#ue4-general
1 messages · Page 26 of 1
Hey there
I have a character body with armour, both are separate skeletal meshes
How can I make it so the armour syncs with the body during a ragdoll?
In your character mesh do you have the armor on them as a component?
Yes, it is
Then in your character's Construction Script:
Get your character mesh, set master pose component, make the character mesh the New Master Bone Component and then for Target set every skeletal mesh that you have as part of your character that you want to follow the main skeleton's animations ect.
Glad I could help 😄
@zenith dust it doesn't work...
Make sure that you don't have any kind of animation or blueprint applied to your armor
Where do I ask questions about upgrading to 5? Packaging?
Probably #ue5-general ?
how do you actually start working on 4x strategy game using UE4? other game types like fps, rpgs, third person games or platformers are quite tangable to start working on, tutorials on those are quite popular, there are map blueprints and setups ready, and the workflow to be honest is rather simple - however I wasn't able to find almost anything on 4x strategies - if anything, only some tactical turn based games info
by 4x strategy, I mean stellaris or civilization type of game
honestly if you're in the tutorial stage of learning those types of games are a long way off
dont sprint before you can stand up
there's an old-ish meme listing the difficulty of making games by genre
Nigh impossible: MMORTS, MMORPG
Very difficult: MMOFPS
Difficult: 3D RTS, RPG
Hard: 3D FPS, 2D RTS
Moderate: 2D Shooter, 2D Platformer
Very doable: Board game copy
Easy: Tetris, Tic-Tac-Toe,
somthing like that, your 4x is harder than you give it credit for
Yeah, if you can't do it without tutorials and a marketplace template, it probably is a project to be put on hold until you have some knowledge in the engine
but to answer the question, you'd start it like any other project, in any other engine. Write out a plan. What's your core gameplay loop, what makes it fun, how is it different to the competition. Basically what do you need to make to get a vertical slice up and running. Then you can break down your mechanics into smaller and smaller sets of rules. Like how you'd break down an inventory as an array of structures, where each element holds info like the item's class in the world, it's icon, it's stack size, etc. When you have that, you can start making said things.
What even is an MMORTS?
i'd also research (as much as is publicly available) how old 4x's were made. there's often gdc talks, articles, ect by old developers
sounds like hell 😆
uhh i remember web text mmorts games, like empire/city builders... and that 2d infantry one.. planetside or something?
For sure, if you're going into a well defined genre there are nearly always valuable talks and white papers on the subject matter
That was an mmofps
You know guys, other genres are rather quite clear to "dissect" into parts, systems you need to make to make some progress on the project. Like for example, while working on RPG game you add skill system, you add dialogue system, saving progress/exp etc. and with each module the game is more complete (on systems level, even though it lacks the sheer mass - different characters to talk to, enemies or locations).
When it comes to 4X I'm scratching my head and it's simply hard to even pinpoint what needs to be done. Lets say I would like to make a turn based strategy on hexes with countries and different resources on different types of hexes. What should I look at here? I would like to make this sort of checklist of systems it would require.
Well for that one, your major parts would be a global hexagonal grid system. Populating that with meshes. Updating the meshes some way visually by the actual mesh, ui, post processing or whatever to signify it's occupation.
You could then expand the basic hexagonal grid to generate tiles that have a resource, i.e. iron, wood, food, coal. Then you could develop on resources like that. Like an entity that controls iron and coal amy have a smaller army with advanced weaponry, like forged swords, but an entity that controls say, food, and iron has very primitive weaponry, but more soldiers.
You would then develop a way to weight these features against each other, to determine who should win a control of a contested tile.
In it's most basic form. Obviously it changes a lot with a lto of games having things like upgrades and research systems, or the ability to build things on tiles you own for example.
The real answer though is, we don't know. We could give you a long list of mechanics necessary to build a generic game, but that isnt going to do you any favours for your game idea.
If you can't really itemise your game idea, into systems that need making, you probably aren't ready to make it yet, and should keep learning while keeping it as an end goal.
We can't help you list what you need to make your game. Only you know what you want your final product to look and play like.
after making a few games, you get an internal 'grokking' of what you're seeing when you look at other games and it's easier to break down... you're missing the knowledge of what tools and engine parts make up a game and trying to infer them from afar..
you'd need a world/terrain.. outer space or terrain. make some terrain/space backdrop.
you'd need a gameboard, hexagons/whatever. store gameplay data per tile.
you'd need cities/castles.. on your hexagon grid, but also with their own
you'd need characters/units... settlers, combat units, workers.. 3d meshes and animations..
you'd need vehicles (if you want)
you'd need a tech tree, storing that data somewhere
you'd need a lot of UI widgets and the data for that
you'd need a whole bunch of sounds.
you'd need a lot of gameplay logic to make each combat/trade/progessive gameplay mechanic work
don't mention multiplayer please... but really if you want an external "thought frame" to categorize your thoughts about a game you don't know how to build, start off with the quadrivium or some other broader-thought framework and work from there.
predictive programming doesn't often work.. you don't know what you don't know till you get there. building a design doc/checklist is often a list of ideas you won't end up using in the end, because your understanding will be different as you build the game (see deus ex gdc talk by warren spector lol, they made tomes of docs and didnt touch em in dev)
Hi everybody! Where can I get help on a very minor issue?
depends what the issue is :P
if it has a more specific channel it would be best off there, but we can redirect you if needs be
that would probably be better off in #materials :)
thanks lemme see
well, thanks for tips guys, I appreciate the help - that puts things in order a bit in my mind, from experience I know that you learn the most (or at least, it works like that in my case) when you are set on some sort of project and see what kind of problems pop up on the way, it's easier to pinpoint what you currently lack in knowledge while doing so - I think I'll start with this generating hex grid for the map to have some core base to work on, and at least one unit to actually move snapping to those hexes and a mockup town with UI features bound to one of those hexes
any one knows how to make my built Game use Full Available cores
in game, my fps is low but Cpu and GPU usage is lower then 10%
is there any free locomotion templates other than ALS
You can't just magically do that. And it isnt some magical performance booster either. Profile your game and see why it's running poorly
Is there any other PC UE4 games that do their shader compiling on startup? Just noticed this for Lies Of P
how can I make an actor have an emitter of particles?
then when it is removed from the scene the emitter stops too
@granite steppeDead Island 2 does
Hi guys so this my move forward blueprint. So whats happening is this that when i am moving along x axis the character moves forward just fine but when i turn on the y axis it stope moving forward i dont understand why this is happening as all the axis and input values are correct
Is there a way for me to know how to rotate a static mesh in order for it to not be overlapping another dynamically?
For example lets say I've got these two photorealistic boxes overlapping eachother, and you can clearly see visually what direction to rotate the green box to stop the overlap. But how can I determine this via blueprints in-game and rotate the green box along the red arrow to end the overlap?
With great difficulty.
why have they still not reopened the unreal reddit
really dont know why they closed it in the first place
API protest
https://www.youtube.com/watch?v=dHzeHh-3bp4
looking for a tutorial for ue4
✅ Series Playlist: https://www.youtube.com/playlist?list=PLzDRvYVwl53t6iznGWrD_QB66ZoIz2BHa
Grab the Project files and Utilities at https://unitycodemonkey.com/video.php?v=dHzeHh-3bp4
Let's create a UI Arrow Pointer that will point to a location in our world.
If you have any questions post them in the comments and I'll do my best to answer them...
does anyone know how to fix this decal issue? its meant to look like this but it looks like this once lighting is built.
i searched on google for a fix but i cant find anything
I have tried all of that but it didn’t work. Is there any other solution or do I need to get a dedicated server from Steam?
"get a dedicated server from steam"?
It just turns white and faded
Do we have to pick it up
yeah but what does unreal have to do with any of this. its not gonna help, and all it does is just restrict a lot of useful information for everyone
I kinda get it for like just the meme reddits and stuff within only reddit
Because it's a subreddit on reddit
A big part of the protest is the removal of the mod tools third party apps give
The unreal engine sub needs mods
The API thing is a big deal, so most subreddits are closing in protest, as easy as that
Not to mention it is for stuff only in Reddit. The unreal engine sub is only in reddit
no what I meant was things that dont have any relevance anywhere outside of reddit. the unreal reddit is half the google results when youre looking for anything related to unreal and has a lot of important things that are nowhere else
Yes, but that's how protests work, inconvinience of everyone so people get mad and look into why, then they see what reddit is doing and are like dafaq
Trying to have a voice against their choices
Plus if you limited it to only things that would be entirely contained in Reddit you end up with basically nothing. Most communities are formed from an outside interest and link to something else
What Reddit is currently doing is bad for everyone but their pockets, that's it
true I guess if they wanna make any difference some of the big ones like this need to do it
just seems kinda ironic but I guess theres no better way
is it possible to use gyro on controllers without vr? Can't seem to find any tutorials for it on unreal
Tbh, this is great. It will force content out of just being on reddit.
yeah finding unreal info online is already hard enough. the subreddit being locked makes it worse
Never bad to have a backup.
the worst part is how the google results shows half the post
how can I implement something like the cosmic mario levels in mario galaxy where a cosmic mario would spawn every few seconds and mimic mario's movement. Video with example: https://www.youtube.com/watch?v=aGaMMIkB5Uk&ab_channel=KickItOffRS
Sorry about the picture in this. I found the cosmic guide so I thought I would upload it.
