the absolute monstrocity that is my unhinged brain trying to come up with duct-tape solutions to minor inconveniences
I'm the same way. My project has been in dev hell for 6 years and I started out as a noobie, so there's still a big chunk of frankenstein code in there.
anyways let me try to get something of a quick reference vid
Make sure it's an MP4, discord doesn't like MKVs
oof yeah i found out the hard way a few months ago
Hi, sorry to bother, just wanted to ask how to make a toggle switch. I mean I would like to create a different Fighting mode with X touch on keyboard so on the blueprint it's pretty easy but I can't do it on the Animation Blueprint.
The fighting mode permit to switch between Firearms fighting and Melee Fighting so for the blueprint I've done Input action fighting mode pressed flip flop toggle Activate firearms and disable the others one
Same for the second part of the flip flop.
But in the ABP I can't access to the input or the event so I've been trying to create a new variable etc.. but don't seems to work is there any way ?
Thank you for any reply
afaik, that is indeed a Scammer. They are banned by us iic.
At least based on what I find in the Discord message History
In your character blueprint, handle the action where X gets pressed by means of the standard UE4 Input Action handler
and toggle your boolean value, call it something like 'FightingMode'
In your AnimBP Introduce the same variable name, then in the update loop for the animbp, set the AnimBP boolean, to your character's FightinMode boolean, so they match
To get your character from the animbp is pretty standard GetOwningPawn ( or something alike) then cast to your character bp.
Something like that.
Could you sent an example please because I don't really visualize and here the blueprint part that I did
and thanks for your time
here the thing i've tried with your explanation but something run amok
Is Joueur a character actor?
judging by convention ABP would mean an Animation Blueprint
which explains the failing cast
as the player pawn is not an animation blueprint
Well when I've tried to call the Blueprint the Joueur (player) didn't seem to appear and I've done a pawn class for Bp_player(bp_joueur).
Try to get a 'Get Player Character' node then drag off from that and see if you can cast to the Player Actor Joueur.
Is there a way to import revit into ue4 but with like the glass materials bc everytime I import it it dosent come with the glass for some reason it dosent get imported with it
So when ever I play Squad I play for about thirty minutes, then it crashes, then I get this error. I don't nearly have the tech know how to fix this and all the solutions I have found online don't work, so can someone maybe lend me a hand? Specs below
Processor Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz 3.60 GHz
Installed RAM 32.0 GB (31.9 GB usable)
System type 64-bit operating system, x64-based processor
With 3070 Ti
Ask in a community for the game, we are about making games in unreal engine, not providing support for other games made in it :)
Ok
how I create pubg game with basic features. any references ?
worked but don't seem to worked neither
Are you trying to set the state of your animation Blueprint from your character?
Well yet another question is it better to add a stage like Firearmed mode so I can create a Blendspace between the 2 (melee mode and firearms mode) and the same for unequipped firearms or is it better just to do Melee move then Gun move? in the image there are 0 transitions at the moment
ah
didn't think about that
so same thing I guess call the cast to ABP etc?
For that all you've gotta do is go into your animation blueprint: Blueprint Update Animation Then from Try Get Pawn Owner cast to your character, then from your character 'Get' the variable you're trying to have change your animations, and then in your animBP make a 'Set' That the 'Get' is hooked up to, and that is one of the driving forces in your anim graph between switching states.
well guess I already did that since i get the firearme activate value then Set up to True maybe forgot some step between
Was curious if anyone else has an issue like this,
I run all my stuff off a Z Workstation Laptop which I think is somehow overclocked, I do know I need to get someone to open it up and put some new thermal paste in as that time is coming, I was running temp checks and the weird part is the cpu temp always goes to max when working or playing something but literally right as I exit the application the temp drops by 10 Degrees as I said I think this is an overclock issue + Old Thermal Paste but thought Id ask just to be sure cause all the info online is very back and forth on what temp is safe and not. Now i am very aware that 103 is worry some but like I said the weird thing is it drops back to normal temps 60-78, even stranger I havent ever gotten a notification or seen slowdown issues when I run it for a while but I have been alot more careful and just let it sleep and close it let it cool down and get back to work after about 20 mins.
I tried checking the bios but there seems to be no option to turn off the overlocking :/
60-78 is not normal idle temps
It is very normal to see changes in cpu temp from idle to load however. Your CPU is doing more work.
It doesn't help that laptops have naturally poor airflow
I agree, already seeing the temps that high when it was idle is what raised my suspicions to start, now the laptops always been a little hot and I'm probably more paranoid now than ever with almost having the demo for my first project done, but I already called a place which will put some new thermal paste in for 50$ I used them before so I can trust em. I also ended up getting a laptop cooler which helps for now while I push the use of it atleast till next month "closer to my birthday so I'll just have it serviced for than.
