#ue4-general

1 messages Β· Page 25 of 1

spice ruin
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So does 4?

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Every release of UE has glitches and bugs.

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Granted, ue5 will probably have more than ue4 right now, but by the time you release your game, that won't be the case.

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Unless it's for a month-long game jam or something.

versed frigate
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Right now which one is better?

spice ruin
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5 has a ton more features.

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There's no reason to start with 4 right now.

versed frigate
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Can you tell me like what does 5 have or what does it do better than 4?

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I might start learning 5 but I don't know where to start

spice ruin
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Lumen and nanite are the big ones, I think?

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But there are a ton of features.

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There's a "your first hour with unreal engine" tutorial and such on the Epic website.

versed frigate
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Alright I'll check that out t

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Thanks

copper bobcat
slow ruin
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Hey, anyone got idea how to fix bug that makes so unreal marketplace opens in my browser tabs?

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I have app, but no matter what I do, it opens in browser tabs

soft blaze
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I have a problem i just packed my project (windows 64), with no errors, build successful. Any idea?

tender thicket
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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

thin tendon
thin tendon
thin tendon
tame token
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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

thin tendon
past oxide
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Dose any here have experience with the microsoft store i cant figure out how to publish my game

glad bluff
past oxide
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Everything except dragging the files to the submission box it doesn’t let me do that

tender thicket
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The movement of the face is very less or almost none

thin tendon
thin tendon
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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.

snow kelp
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Hello, I’m 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

plush yew
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its like a menu and a settings screen

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so just change visibility

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and instead of checking in viewport check visibility

vivid falcon
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Help, my clients connecting to another player start as spectators… I tried everything I could but to no avail. Yes, I checked the start as spectator box in the gamemode but it’s 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.

olive rapids
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I higly recommend to folow GameDevTv udemy series.

olive rapids
# snow kelp Hello, I’m constantly confused over how the Cull distance volume works, how does...

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 πŸ™‚
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. .

harsh tiger
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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?

oak patio
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They teach the most awful practices

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If you're going for a udemy course I really only reccomend stephen ulibarri's course

azure shore
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is there any legit fix to context menus flickering and eventually breaking? I dont wanna mess around with my nvidia drivers

olive rapids
versed frigate
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alright i found it

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ill check that out, thank you

primal zephyr
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Hi guys trying to make a macro that detects when a float value changes but for some reason it does not workπŸ˜… pliz help

spare trench
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do anyone feels that pubg pc is an unoptamized game

oak patio
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Yeah but this isn't really on topic for here

spare trench
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then where?@oak patio

oak patio
oak patio
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Take their info with a grain of salt

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They teach actively bad practices

versed frigate
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so they dont teach everything correclty?

oak patio
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No. And especially their c++ stuff is awful

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Teaching things like hot reloading which actively corrupts blueprints

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Just take it with a grain of salt, and try to pick the useful from the not useful

versed frigate
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alright

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thank you

brave lynx
agile panther
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Hello, can I check if a plugin has been loaded from the logs of Unreal Engine?

scarlet anvil
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Does anyone know current Available Quick-Fix Solutions download links for QFE not working? for MAC

mellow geode
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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?

obtuse stump
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Lol I have texture quality base.scalability at 40000 and still I get texture streaming pool error

oak patio
tame marsh
dense knot
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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)

fluid lance
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is there any way/hack to expose this enum/name to material instance?

harsh tiger
worn oriole
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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)

ebon geode
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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...

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the folder structure is lost, instead all files are in their seperate folders:

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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? πŸ˜„

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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

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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)

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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)

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I'm honestly considering buying one of those ripoff recovery tool licenses for 100€ ... x)

ebon geode
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damn, I could sort all those files... but they all have the right size but the only thing inside those files are 0's.

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I could cry 😦

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friendly reminder to create backups.

oak patio
ebon geode
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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 😒

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So... what do I tell them tomorrow? Sry, I deleted the project?

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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? :/

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I could maybe extract some models, but you can't unpack the BPs and other stuff, right?

oak patio
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I honestly have no clue

neon badger
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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)

lofty lodge
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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

quiet juniper
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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

pallid valley
subtle vortex
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guys can anyone tell me i am new tho what is the error in here why the animation is not playing

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using ue4.27.2 latest ue4 version

glad bluff
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Have you set the slot in your animation blueprint? It is the most common thing a beginner forget

subtle vortex
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yes bro i have set the default slot

glad bluff
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Add the slot node in ABP?