My website and blog: http://samhuntftw.wixsite.com/swh980
Follow me on Twitter: https://twitter.com/SWH980
Follow me on Instagram: https://www.instagram.com/samhunt107/
i am an begginer with unreal engine 4 so I have no Idea if this would be dificult or easy to implement
Also a beginner here. How I would do it. Make a spawn point for clone to start from. Then create a duplicate of player mesh. Record inputs of player movement in variable. Wait a few seconds and have clone follow the same movements
Just guessing
Hi! I'm currently making a multiplayer game using the OnlineSubsystemSteam, and I'm having trouble making a Character Selection. I've stored the character type in a custom Game Instance, and spawned an actor in the lobby according to the custom Game Instance. The trouble is, that whatever character the client selects is overwritten by the character selected by the server. Any help?
anybody know why importing .uasset file manually does not show up in the UE explorer
Because you don't import uassets manually
how can I import them then
migrate them from the project that had them
I don’t have the project
I just have the file
are you sure you're droipping them in the right folder then
they should be going in the content folder
might there be a way to see physicsVolume boundy/wires/brush while play testing?
yes
I am modding a game
so I got the files with FModel
they are not encrypted
aah that explains it. we don't really support modding here
nor asset ripping
so sorry, but you should look in a modding community for your game
ok
Hey everyone, I made this new music visualizer and you can watch it here on this link: https://youtu.be/tOh2d3HB9W4
This is C++ project that I developed in Unreal Engine 4.22, took inspiration from th great channell Reubs but now code has been shared here, just he recording of the final result in engine.
(PS: He's not paying me for any advertisement, I just really like hes channel so I wated to say this)
where would i go to get help from logs
Anyone know why my level details does't look like the 2nd image?
Hey everyone, Can someone help me in this topic: https://forums.unrealengine.com/t/assets-inside-pak-file-work-but-previous-files-not-valid-after-mounting-on-android-but-work-for-windows/1202805?u=rakibrahaman
Hello Unreal Engine developers, I’m facing an issue with mounting a PAK file on Android. After successfully mounting the PAK file, the assets contained within it work as expected. However, I’ve noticed that the previously existing files (those not included in the PAK file, located in the base directory) are no longer valid on Android. Strangely...
Hi. I'm having an issue with my physics handle. For some reason it works as intended when an object is first grabbed, but when released and grabbed again it does not behave correctly. Here is a video for context:
In the above blueprint the "Object types" includes world static
Basically the prototype has a fixed camera and I want the objects to move with the cursor. I'm sure these blueprints could be done better but I can't figure it out.
*Edit - I reuploaded the video in a different format so it can be played in app
Don't spam this across channels. This isn't even the self promo place
I'm sorry, it's not for the purpose of promoting the channel. I shared it to show the mechanics.
You may find #1054845120236757103 a better fit :)
thanks
No problem
See how the light green is glowing over the black? Is that some setting I can turn off?
Ah nevermind, I think it's just my messing with vertex normals
where would i go to get help from logs
Hi! I have a widget that dynamically creates subwidgets inside of it, and when those subwidgets are clicked I need something inside of that subwidget to be sent to the main widget. I assumed interfaces would be the best solution, but how do I target it?
I need the data inside of the subwidgets to be sent here but as you can see there is no way for me to reference those subwidgets since they are made with pre-construct
I tried doing a soft reference for the interface message but that did not work either
I have it set up to just print when one of the buttons on the subwidget is clicked
The Army Builder Widget is the reference to the widget shown above
any ideas?
alternatives?
the only thing I can think of is sending that data to the player controller, then pulling it from the player controller with another interface or event dispatcher to the widget i need to
that sounds expensive and clunky
and not a good practice
why don't you add a "parent widget" variable inside of the subwidgets and expose it on spawn?
and then when you construct the subwidgets you set the parent widget variable to self
Does anybody have any experience with updating the World Origin Location? I've been avoiding using physX in my project for a number of reasons, one being that apparently physX does not play nice when shifting the world origin location. I've just done some very basic tests in a project where the world origin location is updated to player every tick and so far the physics objects are behaving just fine. Anybody have any insight on this?
Hello. Does anyone know a way to upload ready-made black and white texture information here. To avoid having to trace all the terrains manually?
unreal shows the collision but it dont work in the game
Oooh you don't want to use complex collision for all of that
Is that a gmod map lol
You haven't set up any simple collision primitives, you should take it into an editor and do so
oh thx
yes lol
I want the Unreal Engine to run with VSync on at all times and also at 30 fps. Why do I have to set that via the console each time I start the editor? Is there anything I can do to make these settings permament?
Ah, I found it. Working for UE5, too. For whoever may have the same issue: https://forums.unrealengine.com/t/limit-fps-in-unreal-editor-forever/496652
I found information that it is necessary to register a command in the settings. [Startup] t.MaxFPS = 20 in file UE_5.0EA\Engine\Config\ConsoleVariables.ini I did this, but after editor loading it doesn’t work. I can enter the command with my hands every time, but it’s boring. Where is my mistake?
anybody have any ideas on how to make this work
im trying to access a variable from another blueprint
but everything I tried is not working
Most of that should apply to 4.
where is this?
does anyone know whats the best way to trigger level saving for a mobile app (like cut the rope)?
I'm making a rage platformer game (like getting over it), and im wondering if it'd be too resource intensive to trigger saving their position everytime they jump
isn't that kinda counter intuitive for a rage game? constant backup?
id just autosave at the start of every level
no, it saves their mistakes too
getting over it saves progress too
it's like jump king
it'll save their position, but when if they fall, it also saves that mistake too
im just wondering should I be triggering save position everytime they land?
you honestly should be fine.
how else would I trigger it?
test it
I read it and I does not seem to work for my case
please
I have a blueprint for a object
and one for a ui
I need to change the text in the ui to be a variable from the object
I tried all the quides and tutorials I can find
none work
What is the object?
it is a actor
What sort of actor?
Okay.
And how do you expect to reference this actor in your UI?
Did you place the actor in the level? Do you spawn it when you start playing?
yes
That's not a yes/no question.
How?
it is called UML
What's the Unified Modeling Language got to do with spawning an actor?
Maybe you should learn how to use unreal before you start modding.
the point is im trying to get the variable from the actor in a ui
I looked everywhere on how to do this
do you know how I can do this?
You need to store a reference to your spawned actor somewhere and use that reference to feed the information to your UI.
unexpected crashen when opening levels?
i have this setup:
android
lobby (map) -> plugin content map -> load streaming map
and randomly i get crashes when opening maps
Well what's the crash say? What does the log say?
Desired Max Draw Distance is different for me than my teammates! On my screen objects cull much further away than on theirs. Making it difficult to optimize distnace culling.
What am I missing?
Does anyone know if epic will ever restore downloads for specific builds of UE? Or will they only ever have downloads of releases from here on out?
trying to apply a static mesh to spline mesh, but it distorts really heavily. I should mention that start and end positions of the spline mesh are changed multiple times per session
nothing just closed the app, i think it is related with ram memory exceded when loading levels
or maybe VaRest api requesting
but when i say that it doesnt say nothing i mean that we also have implemented sentry and i dont recieve the crash there neither xD
Hey I am trying to make a thing for my fnaf fangame so that when a player puts down a mask it makes all AI unable to see the player anymore. I have been having trouble. the mask works. just it doesn't actually function. Could anyone here help me into the right direction?
Honestly the best way to describe this is sorta like active camo in halo where it makes you invisble to enemys for a short time
i had review on the blueprint of "UI material Lab", had interested that in ue5.1, in the material editor, there is a utility node called length, but in ue4.27 i cant find it, so i wonder that is there a way for me to make it in ue4
Does anyone know what specifically causes Bad Name Index errors? I've searched a ton and haven't found anything specific to what's going on in the engine, just that it happens with corrupt assets.
ok found it, in ue4 this node look like this, im misleading lol
does anyone know how i can get rid of this black kinda slight outline on my UI button?
is there a setting I can enable in the texture to make this not look like this?
hello
I am making a slider
and I want to change to a value when a button is pressed but then you can still manually edit it
how can I do this?
Among my projects is making mods for a particular game. This game was created with a commit of UE 4.19 rather than a release version. Epic took down all the manifest downloads for commits of UE other than some releases, so that's basically screwed me over. Is there anything I could do to be able to make assets with the release version compatible with the game if I knew exactly what commit it was made with? A lot of the source code related to serialization looks the same, so I'm not sure why my mods all break
Checking the commit.gitdeps files as well shows little important differences, if any (I'm not sure about each one but I'm pretty sure UDN stuff doesn't matter 😂)
Just use "set value" on the slider when you click on the button
?
Can you explain what you are talking about
When I drag it in there is no set value
are there any better way to load levels?
more controlled, im experiencing crashing issues in android
Im using UE4 in a laptop, my UI scaled based on windows UI scale to 125%, my question is how to set UE4 UI scale to 100% without changing windows UI scale ?
@plush yew window > developer tools > widget reflector, but that resets each time you reboot the engine.
Using stat.initviews, I see that View Visibility is high. The docs have this to say about View Visibility:
The amount of frame time spent to process Actor visibility queries. - and now I wonder, what does this even mean? How do I reduce it?
It also isn't actually all that accurate.
true
I'm having issues with the ConvertMouseLocationToWorldSpace node. I'm not sure why it seems to be outputting numbers that are too small.
It should be setting the actors location to be under the cursor but the print string shows the ConvertMouseLocationToWorldSpace node is only outputting a range of about -10 to 10 on the Y axis when it should be in the 100s at least
I've tried multiplying the vector but this only seems to move the actors starting point rather than increasing the power of the cursor
How would I make this loop?
I need it to constantly keep setting the ai sense too 0.5
that way people are punished for being seen by golden bonnie
any idea about why the value is not setting when the game opens?
it prints to the console
you should learn the editor fundamentals via the epic dev network. You are trying to use a for each, which loops through an explicit array, rather than a for loop or a timer. You also don't seem to understand a foor loop. A for loop executes X amount of times, in 1 frame.
You also probably shouldn't be doing this in the level blueprint
As you can see in the screenshot, I want to start the game with the character on the right side, but it is currently starting from "NetworkPlayerStart." Due to this, I cannot properly test the changes I make to the character.
whats wrong here ?
What's the error message?
This blueprint (self) is not a Actor, therefore ' Target ' must have a connection.
So that's what is wrong.
If that's a component, then you need the component get owner node.
I have that node
You have the actor node. It says it in both the error and on the node itself.
hmm
ah okay there are two different Get owner, awesome, Thank you @spice ruin . I am blind
No errors 🙂
How can I make the child of a physic constraint have more influence on its parent?
the level blueprint is the only way I could think of making all the AI have their sensing change
thats why I have been doing it in their
but I haven't done a loop before
I am not sure how to do it. but it would be nesscary for golden bonnie to be an actual threat
yeah you should really learn programmign fundamentals and the unreal engine basics
Soo....