Thank you for the response tho π
HP Preformace advisor tells me that the 70-90 is still normal but right when it hits 99 it goes to a caution state I havent seen any red indicators yet but as I said Iv been very careful with how I have been using it. Honestly for now I prob will only use it for UE4 and Blender till I get it serviced so I dont over work it and only use it for short periods of time.
yeah, those cooling trays are very good for laptops
dont set it on anything soft though
blankets, duvets, cushions will kill it
Hi I'm looking to integrate my game with steam just so that I can iterate on it and see what the packaged game looks like, plus some stuff with online subsystem steam. The problem is I have been developing my project in 4.27, it's such spaghetti code I'm scared to migrate it to higher version or to UE5. I installed latest steam SDK, which is version 157. problem is in the VS code it says that the compatible version for UE 4.27 is SDK version 151 (and if the game is crashing to use 147 XD). Can I replace 151 with 157 in the code safely? Are higher steam SDKs backwards compatible with UE4 versions?
why not just use version 151 and remove the chance
Why it loads the whole freaking project when I delete the most useless thing like a freaking text?
lot of dependencies maybe
Are there any notable racing games made with unreal engine?
is any of this wrong? Im so confused why this isnt working
Steam SDK is working BTW
nvm it works i just had to restart unreal lol\
Using notepad to open your .uproject and check that plugin there, you may delete the block for it or change the value from true to false.
how did u fix?
Im stuck at this issue for a while now. I need to figure out how to access this subsystem (static mesh editor subsystem) in UE4. Its accessible in UE5 but isnβt available in UE4
I mean you can't. It doesn't exist
greetings! I'm looking to datamine something specific and would like some assistance from people who actually know the ins and outs of the engine!
We don't really support data mining games.
Considering it's unofficial and normally against the wishes of the developer
Hello!
User interfaces question:
I am working on a game where you have to deliver a pizza and it gets cold over time.
There is a "pizza temperatuur" integer that I would like to link to a icon of a pizza that switches dependend of the integer. I have not done anny UI things yet so the question is more generally how would I start/aprouch this?
I have an idea of just casting to the UI and just hiding and showing the correct icons? Or is this a bad ui approach?
Has anyone ever seen this happen? When my scope is on screen my landscape glitches out
Are these specs viable for UE 5 or 4 (MacBook Pro 15in Early-2011 Intel i7 16GB Memory 256GB SSD Laptop Radeon 6490m.) I want to render and/or animate 3D animations with them
Let me know if this is the wrong channel
Also is there anything like pc benchmark that compares your specs to the recommended but with UE
This is what you want to check against for unreal 4. https://docs.unrealengine.com/4.27/en-US/Basics/InstallingUnrealEngine/RecommendedSpecifications/
This one for Unreal 5. https://docs.unrealengine.com/5.0/en-US/hardware-and-software-specifications-for-unreal-engine/
One way would be to go into your appearance section and creating a binding for your brush. Then in your binding write the blueprint code to change images as needed.
OW thanks! That makes Sens!
Anyone know what's causing this black shadow artifact on my mesh?
Idk how many times i even try there is no gun model in first person start pack template. as soon as i import the thumbnail shows gun but when i open there is no gun in viewport.
and there is no gun model/actor too in anywhere of content.
Using Unreal 4.27 ( C++ Blank Project ) ( Imported content seperately after creating blank project )
ping me for reply
I thought they were legs at first and that he'd jumped into the camera.
lmao your imagination dude now i see in that too π€¦ββοΈ
any help anyone?
bro are there any Quick Time Event System resources for like the one with the spinning circle where you have to hit it when its at a certain section im dying here
can someone do me a favor?? i need a ue4 third person template project but can't really download ue4 atm π¦ if anyone can send one will appreciate it a lot :c
That would violate the license terms
Because no one can verify that you hold a license for ue
Plus it's pretty useless without ue
Why do you need the UE4 one specifically. Why not just use the ue5 one
way to complex for what i need
It's pretty much the same tho
It's just the environment has changed and theres an extra mannequin
You could always switch back :P
guys I dont have the FX option when I right click on the content browser
What version of unreal are you using?
Hi, Guys. So for the past couple of days, I have been trying to create emotional responses for my metahuman characters. that can be controlled on run time depending upon what emotion chatgpt returns but I cant figure out how to achieve this. Methuman does have a setting but its not helpful as it requires a specific type of input to achieve. Can any one help or guide me on this?
guys, i got a bit of a problen that i dont know how to solve
when i place down decals they show as white and faded when the decal is supposed to be black
is there a way to force shaders to recompile for some reason my shaders won't recompile even though I have deleted derived cache and intermediate folders
@tepid haven what you can do is add a material filter to your content browser window. Then select all of your materials. And right click, asset actions, bulk edit via property matrix. This will cause the engine to try to load all of your material assets.
Hi, is there any solution to Draw text in Canvas (render target) with rotation?
I need to have 2 text rendered, one horizontal and one vertical.
4.18.3 so this version doesnt have the FX option?
I think in 4.18 they just called it something different. You also don't have access to stuff like Niagara in that version.
I think they added it in 4.26
oh ok thx
no problem. I recommend going to 4.27, since the development of UE4 is kind of finished with UE5 out, and that's going to be the last version of that engine as far as we know.