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Animation graph

subtle vortex
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yep bro

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animation graph?

glad bluff
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Animation graph of ABP

subtle vortex
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this is what i have created yet

glad bluff
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Just open up your animation blueprint for the zombie

subtle vortex
neon badger
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Can you stop an event tick from firing if the conditions aren't met at runtime? Just to save on resources

subtle vortex
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wait

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bro event tick

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but fix?

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why the anim not playin

oak patio
neon badger
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Oh ok, as long as it's not wasting too many resources ty πŸ™‚

oak patio
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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

neon badger
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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 πŸ™‚

oak patio
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Unreal Insights will be your friend :P

neon badger
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Oh sweet, a performance profiler?

oak patio
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Yep

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Shows you hot code

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So you know what's eating most of your time

neon badger
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Awesome, thanks πŸ‘

oak patio
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No problem

subtle vortex
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um so fix?

pastel laurel
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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

pastel laurel
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Its missing vxgi which is what I really want

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thanks for reading!

gusty violet
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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?

prisma mulch
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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
]

neon badger
quiet juniper
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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

mortal jacinth
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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

prisma mulch
neon badger
neon badger
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Sorry I'm a newbie so saying any more will probably just end up in me breaking your project πŸ˜›

prisma mulch
waxen comet
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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 πŸ™‚

fallow ivy
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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

lofty lodge
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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?

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ping me if you guys have any ideas

subtle vortex
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guys why the animation is not playing

grim ore
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its hard for us to guess. Are those functions running?

subtle vortex
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i run when i close and open it it not working

grim ore
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I dont understand. Have you made sure your Play Montage node is running?

subtle vortex
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i have already put a slot default and Montage node is running

grim ore
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no way to guess at random

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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

subtle vortex
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i also have to blend the animation so i have to create a new slot node so do I just start over again?

grim ore
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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

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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.

subtle vortex
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thx

subtle vortex
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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)

obtuse stump
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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?

subtle vortex
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brother production is a setting that how good your lighting and yeah whenever you create a level you need to build light

wintry bobcat
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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 πŸ˜…πŸ€£

pastel laurel
pastel laurel
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Or just scale to the door to be human sized or the colis cap to be doorway sized

wintry bobcat
unreal comet
slow ruin
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Hey, anyone got similiar problem to mine where the marketplace pages for assets opens in browser?

fallow ivy
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How would I disable all inputs except one?

patent brook
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Is there a way to disable material transparency (ordered dithering) via console commands?

mortal jacinth
maiden hedge
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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

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I uploaded using my phone so it has a .txt but in the files it is just engine.ini

celest hull
unreal comet
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Ahh ok thanks

light thunder
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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 ?

young crag
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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

limber harness
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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!

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Sprinting

verbal trail
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why do i get this error and how do i fix it

mystic flax
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pls help

rapid granite
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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?

analog ridge
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What's md dl error? Heck

earnest prawn
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So will we just never be able to build old versions of UE from source again?

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I badly need a commit of 4.19 from late december 2017

boreal sentinel
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Quick question

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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

ruby bridge
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i want to set the xbox and ps controller's key on the input setting. . which is the 3"-" on the right side

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this one....

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which one is this oneοΌŸπŸ˜‚

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gamepad special right、

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?

plush yew
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Hi, Sorry to bother you, I put the height map in the material and it looks like this.
What could be the problem?

worldly cobalt
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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?

left shuttle
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Hi
I have a bug in version 4.25.4 - mesh color painting brush disappears when zooming out
How to fix?
Thanks!

earnest prawn
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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).

slow rover
wintry bobcat
keen thunder
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can anyone help me with my cook error?

autumn flame
keen thunder
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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.

obtuse stump
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Why blood decals sometimes they are transparent and looking like dirty water instead of blood? (the decal is placed correctly)

bleak locust
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what's recommended poly count for a project

oak patio
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You don't measure projects in poly counts

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Polys are such a small amount of performance

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Code, shadows, reflections all matter a lot more

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That isn't to say you should waste poly's, and he number rendered on screen definitely matters

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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

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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

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It's all relative

bleak locust
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oh ok thanks

haughty falcon
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sometimes i feel like my unreal engine 4 is haunted by a ghosts

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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

nimble atlas
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hi guys, so I am using render target and the light source doesn't "working" during run time, any ideas why?

haughty falcon
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i've not used render target before so i cannot help sorry

oak shale
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would anyone know how to debug a unity to unreal scene importer to ue4?

plush yew
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Lmao

tame marsh
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Ok, I promised myself that for every stupid comment i make, i should at least try and help a bit

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So it looks normal without the Bump offset and Height node?

tame marsh
plush yew
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When I get home I'll tell you.

tame marsh
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Aight, I didn't see that question was posted yesterday

plush yew
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Although I don't think I used the BumpOffset in the end.

oak shale
still reef
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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.

timber grotto
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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

spice ruin
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Changing the scale is probably fucking with it.

timber grotto
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How can I do it so it doesn't? The collision is around an object parented to the character

timber grotto
oak shale
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anyone know how to fix obj crashing issue ue5?