Icon Generators - Tried 3 different ones so far and they all seem to have the same issue.
UE is showing the Generated Icons as 'Saved'.
UE does not prompt to save these Icons on Shutting down a Project.
Next time you Open the project, the icons are Gone.
If you save the icons that 'show' they are saved - they don't get removed.
This never happened before with the icon generators I owned, I even bought one today to see if it had the same issue, and it does. If you don't save the icons generated even though they show saved, UE Dumps them.
This is for sure happening in ue 4.26 & ue 4.27, I haven't tested it in UE 5* versions but im pretty sure its going to happen in them as well.
Somethings changed with UE's engine coding with that last update that they pushed for UE4 versions as this wasn't a thing with icon generators.
Gotta love it when UE introduces new Bugs eh?
Thanks Epic!
Or it's a problem with the icon generators you own.
yeah... i kinda doubt everyones Icon generators just magically stopped working properly.
The two i Already had and didn't have this issue - neigher of them removed the icons generated if you didn't save them prior to that last update UE pushed for UE4 versions.
Neither of those generators have had a update to their files sense i last used them.
The one i bought today also has the same exact issue and its published for UE4 & UE5.
if you know some 'secret' to making files marked as 'saved' actually be saved, i'd love to hear it.
Does anyone know why this is happening? I am painting my textures and it started loading and just never ended. How do I fix this?
When did they "magically stop working" ?
When you updated your engine?
the last UE4 Update that was pushed by Epic to every UE4 version a couple weeks ago.
was right before the launcher started doing that 'prerequisites' bit when launching them.
Just bought this one:
I wasn't even aware Epic were still updating UE4 tbh
It exports a png, but when you tell it to reimport - it does the same thing as all the other generators - shows the file as 'saved' when its not, and closing and opening the project the imported ones are gone.
Have you tried checking if the asset exists on disk?
Have you checked for load errors?
so there's another generator thats broken. Just a FYI, its not just me experiencing this with icon generators, it was actually brought to my attention by another user and i was like 'thats wierd, they never did that before' and had to go try it out for myself.
The assets do exist on disk at the time they are made.
There are no load errors.
On closing the project UE wipes them unless you save them first.
The generators i have I had generatated over 200 icons for my project and none of them had vanished, so i know its something new.
So when you close the editor, the .uasset files on your disk are deleted?
the ones the generators created, yes.
That's most odd.
Unless you go and 'save' them even though they show as 'saved' and don't prompt for save when exiting the editor.
it is.
Have you checked the files exist on disk before you save them manually?
yes.
Fair enough.
give it a go if you have a icon generator. you'll see first hand.
I do not
I'm having an issue where the widget on meshes gets really small than flips when I get to close to the widget, making it not possible to alter meshes when close. I tried changing the near clip plane value in project settings but no dice. Anyone ran into this before and found a solution?
Guys, if i try to build again unreal engine from source without clean the project, will it take more space?
Hey Guys I have a question of VR Pawn.
I change my default VRPawn, VRGamemode, VRGamestate and press VRPreview then my Pawn Suddenly spawn wrong Position.
Does Someone can explain this Situation?
Hello guys got an issue with the aab file created for play store, i have a plugin installed and during the cooking process it doesnt create all the blueprints created with it, only recognizes a few, but cook on fly works without issues, only during the shipping packing it doesnt add all the blueprints needed any1 knows anything about this?
does anyone know what the .uexp and .ubulk files are used for?
any help i try to change the model from game with my own model put it didn't work can some one explain and help me with this ? like 2d games like conquer if any one can help thanks ❤️
I've added this to ConsoleVariables.ini but VSync always defaults back to 0
t.MaxFPS = 30
r.VSync = 1
r.VSyncEditor = 1```
Why does r.VSyncEditor = 1 not work?
When you'd put this in as a console command you wouldn't include the '=' maybe that's it?
If you're trying to mod editor variables wouldn't you also do that in DefaultEngine.ini?
I'll try that, thanks.
No, the editor.
This is what you're looking for, for editing editor vsync
hello guys ive been asking around and cant find a solution about this, im working with paperzd, it works fine when cooking on fly on my smartphone but when publishing the aab to play store the plugin doesnt work as it wasnt uploaded
Hello, I’m trying to install the Epic Games Launcher to download UE. During the installation of the Launcher (Specifically when it tries to download DirectX) I’m getting the following error message:
There’s a problem with this Windows installer package.
A program run as part of the setup did not finish as expected. Contact your support personnel or package vendor.
I tried reinstalling the installer, DirectX, restarting the PC, and everything I could think of or find online.
Thanks.
Hey I'm having the weirdest problem...I posted a bit about it before but it's changed a bit - i have a demo (made in 4.27) in Steam Nextfest and I'm starting to see some streams of it. It's a big open world game with small side levels. The open world level runs fine but in two streams now, when they went into the smaller levels there was such bad stuttering that the game was unplayable. It was like 1FPS. I'm not able to reproduce this. One streamer turned on VSync in the options and then everything went away and the game ran fine. Seems like something is going on with vsync, frame smoothing or something like that. Is there anything I can do on my end? I'm not even sure how to understand this at all. Why would the massive performance drop be happening in very small levels? There is only baked lighting and it's low poly. It happens in multiple small levels and it's happened with 2 streamers so it seems like something fixable on my end vs somethign going on with their machines. Thx so much if anyone has any input!!
What are the consequences?
Trigger box volume are expensive or cheap for performance?
like if I use more than 50 boxes in my level will it lower my fps too much?
Hello
Anyone can help me?
My client is putting my 3D character on unreal which was made in maya. But the issue is with hair card. When he puts the hair on unreal it looks like a paper. Anyone have knowledge about this?
Attempting to create a datatable. However, this option pops up, yet none of this seems correct.
Based on the tutorials online, this option never comes up
I figured it out. Had to create a data structure first.
Why does this dot reference itself when doing a lookup of a project datatable asset?
static ConstructorHelpers::FObjectFinder<UDataTable> PlayerAttackMontageObject(TEXT("DataTable'/Game/TUTORIAL_RESOURCES/DataTables/PlayerAttackMontage.PlayerAttackMontage'"));
The **PlayerAttackMontage.PlayerAttackMontage **part
Depends how many are overlapping and what they are doing on overlap
Sphere triggers are cheaper than boxes, but that's just the bounds calculation
Is there any way to replace a model when a button is toggled?
Is there a way to debug ny aab file for mobile?
hi!
Watch some tutorials, you likely broke your project because you dont know the basics of what you’re doing
A rite of passage for every UE developer
does anyone know how to fixthis
Character's forward orientation in UE are kinda, uhm, borked
Not borked, but very weird, there's a 90 degree offset that trips me up very time
That might be one of the causes
Hello everyone, I need your assistance. I'm looking for a text or json plugin that is compatible with Android for the Quest 2. Can anyone lend a hand?
Hi does anyone have a lead on why playing videos on the sequencer will cause unreal to completely freeze for around 10 seconds
then give this error. It happens almost every time a video is reached on the sequencer, or scrubbed through.
LogMediaUtils: Error: Blocking media playback timed out. Disabling it for this playback session.
this is on 4.27.2
I see some users still having this issue even on 5.0.2
https://www.reddit.com/r/unrealengine/comments/se6ggx/logmediautils_error_blocking_media_playback_timed/
with someone posting 14 days ago (6/12/2023) with even a workaround not working
https://forums.unrealengine.com/t/severe-lag-using-media-track-in-4-27-sequencer/490207
a user posted reproduction steps, analyzed the source, and posted a workaround with SetBlockOnTimeRange that can work with regular framerate video (i also noticed this in the source as well)
https://forums.unrealengine.com/t/media-track-in-sequencer-freezes/490508
mentions the issue here https://unreal-engine-issues.herokuapp.com/issue/UE-131432
1 vote and 11 comments so far on Reddit
This can be done with empty UE project. When you have a media track inside your sequencer and you play it, there’s about 50/50 chance for it to freeze the entire engine for a good 10 seconds, printing out the error: LogMediaUtils: Error: Blocking media playback timed out. Disabling it for this playback session. This happens both in editor and ...
Checking to see if anyone has more information on this issue or how to fix it. Issue UE-131432 first reported it. This only started happening since we transitioned from 4.26 to 4.27. When we play the sequence, the game (both PIE and packaged) freezes for a few seconds. When seeking through the Sequencer timeline in the editor and hitting the p...
Does the video actually play without using sequencer?
Yes so if it's not referenced by sequencer it can play just fine, but it also can play as a track on the sequencer only after failing and freezing
but it will freeze again if reaching a new video on the track
i see with veryverbose logs that it attempts to fetch specific time/sample from the video and gets stuck infinitely here
LogWmfMedia: VeryVerbose: StreamSink 000001F47480E940: Media type is supported
LogWmfMedia: VeryVerbose: StreamSink 000001F47480E940: Current media type set
LogWmfMedia: Verbose: StreamSink 000001F47480E940: Flushing samples & markers Rate:0.000000
LogWmfMedia: VeryVerbose: StreamSink::Start Rate:0.000000
LogWmfMedia: VeryVerbose: StreamSink 000001F47480E940:Start Request Sample
LogWmfMedia: Verbose: Session 000001F44645CCC0: Event [Session Started]: The operation completed successfully.
LogWmfMedia: Verbose: Session 000001F44645CCC0: Doing pending changes: RequestedRate: <none>, RequestedTime: <none>, RequestedTopology: <none>
LogWmfMedia: VeryVerbose: Session 000001F44645CCC0: CurrentState: Paused, CurrentRate: 0.000000, CurrentTime: +00:00:00.100, SessionState: Playing, SessionRate: 0.000000, PendingChanges: false
LogMediaTimeSource: VeryVerbose: AppMediaTimeSource: Time 1230.8373524025, Delta 0.0166667029, Timecode +00:20:30.8373524
LogWmfMedia: VeryVerbose: StreamSink 000001F47480E940: Process Sample
LogWmfMedia: VeryVerbose: StreamSink::ProcessSample Sample time 0.133466
LogWmfMedia: VeryVerbose: StreamSink::ScheduleWaitForNextSample VideoSampleQueue:0 Rate:0.000000 ThreadId:5bc0
LogWmfMedia: VeryVerbose: ScheduleWaitForNextSample Time:0.100000 Sample:0.133466 RequestSample:0
LogWmfMedia: VeryVerbose: StreamSink::CopyTextureAndEnqueueSample Queue Size: 0
LogWmfMedia: VeryVerbose: CopySubresourceRegion() ViewIndex:3 Time:0.133466
LogWmfMedia: VeryVerbose: Enqueued onto VideoSampleQueue.
LogWmfMedia: VeryVerbose: WaitTimer == 0
LogWmfMedia: VeryVerbose: ScheduleWaitForNextSample End
LogMediaUtils: VeryVerbose: PlayerFacade 000001F4206A7A00: Received media event SeekCompleted
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange looking at sample 0.133466:0 0.166832
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
LogWmfMedia: VeryVerbose: FetchBestVideoSampleForTimeRange 0.100000:0 0.141700:0 seek:0.100000
...
until it times out
Try to deleate the unecessary folders in a backup just keep content, and config
@spare bear
Over the last year I've been working on a VR game for quest 2. It uses a save and load system which has worked flawlessly. Until a recent quest 2 update has broke it completely.
Has anyone else had this issue? Thank you
Hello everyone ! I'm currently working a on unreal game , but our devs struggle to put the project in source control for everyone in our team to be able to work on it , ! Do you have any ideas how can i solve this problem ?(we don't have budget to hire someone)
@chrome agate we have some pinned messages in this channel related to version control.
I followed them rather recently and it worked for me.
Thanks a lot ! i shared this to our devs hope this will help 🙂
Update: He says to me that is not unreal the problem ! it is perforce
A common question with Unreal Engine 4 (UE4) [http://www.unrealengine.com] is
"how do you set up version control?" I think this is a very important question
and if you have never used version control for your projects you are crippling
yourself from the start. I won't go into
how can I delete unseen block meshs like minecraft?
For optimization
But just unseen faces
I've followed that article several years back but only now I noticed his hard drive names 😂
yea, Allar has had some weird drive names over the years
'Yeah, the repository should be in the "DEM TITS" drive'
XD
Ban Allar, it's his fault
Hi everyone, I'm running into an issue where I import my animation into unreal and theres an issue with the rotation when my character swings from right to left or when it's trying to do a full 360 rotation. The rotation doesn't go through fully and it skips a couple frames. I'll be in the feedback and support chat! Any help is appreciated. Thank you!
Hello everyone! I'm wondering if it's possible to replace the static mesh component inside an actor with a skelletal mesh?
This happens with looping or non-looping animations?
Does anyone remember old mobile games like ancient empires? I remember back then there were quite a few games that worked the same but were reskins. Today i can only think of wargroove that uses same mechanic. They are simple short turn based strategies. I wonder if there are code samples i can examine, or even better game engine similar to rpg maker
Does anybody know if there is any way to forcefully disable tessellation during runtime or at least during the startup of the game?
Does anyone use the refresh all nodes plugin? I am trying to add it to my 4.27.2 project and I get build errors every single time. When I go to build from source manually, it fails. I have downloaded the correct version but I always get a modules/build error.
what did I do to deserve shader compiler jail 😭
what's the error?
does anyone know an easier method of making a control rig, I just need a simple one nothing complicated or fancy but all these videos are like 3 hours long and look mad complicated
I get two errors, one is that I need to rebuild the plugin, when I do it fails to rebuild. The other error is the engine not recognizing the module that comes with the plugin. I have installed third party plugins (not from the marketplace) before and I didn't have this issue. It is only with this plugin.
When somebody asks for the errors, they mean the exact errors, verbatim.
Anyone know of a way to make a mobile controller always on top of the HUD?
I can't press my Controller because it is under the HUD, please help me
Can anyone help me why can't I move the touch buttons?
just increase it's ZOrder when adding it to the screen
@clever fjord I do not know the place, where I change it
Whereever you add the hud to the screen/viewport
@clever fjord I use a virtual joystick, it's automatically added
Ah, well alternatively you can change the ZOrder of all your huds to -1
Reorganize your UI.
You don't want your thumb to be blocking vital information
It's not like pc UI where you can just put it anywhere. For such useful UI information, it really should be located somewhere more UI friendly
Is there a video tutorial?
How would we know
You just posted a screenshot of half a crash log with no debug symbols installed
The full crash log with debug symbols installed
And tell us what you were doing before the crash might help too
Rather than just "how to fix glitch"
It failed to load the unreal editor class, check if you've overridden the class to something invalid in your DefaultEngine.ini file. It's under the key UnrealEdEngine.
No I can't unfortunately
Did you mess with your DefaultEngine.ini file in some way?
You stole it?
Then we ain't gonna give you any help
<@&213101288538374145>
You're advertising things and stealing files?
Yeah, the file overrides the unreal editor class to a custom class. But you don't have that class so it can't load the editor and crashes. Just remove the key UnrealEdEngine inside your DefaultEngine.ini config.
and with key I mean the key and it's value
It's inside the Config folder of your project root
I'm creating my own muzzle flash particle effect and I just need to know how to move the one at the back up to be at the same level as the one at the front
With the ''Set (PARTICLES) Position'' it only changes the angle
I would like to have a control version with a friend, our projects are around 50 gbs. I checked perforce, AWS, Azure, contabo... I dont have an idea how to set up this. ut I am experienced in a company using gitlab and tortoise. Somebody could guide me ?
thanks
um i am getting this error when i cook my content with fmod enabled however it seems to work fine in engine e
expect if i use an fmod sound it will no longer build anything in that folder werid
Hi guys! 👋
I thought is weird when I noticed that an older version of the engine showed an "Update" button.
Were there any announcements that I missed from Epic? 🤔
It probably has more to do with your input mode. Try setting Game and UI on your player controller.
I’ve had to do that a few times recently. I’d just update it and not worry about it. I’m sure it would have been announced if it was important
why does this just not give you a button to find the node that causes this? I really dont care about it since it doesnt cause me any problems, but man its annoying
its not
I have hundreds of "add impulse"s throughout the project and this doesnt even tell me which actors doing it for a start
and I want the button just like almost every other error has
I wouldnt mind if it didnt have to pop up in front of the whole screen every time I stop a playtest, and also put a little popup in the corner too (which stacks up each time if you dont close it), if I want to check for my errors and warnings Ill check them I dont need to see it literally every time if there was nothing currently wrong or related to that
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp] [Line: 3982] Failed to load UnrealEd Engine class '/Script/SheikEditor.SheikUnrealEdEngine'.
UE4Editor
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
anyone know what to do
i got erorrs
on my project
everytime i open it
it just shows error
and i cant get in it
How common is it for the UE4 editor to fail to actually shut down properly, and are there any common reasons for why that might be the case?
I have UE4Editor running as a background process after shutting it down. I have to manually kill the process.
This only happens on one of my machines BTW; the project is the same on the others where it does not happen.
The screenshot you sent is complaining about a component on an actor. It's telling you the exact component on the exact class. Every "add impulse" (not in screenshot) node will cause this problem because the component is not set up correctly.
So you need to go to your blueprint and change the component settings.
Your comment is akin to your car indicating it is our of fuel and you then complaining that it hasn't told you which petrol station is at fault for not filling up your car.
no, the capsules physics gets turned on and off in game. generally not many things should be triggering the impulse while it’s not using physics anyway, but for some reason it still happens sometimes. I already manually searched for every add impulse and added a check for physics. my point is it’s just annoying when I don’t care about it because it’s not giving me any problems. if you can’t add impulse, fine, don’t, I don’t need to hear it every time I stop a playtest
Thank you so much! I will update it too then 😉
Is there any reason my output from Cook Content for Windows will have absolutely no assets outputted? Makes no sense at all
I'm just trying to cook a level into a umap
Seems to only happen with Unreal Engine 4.16
Yeah, it's pretty ancient. I tried packaging it and still didn't get what I expected. I figured like every other version I'd have a .umap, .uexp and .ubulk file
To add to this, not a single asset I create has an output when I cook the content. Just the same 4 files in the WindowsNoEditor folder
I appreciate the honesty! thank you
So this is some code for a boat system im making, and basically the issue is that everything works fine until I reverse the boat, and the boat rotation just flips out and spins, If anyone knows the issue with this I would really appreciate the help. LMK if you need to see any class defaults or anything.
So, I am making an endless runner game in integration with Playfab and Xsolla:
1.I am integrating playfab for Leaderboard and Authentication services.
2.I am also using Playfab Economy and created virtual currency on it.
3.I am using Xsolla store and payment gateway to purchase virtual items using real currency and virtual currency.
Issue:
1:While trying to import catalog of playfab in Xsolla, I am getting this error attached below.
how do I fix anti-aliasing on mobile?
idk if you can see it in the screenshot, but no matter what I try, it doesn't look good
hi how can i change Skeletal Mesh to variables components?
Thank you for your answer. I put it in a triangle, but the existing skeleton mesh doesn't apply.
sorry my bad english
It only worked if I put in the skeleton mesh myself.]
in here
but i want like this
ok i want this https://www.youtube.com/watch?v=LNgCojsrKTw&t=569s
Today we look at how we can use the construction script to speed up our level building. Also, we take a dive into how instanced static meshes can increase performance.
with skeletal mesh
but I know that skeletal mesh doesn't supported instance
but i don't care i just want duplicated
so I made like this
oh
Thank you Very much!!!!
It's work!!
O M G
T H A N K Y O U
I L O V E Y O U
For me, static mash was easy because I could see and copy Youtube. But the skeletal mesh was a big challenge for me. It's my first time dealing with BP. Thank you!