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1.1

plush yew
fossil ore
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Hello. I have a problem with connecting my iphone to live link

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I've tried so many port numbers and NOTHING works.

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Face AR Sample

mighty jetty
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Hi everyone πŸ™‹β€β™‚οΈ 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?

plush mango
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Hello everone

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everyone

quaint elk
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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

pale canopy
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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?

wind mantle
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If building for android, what decides the name of the generated .apk..? Is it the .uproject file name or target name? Halp.. πŸ™‚

tender thicket
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Hello i need help with collisions , i add them myself but it does not affects the physics, cant find solutoon anywhere

sleek fable
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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.

crystal musk
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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!

hexed drum
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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.

crystal musk
hexed drum
crystal musk
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Yeah I did try that too

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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

hexed drum
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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?

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If you want to change the texture you could use this. With a texture object in your master material.

mighty jetty
quiet marsh
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video gam

weary crater
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Hi! I need some help!
I keep getting this Crash Report after I exit the Play Session...

winter gate
plush yew
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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

ivory ingot
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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...

β–Ά Play video
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when it's not in use

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in use

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nvm, it's the scale. Can't see something if it's infinitely small thinkaboutit

lusty carbon
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Is there a way to merge material slots into 1 without leaving the engine?

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UE4 btw

thin tendon
fierce tulip
lusty carbon
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I know the DCC option but I asked for an in-engine solution still πŸ™‚ Thanks tho

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About the tool @fierce tulip , do you remmeber its name?

fierce tulip
lament spoke
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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

real heath
lament spoke
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Yeah I have windirstat

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I believe

obtuse stump
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Is this enough for a warning or I have to write all the rest??

tame marsh
obtuse stump
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that's the best solution tbh

midnight cloak
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Can we go back when we are in BP Debug Mode ?

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Like to see the Stack Trace ?

viscid nymph
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anyone know how to make an aggressive sea monster ai? I looked up everywhere and cannot find a tutorial unfortunately

strong hornet
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How do you reduce memory usage for unreal engine start? My pc ram get higher.

earnest patrol
past oxide
#

hey im bassically brand new to ue4 and im having truble publishing my game to the microsoft store can anyone help me with this?

cloud plover
#

Hey how can I have pawn collision enabled, but avoid being able to push other players around like this?

brazen haven
#

why isnt this making my camera pan upwards

subtle vortex
#

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)

#

?

#

"<"

stoic tree
undone bough
#

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.

viscid nymph
# earnest patrol what do u want the monster to do?

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

stoic tree
#

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.

subtle vortex
#

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)

stoic tree
obtuse stump
#

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?

pallid valley
subtle vortex
obtuse stump
pallid valley
subtle vortex
#

hey bro it is not working and i am going to bed (i just got the secret ringtone:) )

#

bye

brittle needle
#

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.

timber grotto
#

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

oak patio
bleak wagon
#

hi guys i wanna select or press a button on widget by keyboard button is it possible?

light cove
#

its possible to avoid this from happening? I mean, my task is too wide

round bloom
#

I did use unreal engine 4 for the game engine.

oak patio
#

You have already advertised this here knce

#

This channel is not the place

analog ridge
#

Can I use vs code in place of visual studio to use cpp in ue4?

oak patio
#

I wouldnt

#

You won't have a fun time

#

Either use visual studio with a plugin to fix intellisense or rider

earnest patrol
spice ruin
#

Looks pretty shit tbh.

weary basalt
#

@round bloom This is not the channel to promote your game.

weary basalt
round bloom
#

@spice ruin I'm sorry you think that. You're welcome to explain why.

spare trench
#

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

obtuse stump
#

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

stray thorn
#

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

spice ruin
#

GameState->PlayerArray

stray thorn
oak patio
obtuse stump
#

?

#

is it in the document folder?

peak hare
brazen haven
#

thanks

stray thorn
spice ruin
#

Yes.