How can I manually set the mipmap level at runtime?
Vertex / surface snapping doesn't work for me inside the blueprint editor. The level editor works fine. Is that expected?
An absolutely dumb-cringeworthy workaround is the following:
- Instantiate the blueprint twice in the editor
- Make sure both instances have the same transform
- Move the component you'd like to snap of one of the instantiated blueprints inside the editor. It will snap to the other blueprint instance. Vertex snapping worked, surface didn't
- Apply instance changes to blueprint
I'm annoyed. Thanks for coming to my ted talk
Which channel do I ask about Creating Plugins, using Commando_Line Arguements and importing assets to unreal from a thirdparty program outside of Unreal Engine (not having a project open)?
does anyone know a good fluid simulation tutorial for shower head or sink faucet ? Many thanks!
@void escarp in must be something with Cascade involved
@shell hamlet can you please explain a bit more in detail? I am sure I follow what Cascade means. Thank you
Cascade or Niagara
Hello guys welcome back to another video! Today we are checking out the new Niagara Fluid Simulation plugin in Unreal Engine 5, Preview 1. You can get all of the particle fx that you see in this video by just enabling the plugin and creating a simple Niagara system inside of your content browser. Just select which template you want.
This fluid...
Could not find any specific tutorial
thank you!
Yo
Anyone know to get unreal to actually break pins on nodes, in the reference viewer
It's not appearing in the break link to
Anyone have a good resource on Slate UI with c++ ?
ben ui has some stuff iirc
@autumn flame already saw this, its pretty basic unfortunatley i guess they really want people to use UMG with blueprints
Your best bet is looking into source
I am making a board game but the problem is that the texture is not much clear, the number are not visible properly. I disabled mipmap, using 2k texture still not clear
Hi, sorry to bother just wanted to ask maybe a stupid question, but how to create a tree like in Predator so that the mc can jump to tree in tree or to tree to floor ? Since it need to be pretty large 🤔 I was thinking about resizing it but the texture on some model don't support very much this modification so any info is good
Is there a way so that when I press the attack button, I can slide it to move the screen, as an aim for the weapon?
Hi !
I am working on a simple 2D level for spaceship game, I was wondering if there is any way that Player taking damage when collide with Tile map, and also destroy bullets when hit Tiles??
Yep in blueprint
You just need to create blueprint so that when the player collide or is being hit take damage and when destroy the bullet on collision
Generally it's in the last part of the blueprint with the arrow
thank you, so i should bring all tilemap in one blueprint?
Don't think so you could just create a sphere collision on the player so that when it collide it just take damage, maybe 🤔 test with and without since I kinda of forget if it work with or without collision on the other part (the part that collide with the player).
And for the bullet same thing create a sphere collision or anything and when it collide you need to destroy the bullet 🤔 but same as previously forgot if there is a need of 2 or only one collision
I think that the most "fast" way is to create the collision on the tile so that since it is referred twice that you don't rely on luck.
For the bullet you could create a cast to so that you verify if the bullet touch a foe and if it's the case then destroy foe and if it's not the case destroy the bullet.
For the tile can't really help you
If you need don't hesitate
so already a tiles has collider, and because the level is not flat to suse a box in another Blueprint, I want to kind of cast to Tile map and then find a way to have collision overlay then taking damage from it
Normally it should work
And it's always the same asset ?
Since so you just need to create a event graph and it's done but you need to referred each one if they're unique
Just don't forget to create variables Health and Health max on the mc
yes, I did it all the problem is I cant find the right cast to and so on
🔄 inversely
I think you should check if it's the spaceship from the BP of the tile on component hit cast to get player character, ==> cast failed nothing==>
You just need then go get the health variables get the float or integer mathematics
And set the new health variables
Or the collision detector
ohh now I got it, thank yoU, I will try it
👍🏼
sure
great its worked, thank you so much
I have some Actors that use Pawn Sensing, and when I start the game with my Player close by, they work fine.. but when I start the game with the Player farther away, they never activate when I come closer. What's going on?
They need to make a pirate version of R-Type called Aaaaaaaargh-Type.
I'm trying to install UE 4.27.2 but I only get rounded off options
Is there any way to get it to show up?
Nevermind, I just tried installing 4.27.0, and it's intalling *.2 . Weird, screenshots I see of other people doing this list each individual subversion
yeah that happens to a few people. Weird error. It installs fine AFAIK
I plan to do more tutorials for VR / Non VR, is there anything people want tutorials for?
How can I exactly play a montage when the character's speed is higher than a specific value? Basically, what I'm trying to achieve is to play a normal mesh animation when I press the "1" key, then if I were to start walking, it'll play a montage animation, If i were to press 1. I'm kinda stuck because I'm quite new and couldn't find any tutorials.
I don't understand what you want to do
Why use a montage when you could use a blenspace 1D or 2D, first Dimension you use Speed and then select the Animation you want, 0 idle, 300 walk or jog and 600 Sprint.
Then in blueprint you just put the speed variable to 300 first then when the player press "1" switch it to 600 etc.
Is it something like that?
To play a montage in blueprint just use play montage select the montage and since it's about a boolean condition you just do event input press "1" branch the condition for the branch is a speed > X(for unknown since I don't know the cap for u) then return the red pin to the branch.
The play montage 🤷 don't know if I'm clear of not
is it still legal to use unreal 4?
No, in fact the FBI will bust down your door and arrest you the moment you launch UE4.
(obviously joking before someone takes this and runs with it)
Dont you need a reference to the actor your trying to destory?
you see the hit component
destroy component only works in the owner of the component iirc
iirc it also says that when you hover the node
how can I distroy the component then?
destroy it in the owner of the component
I cant
I hit a raycast
to get the component
make a custom event in the actor that has the component and call that event, dont call the destroycomponent.
but look
I want to hit a raycast
I cant just add a component to a object blueprint via raycast
that isnt making sense, your code above doesnt work. Have that code call an event on the item instead of getting the component directly and calling destroy on it.
I cant just go into every single item blueptint and add that
so all of them are unique? you dont have a parent item class for example?
and I guess you dont have to, but then your not going to be able to destroy the component.
I need a way to destroy a component from the raycast without adding a blueprint to the component
well your ray cast is not hitting a component is it? its hitting an actor that has a component on it.
wel yes I guess
but then I need to be able to also clone the component
the destroy component works when called from the blueprint that owns that component, your not going to be able to get around that.
well is there any way to kind of execute as the hit actor
to delete the component
bro as i said
make a custom event in that actor, that deletes the component, then on your hit actor, call it
technically not using the Destroy Component node. You could create your own Blueprint Node in C++ to do what you want.
ok how can I do this
I would start by looking at the code for the existing node and modifying it
if you havent got a clue with c++, then you won't get very far.
you could have implemented the above solution by now :P
If you need to change many many many items to do so however, then you have set them up poorly, and should look into effective use of OOP, or it's some mod specific thing we can't help with anyway
The legend Mathew himself
tbf we shouldnt even be helping you with this anyway, because you keep asking for support for modding a game that doesnt allow modding
which violates the #rules
wdym doesnt allow modding?
the creator said he is fine with modding
when you have to crack things open with a tools like that it isnt supported
I think you’re missing the point
heavily
Well, the animation is a roar
Not an idle
Here's an example
It's just that when I want it to play a montage, I can only make it play a montage and not the actual full animation when I'm not moving from my current knowledge
Anybody know if it's possible to use baked navigation for an open world game, but use dynamic over a specific location? It's for procedural dungeons. Using dynamic for the entire world wrecks the framerate.
Instead of using a montage, put the animation in your animation blueprint and use a 1d blend space based on the characters speed? I wish you could use a montage with a blendspace. That would be super handy.
Oh! You could also just make a new slot in your animation bp that only handles the upper body. Then trigger the roar animation using a montage that's set to that slot. There are some limitations here though.
What you can do. Is use Dynamic over the entirety of the world and use a smaller volume. Then just move the volume to the player every so often. In a single player setting this made sense to me. Because you only really need navigation around the player.
It's a multiplayer listen server setup, so unfortunately I don't think this would work.
But that's a great idea for future single player projects. Thanks! Lol
I think I'm going to try spawning invokers into my dungeon rooms when they're generated and stick to dynamic modifiers nav setup.
Hopefully that works
I don't do multiplayer games. But could you maybe put each room into a sub level to be streamed in and out. Then use static navigation that is baked into that sub level. That way you wouldn't need dynamic unless the room itself changes at runtime.
Yeah and create X variables in case of walking, running, idle and so create a blenspace for the corresponding case so that the roar is available in walking or running or idling
My bad it was for astery
Sorry for the ping
In the event graph of the blueprint you create the variable and in the anim graph create 1 state
And in the ABp you use cast to
Oh that's interesting. I wonder if that's possible. Each room would have to move since it's procedural though. And I won't be able to use the generator plugin I'm using. But it may be a good alternative if I can't get invokers to work.
Hey no sweat. 🙂
Using level streaming you should be able to do it easy. And swap as needed. But you would have to adjust your procedural code to spawn the sub levels instead of the rooms.
But I would check how this works with multiplayer first
Yeah. I doubt the plug-in would make that easy. I'd have to roll my own system probably.
We used level streaming currently and it works fine.
Ok awesome. Hardest part is likely tweaking plugin.
Yeah. Probably not worth the effort to be honest. Lol I just looked into invokers more and I think that's the way to go. Should work great. Hopefully. Lol
Thanks!
Could you explain how to do an blenspace only for the upper body ty
I'd google this. You'll find a much more comprehensive answer in a quick video tutorial than I can give you.
But in general, in your animation blueprint you need to add a new custom slot (I'd recommend naming it "upper body") and route your animation through it. You'll need to set it to only affect the upper body bones or whatever makes sense in your case. Then you just need to make sure you're using that slot in your montage.
Hey guys, in today's video, I'm going to be showing you how to use upper body montages in your game, as well as being able to blend between both upper and full body so that you can utilise both.
Punching And Fighting Tutorial: https://youtu.be/1jxElVA7g3c
#Ue4 #UnrealEngine4 #Ue4Tutorial
________________________________________________________...
There. I even did the legwork for you.