#

That array is the player states. The game state, that variable and all the player states are replicated to every player.

stray thorn
#

got it boss!

oak patio
tame echo
#

The blender "Send to unreal" addon is throwing me this error. Any fix?

dawn gull
#

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

deft zealot
#

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

magic quarry
#

Can anyone help me with this please?

earnest patrol
#

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?

spice ruin
#

Experience really. Are you actually trying to achieve a goal or just "doing tutorials" ?

brazen haven
#

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

#

....

tender thicket
#

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

brazen haven
#

yeah

#

ok

#

so it just says starting

#

nothing else happens

#

so it just says starting

sinful gate
#

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?

tame echo
#

Hey there

#

I'm modelling some armour pieces

#

Where should I place the pivots for them?

cursive field
#

hi can someone help me

#

im trying to add one color to all theses models is there a way i can

tame echo
#

@cursive field You mean a material with a flat color?

analog ridge
#

How do I separately modify the properties of the mannequin head as a mesh with the parent as the mannequin mesh?

woeful fern
#

Where can I find DLSS 2 for ue4? I can only find version 3

hybrid rose
#

Anyone know how to fix this with multi-user editing

lusty carbon
#

What's a CVAR for disabling distance culling on all meshes?

fathom kindle
#

Hi everyone does anyone know if UE4 uses the same skeleton as UE5. Any Information would be appreciated.

plush yew
#

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?

oak patio
#

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

plush yew
oak patio
#

No

plush yew
#

dang it

#

can i follow a ue5 tutorial in ue4?

oak patio
#

Yes if it doesn't use ue5 specific features

proper star
#

Need help
Unreal 4.27 stuck on compiling shaders. I've been waiting overnight, and it's not moving at all.
any idea?

spice ruin
#

Have you tried end tasking it and starting it again?

proper star
#

yes, still no progress

grim ore
#

check usage in task manager

proper star
#

#SOLVED by disabling XGEShaderCompile and Shaders.AllowCompilingThroughWorkers

rose zenith
#

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?

grim ore
#

@proper stardo you have visual studio installed? if you do, did you install incredibuild?

stone lion
#

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.

slow rover
stone lion
#

yea, there are 2 stripes error, one is this grey stripes, the other ones are only on screen

prime flare
#

Is there a seam of some kind there separating the two, or is that one image?

stone lion
#

it appear depending on the location of camera

oak patio
#

looks like a slight gap between sprites

stone lion
#

i removed the top part of the sprite and reimported and it happens

night oar
#

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

oak patio
#

i would imagine

#

potentially if not

#

update graphics driver

stone lion
#

okay, i will try it, thanks

balmy dirge
#

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?

spice ruin
#

Have you edited the value in the defaultengine.ini in the packaged game?

earnest patrol
earnest patrol
#

do other things fall through it?

rose zenith
#

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

balmy dirge
spice ruin
#

Should be

tepid haven
#

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

spice ruin
#

Don't use vulkan? It's not the best

tepid haven
#

I will give that a shot

balmy dirge
spice ruin
#

A config folder somewhere

#

Find a folder with .ini files in it?

balmy dirge
#

There is a Engine.ini should i try this??

spice ruin
#

Yeah. Try that.

balmy dirge
pure wagon
# stone lion okay, i will try it, thanks

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.

earnest patrol
#

so u have a separate collision mesh from mesh with the faces

rose zenith
#

that could work yea

#

ok thx

tame marsh
#

A random question, does VSync tearing turn up in screenshots actually?

harsh tiger
#

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

raven escarp
#

Do .OGG audio files not work in UE4?

pure wagon
tepid haven
#

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

oak swan
#

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

glad bluff
oak swan
#

yes correct my pc has a Nvidia graphics card

oak swan
#

thanks I'll try it out later

rain badger
#

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?

cerulean zenith
#

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 ?

lilac wedge
cerulean zenith
#

i've attached it in C++ using AttachToComponent on a bone on the hand. ( btw this method works with other models )

lilac wedge
cerulean zenith
#

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

lilac wedge
#

does the rocket launcher only have one bone?

cerulean zenith
#

yupp a few

#

and there's also a rocket inside the barrel

#

it's like 2 models inside 1 skeletal mesh

lilac wedge
#

maybe attach the root launcher to the left hand and just add a offset to reposition it ?

cerulean zenith
#

yeah i've tried this already :/

lilac wedge
cerulean zenith
#

yupp

#

even attaching it only to a camera does this issue

#

without even attaching to hands

lilac wedge
cerulean zenith
#

haha yeah it's so odd, thanks for trying anyway, have a good day

wind mantle
#

How to change the name of a deliverable, .apk/obb the easiest way?

plush yew
#

do any know any video or something to make a ai/npc like the ones in the game "night of the consumers"

analog ridge
#

bruhs see this how to resolve?

glacial oak
#

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.

oak patio
#

You'll need to import one

orchid lodge
#

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)

austere swan
#

Nvm it isn't sorry.
The orange stipes kinda made it similar to a old free weapon pack

loud berry
#

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

sleek fable
#

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

loud berry
sleek fable
#

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

loud berry
#

have you tried messing with the transparency/alpha values? there might be a threshold it wont render correctly

loud berry
gray basin
#

What's the industry standard texture size for mobile games

loud berry
#

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

gray basin
#

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

analog ridge
zenith dust
#

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.

analog ridge
#

Bruhs no mo wifi so help

#

Only 2 gb

zenith dust
#

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.

past oxide
#

Dose anyone know how i can package my game for the microsoft store i cant find any toturials

zenith dust
past oxide
#

I am still looking thank you so much

zenith dust
#

Darn

past oxide
#

But thank you

zenith dust
#

If i find anything else I'll send it your way

past oxide
#

Ok thanks

analog ridge
#

bruhs i just wanted to ask, can i use visual studio 2022 for ue4?

vagrant harness
#

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

gray basin
zenith dust
gray basin
#

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

zenith dust
#

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

coarse jetty
#

does somebody know where this lights come from??ΒΏ

#

not consistent in all scene

spare trench
#

hey how much a new board game idea prototype should cost. ( for indie developer). What do you think?

past oxide
spare trench
past oxide
#

Yes

spare trench
past oxide
#

Digital board games only get sold for a few buck you can get a hospodge of like 12 for $6.99

oak patio
#

people dont like spending a lot on indie games

spare trench
#

oh

oak patio
#

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

loud berry
frozen pond
#

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

oak patio
#

Well that is a listen server. Which is still server client, but the host is client and server

tame echo
#

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

zenith dust
tame echo
#

Idk how to do that really

zenith dust
#

Are the clothing pieces you're using skeletal meshes and using the same skeleton as the mesh you're putting them on?

#

@tame echo

tame echo
#

Yes they are

#

Skeletal meshes using the exact same skeleton and anim bp

zenith dust
tame echo
#

Yeah

zenith dust
# tame echo Yeah

Can you access your Construction Script? It'd be right under Functions inside your actor

tame echo
#

Ah, alright I'll try that later

zenith dust
#

πŸ‘

clever marsh
#

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

zenith dust
# clever marsh like i need it to show the progress of your action but it just stays on 0% and i...

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.

clever marsh
# zenith dust

is this image in the character or the blueprint I want the progress bar to appear on?

zenith dust
#

This is inside of your character blueprint and hooked up to Event Tick

clever marsh
#

okay this is super confusing because I'm using it as an actual progress bar and not health so thats super hard to read

zenith dust
#

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

clever marsh
#

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

zenith dust
#

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.

clever marsh
#

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

zenith dust
#

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?

clever marsh
#

the bar hovers next to the fishing spot

zenith dust
#

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.

clever marsh
#

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

zenith dust
#

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.

clever marsh
#

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?

grim ore
#

something somewhere wants to talk to something else and do something on it right?

clever marsh
#

huh

grim ore
#

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

clever marsh
#

all of the stuff happens in one bp

grim ore
#

so the widget component is in the same blueprint that you are running the code that wants to talk to it?

clever marsh
#

originally, but they told me to put it in the other bp, which is my character bp

grim ore
#

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

clever marsh
#

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

grim ore
#

so you need to change the float in the widget is the goal

clever marsh
#

this is what i have

grim ore
#

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

clever marsh
#

and it doesnt affect the widget in the scene

grim ore
#

that looks correct, assuming Progress is your Widget Component on that blueprint

clever marsh
#

yes it is

grim ore
#

show the components on this blueprint

zenith dust
#

Wait. Are you THE Mathew Wadstein?

clever marsh
zenith dust
#

Holy moly dude, your tutorials are amazing, half of my project got done from watching you πŸ˜„

grim ore
#

Glad to hear πŸ™‚

#

@clever marshwhat does your timeline look like?