Thank you 😊
So maybe dumb question but how to create in the Animation Blueprint anim graph or event graph, so that when the player has a shotgun the Animation is for the shotgun and if the player has a riffle it's the riffle animations etc.. ?
Alrighty, i'll try that
desonn? - you here ?
.
Now you know my pain trying to build individual commits
Hi everyone, anyone ever come to this issue? My PC freeze every time it start to compile shading. it working very normal for the project that already comiple shade.
I just re-install the Windows 10.
My GPU is RTX A5000.
I've been facing this cook error i tried everything but nothing worked for me
Is anyone here who can help me with this
https://astricx.is-from.space/Desktop_2023.07.05_-_01.06.54.03.mp4
Anyone know what this issue could be?
the random dark shadow, I mean
Have a look with simulate? Can't guess what causes a blanket shadow randomly
See what you have in the world and how your sky is setup too
okay
How do I remove showing up bones? I don't remember
does Get Assets By Path have the option to search all child folders under the path?
https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/AssetRegistry/GetAssetsbyPath/
UE4 Steam Subsystem doesn't want to find sessions? I'm using the 480 AppID.
Creation of the SessionSearch is in the constructor of game instance:
SessionSearch = MakeShareable<FOnlineSessionSearch>(new FOnlineSessionSearch());
Then searching for the available sessions:
if (SessionSearch.IsValid())
{
UE_LOG(LogTemp, Warning, TEXT("Starting Find Session"));
SessionSearch->bIsLanQuery = false;
SessionSearch->QuerySettings.Set(SEARCH_PRESENCE, false, EOnlineComparisonOp::Equals);
SessionSearch->MaxSearchResults = 200000;
SessionInterface->FindSessions(0, SessionSearch.ToSharedRef());
}
Related log:
[2023.07.04-21.03.44:706][ 0]LogTemp: Warning: Found subsystem STEAM
...
[2023.07.04-21.03.47:856][476]LogTemp: Warning: Starting Find Session
[2023.07.04-21.03.48:372][561]LogOnlineSession: Warning: STEAM: Server response IP:84.216.121.11
[2023.07.04-21.03.48:372][561]LogOnlineSession: Warning: STEAM: Removed incompatible build: ServerBuildUniqueId = 0x00000000, GetBuildUniqueId() = 0x00e24b58
[2023.07.04-21.03.48:474][576]LogOnlineSession: Warning: STEAM: Server response IP:217.23.12.128
[2023.07.04-21.03.48:474][576]LogOnlineSession: Warning: STEAM: Removed incompatible build: ServerBuildUniqueId = 0x00000000, GetBuildUniqueId() = 0x00e24b58
[2023.07.04-21.03.48:576][592]LogOnlineSession: Warning: STEAM: Server response IP:4.205.53.204
[2023.07.04-21.03.48:576][592]LogOnlineSession: Warning: STEAM: Removed incompatible build: ServerBuildUniqueId = 0x00000000, GetBuildUniqueId() = 0x00e24b58
Full log:
I'm on 4.26.2 atm and I get the same on 4.27.2
I do have everything set as required. Steam Subsystem in UE4 Editor is enabled.
Build.cs:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "UMG", "OnlineSubsystem", "OnlineSubsystemSteam" });
Then DefaultEngine.ini:
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
It does fire IOnlineSessionPtr::OnFindSessionsCompleteDelegates event and it's even considered successful but FOnlineSessionSearch::SearchResults is empty: it never finds any sessions
The code works: it works with the Null subsystem: I create a host and it finds the created session
i think I may have found the issue-
Lmao, looks normal 
That's normal? seeing the selection above me?
what exactly is GameState ?? does it tells weather the player is in a on going match or in lobby?
Hullo, is this the channel to ask questions?
Hey ive been tasked with getting hair and a hat to work with out metahuman, ive done work and skinning in maya, but when i export it and the hair lods it doesnt import into maya correctly, hair disapears and only the hat shows up. does anyone know how to get this working? currently tried selecting everything and exporting, tried exporting individual lods with the skeleton, and even exporting just the hair with no success. any guidance is much appreciatedHey ive been tasked with getting hair and a hat to work with out metahuman, ive done work and skinning in maya, but when i export it and the hair lods it doesnt import into maya correctly, hair disapears and only the hat shows up. does anyone know how to get this working? currently tried selecting everything and exporting, tried exporting individual lods with the skeleton, and even exporting just the hair with no success. any guidance is much appreciated
No
Looks like something may have collisions enabled for the scatterer or such
¯_(ツ)_/¯
how to fix this
install debug symbols and we might be able to help
how to enable
At the very least show the full error
this?
yep
ok
That is the worst ringing in paint I've ever seen!
Anyone made An ammo counter in ue4
lots of people have
Yh I just need help with displaying the amount of ammo correctly
I was making an editable text in a widget and I guess I pressed or did something and now the font is just, gone? It displays A's in boxes instead of actual text. Is there a way to get the default font back? Also, if I try to create a new font, I have to pick a font file from my computer and I have no idea where any of them are stored (MacOS)
this is what it shows when I try to select one
We can't do much unless you show us what you've done :P
found the "Roboto" default font by checking "show engine content" under view options in this menu
Hi just some clarifications of how functions work.
Functions cannot run concurrently right? So if I have a node sequence A > B > C where they are all functions, each node will wait for the full excecution of the previous function?
What about in a for each loop? If I have a foreachloop of functions, will each step of the loop wait for the full execution of the prior step?
Yes
ok, thanks
Hmm
Well you just create a text and bind it to the ammo variables
Did someone know how to change the default weapon in the Shooter Game example project?
change the mesh, and you are done
If I remember correctly there was a tutorial explaining how to do it, but I couldn't find it anymore.
Because it seems impossible to find a tutorial on there is to change the basic weapon of the Shooter Game
yes, its kind of very basic info about the unreal viewport. just open the gun blueprint, and on top left you see which components contains this, and for every component have its own details.
i reccoment to start from the very basics.
But this is the FPS Template, not the Shooter Game
I wanna try change this weapon
is the same
Okay so I'm not exactly sure where to ask this, but this game has a skin system, were theres different patterns, I had a look and apparently it's a texture split into 3 colors, red, green, blue, they use unreal to add colors to the texture, how can I achieve the same thing?
first image is the rgb pattern texture, second is what you can get. Not same texture, but you get the point.
Could you give me an example please?
Hey guys I'm having an interesting issue here, I'm sending a dynamic parameter to my cascade particle system, this distribution float constant curve graph is actually working but it's not behaving accurately to the inserted values, what am I missing here, If anybody have some information on this, I would much appreciate the knowledge, thx in advance
#visual-fx might be a good channel for that
also depends on the material, if you are multiplying the values in the material, things will spazz out.
when you splt the texture into a single colour channel you get essentially a mask, viewed here in photoshop. The mask node in unreal lets you select the color. if you plug in the texture, into a mask, of whatever channel for which pattern, then plug that into multiply, you can also plug a color parameter into it, and boom, you now have your colored pattern
Having the weirdest issue, when I place actors in my level, they keep becoming unable to move. Navmesh and behavior tree are both fine, it seems like they are becoming stuck in the ground, I fix it by raising them up off the floor a bit in the editor, but then eventually (after a few rebuilds) it happens again despite them still spawning above the ground. I move their spawns slightly again and it’s fixed, but this keeps happening. Any ideas on a permanent fix?
Thanks much appreciated
is there a way to put actors into folders/categories in the world outliner?
yes there is, its the button to the right of the search bar
here
Thanks!
You can also be able to right-click the entries and there should be folder related entries in that context menu
hi, this is my first time using unreal engine. I was following a tutorial where I made an instance from the master hair material of the default character sample project and put in my own mask for the hair. I don't know why im getting these weird X marks. any help is appreciated, thanks
i saw
Yeah, lmao
👍 thanks
in a modelling software
What modelling software though
I don’t know any can you recommend any?
blender, because its free
maya and 3ds max are the industry standard but theyre also hella expensive
Ah ok thank you
Why mesh is so bright in viewport? Annoying af
Is anyone familiar with the workflow from Blender to Unreal?
Is there any reason to not having all my building models in a level be blueprints with lights and props added into the blueprint? Is it more/less efficient than having them organized outside of blueprints?
I am pretty familiar with it
what are the main issues people are having with blueprint structures, and do they apply to ue4 as well?
they can seemingly at random change their contents. theyre always passed by copy, so it can be annoying to change their members, making a structural change to the struct with pretty much anything open in the engine will crash it instantly at worst, at best invalidate every node using the structure.
and yes, they apply to ue4
the good news is c++ structs are ridculously easy to make
so can I just define a struct in a c++ file, then use it in BP like I would normally?
also is this a known bug that epic is planning to fix
yes
thats fun lol
it has to be a ustruct, and the members have to be exposed to bp via uproperties, but other than that its pretty simple
you can also put functions in a ustruct, but they wont be exposed to bp, but they can be useful, maybe, probably
is this accurate? https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/GameplayArchitecture/Structs/UsingStructs/
ye
do i literally just put that code in a .h file and then i can use it like i would use a normal Bp struct?
pretty much. theres the missing #pragma once and #include [filename].generated.h there, and telling you to build it.
You obviously also need to put your data types in there.
alright thanks, and can I edit and build cpp files from within unreal or do i need a separate IDE
you need an ide
use visual studio, and if you plan on using cpp heavily buy visual assist, resharper, or the rider IDE
otherwise just deal with the intellisense errors
hm ok im on mac which doesnt support c++ with VS, and I think I have rider with some student thing i got so ill check
this right
yep
alright sick installing now thanks
just check your license terms if this is a commercial project instead of just learning
nah its not commercial just some beginner project to learn unreal
some educational licenses like adobe permit commercial usage on student plans, but most, like autodesk prohibit it :P
hm interesting ok thanks
Ok well I tried to use Rider but it didnt show up and I found a plugin on the jetbrains website (https://github.com/JetBrains/RiderSourceCodeAccess) so I put it in the plugins folder in my project. However, everytime I tried to lauch it, it said the error message in the image. I then tried to remove the plugin and re-open it, and it still shows the same error.
how do i get the reason its failing to compile and/or build it from source
just removed both the PROJECT_ROOT/Source and PROJECT_ROOT/Plugins folders and its still saying the same thing
ok ill try it but how do i fix the compile errors when opening my project
any of you guys familiar with kai locomotion system? unreal 4 version
Im not able to play anim montages in there
Hey Hey can anyone help me?
I'm trying to open the "game menu" how can I open it while in the play mode?
pressing ESC is closing the game... xD
Bind it to another key for development
makes sense. I'm having an issue with gameplay mode though.
I'm pressing "play". the game starts (because I'm seeing the game hud)
But I can't move or even pressing things opening hierarchy etc.
Hi, is it possible to use arms anims to create an upper body montage and then assembly the all ?
Is there anyway to support open lg 2.0 or 3.0 by engine?
sorry for the bad pic this image is from my client
Hello, is there a way to create a UE script that one can use for their project? I've yet to find a site that explains how to import assets via UAT. Also, does it have to be a C# script or can one use python? It is meant to be used in CMD outside of a UE project (if any of this is possible)
I need help, i've been trying to cook a model, but it won't cook because of an error.
Is there something going on I’m not aware of?
It would be helpful to see the whole error :P
does anyone know how to make a dragable fire button like mobile shooter game
I have been playing around with the assets from the marketplace & I am wondering how you would turn off the auto play when I attempt to play the asset. They usually start playing automatically when I press the play button, like a video of the asset.
I would like to use the asset, but I am unable to figure out how to stop it from auto playing.
An example of this is the Stylized Rendering asset.
Thanks.
Hello, I wanted to know if I can use C++ and BluePrint at the same time, like for Sea of Thieves. Thanks for the reply.
yes
How?
Because at the beginning of the creation of the project, we can use only one language
no, at the creation of the project it creates the defaults
if the project starts with C++, you add Blueprints. If the project starts with Blueprints, you add C++
Ok,thanks
how do u know that jfc
Sorry, idk where to ask this but, do plugin content get cooked in the base pak or is it a separate pak?
Base
is it possible to separate it?
You would be diving into modding territory at that point, separating packages as mods / dlcs
Look at Robo Recall maybe
awesome! thank you very much
Lmao people asking for help yet making it virtually impossible to help them always get a good laugh out of me
it happens way too often
Hey, any one knows how to get engine debugging symbols for the source version ?
does somebody managed to get the unreal logs via adb logcat?
#mobile might have people who know
okay thanks
Hey Everyone! I'm not really sure where to post this so here goes... I'm looking for help! I created a video game on google play store called Get Those Goblins I want someone to do a critique/suggestion video for me on You tube or something Thanks in advance hopefully some here know someone or way to get this done!
@shy nacelle thankyou
Suppose I want to make a blueprint of type CameraModifier, and inside I make a BlueprintModifyCamera Function (I'm assuming this function is called automatically)
How do I replicate that in C++ ? I created a class derived from CameraModifier and create a function called ModifyCamera but it doesn't get called automatically (obviously)
I'm watching a tutorial that's fully done in bp but I'm trying to follow along in c++, so if something's not clear I can further clarify what I'm trying to do
Where can I ask my questions about animations?
Some of the specific channels are a bit of a ghost town.
If you don't get an answer after a while, ask somewhere else.
okay thanks, was that channel hidden I couldnt see it
i’m making a multiplayer horror game it’s gonna be like a quest typa game.. anyways should i make the game solo and then implement multiplayer ? or can i do it later
uhmm even if I plan on making a single player gamemode?
Hi guys, does anyone know a way to get the player's system specs such as GPU VRAM into Unreal Engine ?
Is there any specific unloading assets techniques that completely leave AI/ Map Collisions Alone?
@formal sonnet
does somebody know how to have more control on "open level" like beeing async and managing the use of memory?
i dont want that, i want to control the open level. And streaming levels for arm64 still gives random errors also
i have connected to a sentry account to see which problems are, and they are segfault always when travelling into levels. But i want to do it that way, sometimes levels have different gamemodes and pawns and i need to Open level, not loading a streaming
heyy I'm trying to do some meteor falling on buildings and I've got a problem. Note : every meteor is spawned by one bp meteor and each building is an instance of a bp building. In the bp of the metor, I first create an array with the buildings. When the box overlaps, I check if it is a building and I remove 10 on the life. (life of the city). However, it doenst work and it always stays at 100-10 so 90 (check images) I print string the ok boolean and it always stays false, it's weird
Hey, I am coming here from a modding community trying to get support for opening a file. We have been working for a while to get these files to open (this is one of many files), but they never open no matter which version of UE we use, which tools we use, etc. https://drive.google.com/file/d/1Wihtu1Vah_fN4QlXurI6OJJbyBiQjBN-/view?usp=sharing If anyone is able to figure out how to open these .uasset or .ubulk files, I would really appreciate it if you could DM me.
We don't offer support for this stuff
Underground modding is strictly a no no
Alright, where should I go then?
I haven't a clue
Hey, I'm getting debug logs printing on screen even in a Shipping-packaged build, why would this be?
Hey, im having an issue with my ue4 were every like 15 minutes, when i open blueprints it goes to black and i cant use it and have to restart my engine. sometimes its very annoying. is there any issue way to fix this?
chances are it's your video driver 😦
Is it because it’s not updated or settings?
it could be that, or it could not be compatible with UE, or it could be a setting like gsync.
Could it be something to do with the engine itself, it doesn’t do this with unreal engine 5
i was also facing something similar in ue4 and there was a problem with my gpu (nvidia) drivers. search forums etc. you will probably find a solution there
Okay, got a weird one. Square holes in my terain but only on a packaged project as shown below. Any ideas on this one? :p
I have a bunch of sublevels that have a niagara system that should tick.
Some work some dont't.
For the sublevels that are not working, if I delete them and regenerate them, they work.
Any idea?
hey beginner question- so i made a project using levels,and when i render it only renders the one that my level sequence is in, is there a way to render a few renders at once ? and is there a way to hide certain levels while rendering ?
hello guys i have problem with making 8 way directional movement for my character
everthing is good but when i starting walking or running backward my animation glitchs as you can see in the video
and sorry for bad explanation(my english is bad)
can someone help me?
just a off topic question:
how much will it cost if a team of 5-6 people makes a mobile hyper casual game (working online) just give me the estimate
how can we answer
there are far too many variables
it could cost nothing, it could cost a lot
If I give you the example of squid game, not too fancy graphics just like "crab game" then what would be the price range?
again there are far too many variables
no one but you or a long meeting with an accountant will tell you that
how many players are you expecting, the complexity of said game clone, affects the server prices. the seniority of the staff you're looking to hire affects it. the salary you will pay yourself affects it. the time it will take to make the game affects it. any freelancers you may need to hire affects it, keeping the game running affects it, how long it might take to build an audience affects it.
Wots ur point here are u asking that how much money this games make or how much make it takes to make this games
how much it takes
Depends on wot type of game u are trying to make
Graphics, mechanism
Levels
Hrs
Design
Every person have different rates
And how pro they are at work
But wonder if someone wants to make a simple game that would have done in a month, it will cost a lot to pay all the team members
thanks
If I remember correctly, it's because there is a overlapping of animation
You can correct it by remove few first frame from the second animation or last frame from the first animation
If I remember you can use debug function to show the Animation ongoing
According to what exactly does world composition add an offset to an imported sublevel?
I have a sublevel with my main node at 000 but when I load the sublevel in world comp, it loads with an offset.
Hey there ! i hope i can find some help here. Im currently working on several status effects like "OnFire", "Frozen", "Stunned" etc. for my character.
The only problem im facing right now is how i could visually show that to my character. i thought about post process materials on my camera, but im not sure if thats the proper way to go and how i could set something up like that to manipulate those materials during runtime.
Would it be better to have some visual animations on a widget ?
Hope someone could lead me into the right direction 🙂
Can I suggest "Burning"?
Niagara effect and maybe animations for the stunned status
Thanks!
np
Hi everyone, i am new to UE4 so i really appreciate any and all advice as i am in desperate need of help.
I have an enclosed space with a mesh inside. I want to use a mask to occlude the mesh in that space such that you can see through the mesh and the enclosed wall straight to the sky sphere.
I was looking at box masks and sphere masks but I want the mask to be in the shape of the mesh. For example imagine a cut out of the shape of the mesh through the wall.
Not only that but I want the effect such that whatever angle or rotation you look at the mesh, the mask will take on the shape of the mesh at that looking angle/rotation and allow you to see through the walls and straight to the sky sphere.
I discovered custom depth and stencils which give me the shape I am looking for, but I am really struggling with making it see through the walls.
Does anyone know how to make it see thorough so that I can see through the mesh and the wall straight to the sky sphere?
hey everyone, any idea why my object isnt moving along the spline but rather moving above it?
Get location is set to world space, get rotation is set to local space, and then you're setting relative transform.
change that aswell as resetting the origin in blender
Ah yeah I sometimes forgot to reset the origin in blender as well, nice!
Meshes and materials subject to change and do not reflect the final product
Hey, do you know if Unreal Engine collects any data in a packaged game ? because I am writing the privacy and policy and want to know if I have to include anything. Thankyou
By chance, have you changed out the engine default material?
hello i want to ask about somthing that give me the ability to detect emulators on my android game
Generally the point of an emulator is that you cant
Why?
what i mean is detecting players that use android emulators on windows not players using mobile phone
Yes but why
Prevent computer players from accessing mobile servers
That should give you some pointers
I added new caharacter to my game and weight paint is okey but the left shoulder is still overlap the body. How can I fix this? (I am using ALS visual mesh )
Looking for help from someone with itch.io payout experience that's from Canada! I have questions that I am struggling to find answers to lol
will player ID ever be 0?
hi guys can anyone help me with this packagin error? UE427 : ```LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: Export.ObjectName!=NAME_None || !(Export.ObjectFlags&RF_Public) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4403]
what does it mean
game issue or engine?
last day compiled ok
Yes, I think youre asking the wrong question though
If you're asking is the person playing the game will ever be player 0 then the answer would be sometimes. Though it's complicated
There are ways to ensure the player controlled character is always player ID 0
No I was asking if player is would ever be 0
I have a multiplayer setup and an I'd system where players can spawn units and pass on their player ID to an integer variable
But I got around it
Oh I see, but yeah. The first player is always 0
Unless you specifically code it to be something else
how can i consume mouse input when launching standalone game
it works on PIE but not when i standalone launch it
Hey, I'm an amature in UE4
and i got small problem.