#

uh

#

your not running the timeline on tick are you?

clever marsh
#

not anymore

#

that was a test

grim ore
#

yeah that wont work, the timeline should just be fired once when you need it

clever marsh
grim ore
#

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

clever marsh
#

im gonna add a breakpoint to it when it should fire rq

grim ore
#

this also assumes that Progressamnt is correctly bound to the widget itself

clever marsh
#

yup it fires

grim ore
#

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

clever marsh
grim ore
#

with the print hooked up to the Progress output from the timeline

clever marsh
#

binded correctly

#

yup

grim ore
#

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

clever marsh
#

goes from 0 - 1

#

its just not communicating to the widget

grim ore
#

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

zenith dust
#

I would've just made the float the thing the percent of the bar binds to

clever marsh
#

everything works up to the point where it shows up in the world

grim ore
#

sounds like your bind is bad then

#

the float is changing inside that bar, which means the bar should be changing

zenith dust
#

He's hooked his float up to a custom function

clever marsh
#

i can print out the percentage right

zenith dust
#

Bind just the float not a function

grim ore
#

so if you print out the value of the progress bar on tick, its updating?

clever marsh
#

it just prints out .656336

#

not sure why

grim ore
#

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

clever marsh
#

wdym dont bind

#

and i set the bind to just a float and it doesnt work

grim ore
#

binding updates every frame

zenith dust
#

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.

zenith dust
#

You set it your Progressmnt which you're then updating with your timeline?

clever marsh
#

yea

grim ore
#

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

clever marsh
#

it works now for some reason? I didnt change anything I just went to print the progressamnt float againπŸ’€

#

maybe i didnt compile?

grim ore
#

binds also break...

zenith dust
#

UE4 can also be finicky at times. πŸ˜„

#

Glad it works now

clever marsh
#

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

grim ore
#

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.

clever marsh
#

will do

grim ore
#

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 😦 could have been something like this

clever marsh
#

just set it up appreciate the help boss

solemn ivy
#

sorry, just wondering what this weird node is. it looks like a get node but has a target...?

runic needle
#

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?

oak patio
solemn ivy
final tapir
#

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!

hybrid rose
hybrid rose
raw mica
#

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

spice ruin
#

"make the force"

#

What force? πŸ™‚

raw mica
#

you answered it

spice ruin
#

I mean, that's quite hard in any game, I expect.

raw mica
#

i got it working in a 3d game so i dont see why its different in vr

spice ruin
#

Why would it be?

raw mica
#

i dont know

#

it just doesnt work

spice ruin
#

"it doesn't work" isn't very helpful

raw mica
#

haha

night oar
#

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

plush yew
zenith dust
plush yew
plush yew
#

Like this?

zenith dust
#

You got it πŸ˜„

plush yew
#

awesome ill try

#

aw man

zenith dust
#

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? πŸ€”

plush yew
#

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

zenith dust
#

So you're possessing this character and going into Game Only mode?

plush yew
#

game mode only?

zenith dust
#

ye

plush yew
#

not sure

#

its going pawn >> character

zenith dust
#

If you're wanting to control this character then when you do the possess also switch to Game Only

plush yew
#

ill do it now

#

its doing that spinny thing for some reason

zenith dust
#

Naw, you put Game Only when you do the possess and hide mouse cursor

plush yew
#

either way, without or with it my camera is spinning

#

gotta try fix that πŸ’€

zenith dust
#

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

plush yew
#

it was working and not not for some reason

#

the character is just this

#

something in my pawn

zenith dust
#

O!

#

Cast to FirstPersonCharacter, not Pawn

plush yew
#

omg im a fool

#

YES

#

works ok

zenith dust
#

yey

plush yew
#

is this correct? i never used the node so not sure

#

aaaa its spinning again!!

zenith dust
#

Is this the part where you're trying to possess the character, or repossess your 'God' character that's up above everything?

plush yew
#

possess my player character

#

is it because the tick and touch state?

zenith dust
#

o

#

Well that event tick is why you spin

plush yew
#

weird because it didnt do it before

#

eh ill make boolean

#

yeah that worked

zenith dust
#

πŸ˜„

#

You're spinning your character with that AddActorOffset

plush yew
#

yeah its a drag system that i made

#

not made but followed tutorial lol

zenith dust
#

Well, hooking it up to the tick like that is what made you spin I believe

plush yew
#

yeah i made boolean and it works

zenith dust
#

So a bool you activated / deactivate is your best bet, yeah

plush yew
#

but the camera while first person still funky

#

ITS FLIPPING AGAIN AAA

zenith dust
#

OrientRotationToMovement should be set to False
UseControllerDesiredRotation should be set to True
Inside your character movement, if you're doing a First Person Character

zenith dust
plush yew
#

yeah after possession it turns off

zenith dust
#

That's the thing spinning you, it needs to be off while you're possessing the character or you'll do nothing but spin

plush yew
#

this is csgo hvh clips

zenith dust
#

What's it even supposed to do, spin your character 180 degrees?