I'm useing "Get all actors of class" and i need to some how set specific ID to actors. since the ID on map is constantly changing randomly
Let's say I put 4 actor and i rawly know, in what order, but i delete 1 and place 2 more , whitch mix the ID on all actors...
Here is pic. , here I'm useing 2 "buttons" to control doors, but every save/compile the ID of buttons changes
how to fix / go around to cast to specific button
( the button should be controling more things that doors in level, (doors/elevator/lights/turnOnOFF Hazards)
This is the bluepr. for selecting ID on doors*
So the doors can communicate with the button(s)
HOW
Door calling for ID: 10
1st Button: 10
2nd Button: 03
Some how it's swapping IDs
How to go around this / set specific ID ?
I'm not sure you can rely on get all actors of class returning classes in the same order
Unless that's a custom get function
You would want to iterate through that array and check that the ids match. Not just get by index
I'm an begginer in UE4
So it's little hard to understand what i should do.
As i sayed, i want the Button to "Flexible"
Lets says i want the button control 2 doors & 4 Lights
Another button controling 2 lights & Elevator
Another button door only
I don't want to create bilion of same buttons to just control specific num. of specific actors.
I want to make the button so i can just tell Lights/Doors/Elevators/Hazards to look for the Button and check if ON/OFF
I looked and founded that i can look for actor IDs but the ID is changeing, so I'm kinda lost.
Something like Doom useing Num.Tag on Lines to communicate with elevators/doors
idk
Can't find any other way to do this...
Meaby adding 1 middle actor to act as "Storage"
Button interact with "Storage" setting 1 boleam and door/lights/elevators constantly checking that "storage" for specific boleam if ON ?
But that seems absurd for me...
That's stupid
couldnt you just set up an interface for both the button and whatever object it has to interact with and just have an exposed variable of the object so you can link it inside the level editor?
xD
Very stupid way, but i manage to do this.
I can set
Terminal ID
and Doors look for this ID
- if find, it will get the ActorID and store it.
- if not it will end and print string
Don't take this seriously xD
I'M amaterish* in this, and for me,
"No matter how Stupid or Complicated it looks, as long it works" xD
You don't need to do this. You just have an array of actor references on the button that the door should open. You can drag and drop those doors and such into said array
This is not really a good use of get all actors of class
You should look into the unreal blueprint communication video to properly understand referencing
Oh the doors change randomly
That changes things a bit
Doors does not , the ID of Buttons mixing randomly
Then you might be able to still do it. If the same button always opens the same things then you can do the above
As in video, the Right is ID 6 , left is ID 8
If I compile the blueprint and play the ID Change
Right 8 left 2
Again if they all open the same thing the I'd doesn't matter. If they don't then it matters a bit more
Like I mean no matter the id, the button always opens the same door
For example
The thing is , some doors can be Open/Close with other Button
Witch i wana make later*
Doesn't matter. If they all affect the same thing each time you can do to the above way
Not just doors but Lights/Elevator/Hazards
Still doesn't matter
You just have each button have an array of actors, which is instance editable so you can set it in the viewport. Then when you interact with the button, it calls an interact interface in all the items in the array, and you implement that interface however you want for each item
idk how to works with array xD
That might be problem
Then learn
its not much issue, you can even plug the array directly in the interface, but some people preffer to do a for each in the array so they can have a better view of what is happening
(when plugging the array directly in the interact interface call, it does the for each automatically if you are not doing it)
Back in time, i used to use "Get Actor Reference" to control Doors
But i was able to only control 1 door
If i added space for 2 doors and 2 lights
Then i placed button in map , and only added 1 doors and leaved rest empty , it outputted error log of emtpy castings*
I'm useing UE4 like 4months in totall, so i only knew very basic.
Even tho I know , that you helping me, with Array stuff, idk what Array is, how to set it neather to work with it propetly to use it.
Yep, what Laura said. Arrays are a super common programming fundamental, so it's time to approach them
does anyone know a video tutorial to make it so you can only interact with things by looking at them
I need to do so myself
Could anyone possibly help me with some material stuff?
Been trying 5k get to ue4 for prototyping and mess with the pipeline but I been on n off
take a normal interaction tutorial, preferably one that manages interaction via an interface, then adapt the code, so that you use a line trace, or sphere trace on tick to determine what you're looking at, then when you hit something and e is pressed, call the interface on the object
anybody who's worked with virtual textures before able to give me a hand? I've followed 2 tutorials and I'm stuck.
Getting this error when Saving All or Building
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerSave.cpp] [Line: 34] Error opening file 'E:/3ddesign/UNREAL/Saved/FirstPersonExampleMap89E8F70C491E02C9C5B127967D3FCD8B.tmp'.
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
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UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_MainFrame
UE4Editor_MainFrame
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
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UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
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user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
Go to your launcher and install the debug symbols.
anybody able to help me figure out a virtual texture for landscape
where do i find this
Ok thanks
In the launcher. Look under your engine installs. There should be an option to modify your installation
Any idea why most my nav mesh just doesn't build in a packaged game but builds just fine in editor?
Because your guy is a giant?!
hi im new here
Lol I'm flying. Debug god mode.
Welcome in. I loved your work on Pyber Cunk 2077.
haha thanks
is there a channel where i can ask questions? i ecountered a problem in ue4
There's about 2 dozen
Pick the category that makes the most sense or just ask here if you're not sure
ok so i bought a course online where it teaches you how to make a fps game, i managed to make the ai enemies to point and shoot you, but the projectile wont spawn ( it used to spawn but i mustve clicked on something and im not sure what it is)
i assume this is the blueprints responsible
and this is the projectile
Does it despawn on hit? You might verify it's not touching something when it spawns, or that it's not showing up some place weird like 0 0 0
(delayed response) Originally i had removed the default material and replaced with blue, reinstalled the engine to fix that but the issue remains.
Yes it despawns on hit
Would you be interested in checking the file?
Not particularly - I don't like being sent files.
my god the compile times are killing me, i have spend more time waiting then actuly using the engine, prob because i dont know what the settings do so i just keep clicking things but still, it should atleast give me a headsup of how long it will take to compile when i change a setting
how slow the engine is on my pc is the reason i switched from ue 5 to 4, still slow but not as terible. its almost as if unreal engine is an enterprise grade tool used by large studios, almost as if
NOOO after compiling 4000 shaders i have to compile 6500 afterwards
i think im gonne switch to godot the entire engine is 80mb
This may or may not help, I remember finding this a while back but never really used it https://github.com/pfist/Nano
why does it not support 4.27?
yea i can also read, but why, did they add allot of features in that version?
Any know how or got a tutorial on getting AI NPCs to move across different navmeshes? The setup i use an "endless" approach in one direction. loading a random leve at a set point. each level has its own navnmesh but my NPCs wont corss over into the new one even when chasing the player.
Hello 👋
why mouse cursor is visible everytime i start a level. how to get rid of it?
Hi I have one question..how do I receive Android native Home and back press button event for my UE Android App
came back to ue4 after a break, i see 3 new things instead of one DLSS option, can someone give me a small tip on what they do
also why is there no delete option anymore
Hey guys I need some help. I tried to package my game for Android but everytime i get this error and the package fails. I try to package with the engine version 4.27. I looked through the whole internet but could not find a solution. Can someone help me fix this? I will give the person who help's me with that 20 $ because i really need to get this working and need some help. Text me if you can help me! 🙂
is there a proper tutorial on how to make a simple tank? like in old wotblitz, with simplistic physics and whic is unable to flip (max angle is 70°)
what are the reasons settings wont apply on settings menu
Hey guys! My problem is I am trying to install Unreal Engine 4.24.3 from source. I have cloned the project and am trying to run Setup.bat. But it gives me an error. The error is The system cannot find the file Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe.. Any help would be much appreciated.
I think I might've used the wrong one
i used 5.1 or something
ima run it right now
I THINK IT WORKED!!!!
THANKSSS
why Geforce experience not see my Unreal Editor?, can anyone help me
Does someone know why on Android build for 5.1.1 version some textures are not loading? in editor and windows package everything works just fine.
Hey. While i cloth paint the mesh is transparent and it is hard to see where i painted and what the pain value was. Is there a way do disable this transparency while cloth painting?
Hello, does anyone know how to solve this problem?
Hey, I am getting this error.UnrealBuildTool.exe not found in ..\..\Engine\Binaries\DotNET\UnrealBuildTool.exe make: *** [Util/BuildTools/Windows.mk:20: CarlaUE4Editor] Error 999
I have unreal 4.24.3 from the source and finished building it
Hey all, coming in with a question. I've been using Unity to create games for a WebGL build, but I was curious if Unreal has a system in place or one I could find and implement to make games with Unreal and make a Web build like Unity does?
Dang. Thank you!
Thank you for your reply!
Hi everyone,
Does anyone here know if it is possible to use Unreal's virtual camera actor and component in builds? I have only been able to use it in the editor so far but would like use an iPhone to control my virtual camera in builds as well.
I am using UE 4.27 and Windows 10.
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/VirtualCamera/VirtualCameraActorQuickStart/
Is there a way to load a widget blueprint by name? I don’t want the object reference. I want a string for my game to load the widget if at all possible.
That is a bad idea for many reasons, and because of that you can't do it.
Never rely on string literals
how can i change UE4 theme?
hey does anyone know how to make a firstperson controlled submarine 👀