plush yew
#

its meant to possess your character

plush yew
zenith dust
#

lol, I meant the Event Tick thing you have that spins you

plush yew
#

oh its for the drag system

zenith dust
#

Ohhh, well then you need to be focusing on an object, not your actor

plush yew
#

it moves the object

zenith dust
#

I think the person meant for you to put that event tick code inside an object you wanted to spin not your character

plush yew
#

it is

#

its in the pawn, not character

zenith dust
#

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?

plush yew
#

click and drag like its clash of clans

#

then when you right click you posses the character and move 3D

zenith dust
#

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.

plush yew
#

yes!

zenith dust
#

Did it work, or was that affirmation that I understand? xD

plush yew
#

affirmation that you understand lmao

#

the camera spin is cuz the offset i think>??

zenith dust
#

You're doing the bool the opposite way around basically, You want the spin off while you're inside the character

plush yew
#

yeah?

zenith dust
#

Yeah, that should work

plush yew
#

uh

zenith dust
#

So long as you have God Mode Off / On hooked up proper πŸ˜„

plush yew
#

nope

#

alright, time to spam some print strings

zenith dust
#

What happens if you plug God Mode False into it?

plush yew
#

print strings seem fine, theyre doing what they meant to

zenith dust
plush yew
#

^boolean sets

zenith dust
#

Like this, instead of True, still broken?

plush yew
#

indifferent

zenith dust
#

In that case, Try Stop Movement Immediatly as part of your Character Movement when you Possess the character

plush yew
zenith dust
plush yew
#

^changed to immediently

#

in different

#

i noticed it shoots like 90000000 line traces when i start spinning

zenith dust
#

What happens if you disable your mouse wheel input there?

plush yew
#

indifferent

zenith dust
#

hrmm

plush yew
#

could THIS be related?

#

the touch 1 input?

zenith dust
#

I don't think so

plush yew
zenith dust
#

If you disable this function off the event tick you don't spin at all right?

plush yew
#

no

#

it still spins

zenith dust
#

OH

#

Well then, that is very odd

#

Is there anything else applying a rotation to the character?

plush yew
#

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

zenith dust
#

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

plush yew
#

not sure how to do that

zenith dust
#

Do you have some kind of function for when the camera is panning?

plush yew
#

i mean, kinda? with the drag event?

#

its 2D, it doesnt move directions just left right up down

zenith dust
#

Is there a Set New Target With Blend happening between cameras? Or are you moving the 'god' camera to the character?

plush yew
#

im setting possession from Player0 (god camera) to playercharacter

zenith dust
#

Alright so there's two cameras involved. Show me the function that lets you switch cameras?

plush yew
#

possession

zenith dust
#

Ohh

plush yew
#

it takes possesion from pawn to playercharacter

zenith dust
#

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

plush yew
#

right, whats the camera stop movement

#

stop movement immediently ?

zenith dust
#

That'll stop your character movement

plush yew
#

man i just give on this

zenith dust
#

I'm sorry I can't help you figure this out x-x

plush yew
#

not ur fault

#

i just give up i got migraine and id rather self harm than do this further

zenith dust
#

Well, don't do that. Just take a break and come back to it later.

plush yew
#

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

iron ermine
#

try using "Set Viewport Mouse Capture Mode"

valid raven
#

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 😭

valid raven
valid raven
#

anyone know if this guy's legit? It's really weird that he's not in the server, right?

zenith dust
#

That's really weird if this person contacted you right after you posted your advert but they aren't in the server.

tender pecan
#

The scammers are getting better. Or someone may have told a friend. 🀷

valid raven
#

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

zenith dust
#

Sketchy

tender pecan
#

I'd steer clear

valid raven
#

but there's a video of a devlog where the narrator 100% didn't work on the game and is reading off a script

valid raven
zenith dust
#

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

tender pecan
valid raven
#

but yeah a slot based inventory system that can reference objects

zenith dust
zenith dust
valid raven
#

nope xd

#

let me check my library to see if i have anything

zenith dust
#

Okay, have you played any games that do this system you want?

#

Having a reference point helps immensely

valid raven
#

master duel i think counts? though i'm unsure if they reference object

#

i'll record a quick vid?

zenith dust
#

Yugioh Master Duel?

valid raven
#

and it's not a game but the original reference is a show called chaotic that aired back in the late 2000s

zenith dust
#

Oh! I actually know this show, peak daytime television

valid raven
#

πŸ™

zenith dust
#

Are you going to want this hooked onto an existing project or made from scratch? πŸ€”

valid raven
#

tbh it could 100% be made from scratch. my current progress is...neither pretty or abundant

zenith dust
#

From scratch would definitely make it slightly easier for me πŸ˜„

valid raven
#

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

zenith dust
#

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.

valid raven
#

anyways let me try to get something of a quick reference vid

zenith dust
#

Make sure it's an MP4, discord doesn't like MKVs

valid raven
valid raven
pine glen
#

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

regal mulch
#

At least based on what I find in the Discord message History

tender pecan
# pine glen Hi, sorry to bother, just wanted to ask how to make a toggle switch. I mean I wo...

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.

pine glen
#

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

zenith dust
oak patio
#

judging by convention ABP would mean an Animation Blueprint

#

which explains the failing cast

#

as the player pawn is not an animation blueprint

pine glen
zenith dust
cursive field
#

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

viral shadow
#

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

oak patio
viral shadow
#

Ok

jolly marsh
#

how I create pubg game with basic features. any references ?

pine glen
zenith dust
#

Are you trying to set the state of your animation Blueprint from your character?

pine glen
#

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

pine glen
#

didn't think about that

#

so same thing I guess call the cast to ABP etc?

zenith dust
#

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.

pine glen
#

well guess I already did that since i get the firearme activate value then Set up to True maybe forgot some step between

sage coral
#

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 :/

oak patio
#

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

sage coral
# oak patio It is very normal to see changes in cpu temp from idle to load however. Your CPU...

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 😊

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.

oak patio
#

yeah, those cooling trays are very good for laptops

#

dont set it on anything soft though

#

blankets, duvets, cushions will kill it

peak hare
#

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?

oak patio
#

why not just use version 151 and remove the chance

obtuse stump
#

Why it loads the whole freaking project when I delete the most useless thing like a freaking text?

peak hare
#

lot of dependencies maybe

warm moon
#

Are there any notable racing games made with unreal engine?

clever marsh
#

is any of this wrong? Im so confused why this isnt working

#

Steam SDK is working BTW

clever marsh
#

nvm it works i just had to restart unreal lol\

spare bear
#

help

#

what do i do

#

how do i make it so i launch game

#

without the plugin

glad bluff
# spare bear

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.

spare bear
#

ok

#

ill try

#

thanks

jolly plank
#

how did u fix?

snow kelp
#

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 isn’t available in UE4

oak patio
rose talon
#

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!

oak patio
#

We don't really support data mining games.

#

Considering it's unofficial and normally against the wishes of the developer

ornate ember
#

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?

tepid haven
#

Has anyone ever seen this happen? When my scope is on screen my landscape glitches out

summer flare
#

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

thin tendon
thin tendon
thin tendon
oblique tangle
#

Anyone know what's causing this black shadow artifact on my mesh?

lunar pewter
#

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

spice ruin
#

I thought they were legs at first and that he'd jumped into the camera.

lunar pewter
#

lmao your imagination dude now i see in that too πŸ€¦β€β™‚οΈ

clever marsh
#

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

elfin steeple
#

can someone do me a favor?? i need a ue4 third person template project but can't really download ue4 atm 😦 if anyone can send one will appreciate it a lot :c

oak patio
elfin steeple
#

how?

#

its a blank project of ue4

oak patio
#

Because no one can verify that you hold a license for ue

#

Plus it's pretty useless without ue

elfin steeple
#

hm

#

but its for ue5 pretty sure it should work

oak patio
#

Why do you need the UE4 one specifically. Why not just use the ue5 one

elfin steeple
#

way to complex for what i need

oak patio
#

It's pretty much the same tho

#

It's just the environment has changed and theres an extra mannequin

elfin steeple
#

hm

#

i guess im just too used to ue4

oak patio
#

You could always switch back :P

elfin steeple
#

i have 4 gb left 😦

#

ill try to make some space

oak patio
#

Ouch yeah thats not fun

#

Ue is awful with low storage space lol

upper lava
#

guys I dont have the FX option when I right click on the content browser

zenith dust
night oar
#

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?

faint wagon
#

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

tepid haven
#

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

thin tendon
#

@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.

somber yew
#

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.

upper lava
zenith dust
upper lava
#

thats exactly what i need

#

does 4.19 have niagara?

zenith dust
#

I think they added it in 4.26

upper lava
#

oh ok thx

zenith dust
#

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.