#ue4-general
1 messages Β· Page 27 of 1
That's correct. UE cannot be seen in GeForce Experience.
Because Unreal Engine isn't game.
How do i package my files (just 3 tga textures) with astc for android when i package it it just saying failed
In online or local multiplayer?
Hey guys. My game is already out in Early Access on Steam and because of that, recently whenever I have my project open, Steam recognizes it as me playing my game (since I own it on Steam as well I guess).
It's rather annoying because if I shut down Steam or want to test a new packaged build, Steam shuts down UE4 for me and doesn't care if I've saved my work or not or if I'm in the middle of something.
Anyone know how to get Steam to stop recognizing UE4 as my game?
thats crazy
nah but fr im tryna make an ocean game
Now I'm wondering what that was in reply to.
one of the few ones i get to see!
i normally miss them
why is my pc so loud recently when I have unreal window focused
its never normally that bad
Your fans are trying to keep your hardware cool. Have you dusted your PC out recently?
Ill be honest, I dont even know how
Do you have a desktop or laptop?
huge desktop
Cleaning out the dust in a desktop is easy. Just need some compressed air and 30 minutes of your time. I'd highly recommend unhooking everything and taking the case outside to do it if you haven't done it in a while. Dust buildup is a quick way to shorten the lifetime of your PC because it can't properly ventilate thanks to the layer of dust.
Grab a can of compressed air and go to town.
You can also turn down the scalability settings of your game to help your PC run it easier when working. We often have wire mesh or scalability set to low in our studio for our open world RPG just so we can actually work without chugging.
Hi, sorry to bother you, I've some trouble on the software. After some hours, when I want to right-click, there is only a black square that appear at the place of the different option or a square that allow to see through unreal and I see the desktop and my file on it. It's work perfectly fine if I restart Unreal but after some hours it come back. Anyone know how I can solve this please thank you
I think it just does it regardless, just from unreal being open. its also been doing this with some games that also dont normally cause it
If you've never cleaned it out before then you've likely got some major dust buildup which could gradually make it run harder and hotter over time, forcing your fans to run on higher speeds for longer to cool it off.
I've had this problem. You need to do a registry edit to fix it. Let me see if I can find the link I used.
Love u man
doesnt even seem to be any obvious way to get my pc open
Though, you could also try just updating your drivers. I haven't seen this issue pop up in a while, so they may have fixed it in later drivers.
What case do you have?
oh yeah, this problem has been happening to me for years. Ive messed with the drivers stuff before but then that caused me other problems with games and stuff, I dont know what to do I just put up with it now
Well I've already check the drivers but I didn't find any update
Yeah. Then I'd just follow that link and do the registry edit.
Thank you very much
pretty much this except mine doesnt have those big convenient screws on it
Maybe the reason the error isn't popping up as much is due to most people moving to UE5 by now.
Might have a latch handle you pull that pops it off.
Most cases do have screws though.
Do you know what brand it is though?
"predator" lol
Some cases require you to pop the front plastic off to get at the screws. The bad ones.
Also #hardware
i assume nobody in here is familiar with udk right? (ue3)
You can but ask.
im triyng to stack MIC's onto a static mesh
Is there a question?
yes. how do i stack MIC's onto a static mesh in udk. i have 2 MIC files that need to go on one static mesh
Mic?
Material instance constant, more of a ue3 term tho...
You don't stack. You'd assign 2 materials in your modelling tool and then you will have 2 material slots in unreal
apparently it is, never heard of it in all my udk-time XD
Yeah it's probably more on the programming side. MID vs MIC. MID was dynamic parameters. MIC is the instances created in the editor manually.
Usually from context you could determine which one was being used without actually being explicit
right, thanks for explaining.
Np
My game looks bad (blurry graphics, slightly darker, and pixelated UI) if I play it on a 4k screen, full screen at 1080 resolution. I've tried FXAA and TemporalAA with Temporal Upsampling with no improvement, any ideas how I can fix this? I assume it's the upscaling not working properly, since if I play it on 1080 screen it looks really good, or if I play 4k on 4k screen
You can run it at 4k but use temporal upsampling to run it at 50% screen percentage
It'll be a bit more expensive than 1080p, but cheaper than native 4k
But if you are running it at 1080, its just not going to map nicely to a 4k screen and you get a soft image. This is the same problem emulators have spent years tackling
The advantage of using 50% screen percentage and temporal upsampling is that the game will render at 1080p, will upsample better than the monitor native method, and your UI will run at native resolution
So actually running at 100% screen percentage will make it worse?
Well yes. You are letting the monitor upscale 1080p to 4k. If you want to use temporal upsampling you set the resolution to 4k, but set screen percentage to 50% which means the game renders at 1080p but does some funky post processing to get closer to the native 4k look
Hi everyone !
I made a small android app with only two widgets which contains a few buttons each.
Problem is my app on my phone weighs 200mo... I've seen games with 100x the amount of asset i have weighing less than 50mo.
My asset folder weighs 2mo, does someone knows why my app is 200mo ? And how i could reduce that ?
Thanks π
baked lightning maybe? right click on your map in the editor and there should be an option Size map. That should show you what is in your map and how much space does it take
Unreal has a lot of bloat by default. You can try checking this out perhaps. #ue4-general message
In honesty though. Unreal isn't built for small android apps.
You would be much better doing this in another engine like unity, or if it's just an app using a framework and native c++
Yeah i know ahah
Actually, this app serves as a demo for a Unreal engine plugin i made for VR.
The plugin already contains the UI and the functionalities, i just wanted to have a "stand alone" app to better demonstrate "on the go"
Thanks for the link π
hi, I want to add a crash report system for my game's client side. But I don't know which one covers that says 'Fatal Error' without any information type of crash. Does anybody knows a paid/free crash report system that covers 'Fatal Error' crashes?
note: I can run my own server for getting logs and dump files
version: 4.26
Quick question:
When you click an Actor in the editor, in its Details panel you get a list like the one shown.
Is there a generic name for everything in this list? Are they all components? Or something else?
Or are they just... "Sections" ... or something?
I wonder why camera acts weird whenever I spawn something(physics applied, so it drops straight down to the main player). Whenever I spawn something the camera view changes to a projectile camera view like the camera is attached to the projectile.
I have an interesting one.
I have a skeletal mesh that has some pieces in it.
I then have a script that just sets the visibility to true / false with a button press.
The issue is sometime when it is setting the visibility to true one of the pieces is not actually setting to true. In editor it flickers and gets to true but in the build it wont even flicker to true and the piece is stays invisible.
It seems completely random on when it want to show up or not
its happens probably 1 out of 50 times
Is it typical for 3D mobile games to have nothing in the material except for the base color and no normals ?
This isn't the place to hire people. Post to the job board
some people. <_<
Was unreal engine 4.18 the last version to support SM4?
Is it a good idea for a PC game to never actually change resolution but instead use desktop resolution and change screen scale based on a fake resolution that the user selects?
It's certainly an option. Benefits include the UI still rendering at native resolution, and in later ue4.x versions there's temporal upsampling which you can experiment with
I'd probably not hide it quite like that though. There's usually an option for window/Fullscreen, actual resolution, and then game/3d resolution
I got players complaining about game looking bad, and it's usually because of the upscaling. Even though I had the option in settings for them to change scale and resolution. So right now I reimplemented like so fo full screen and actual resolution change if game is running in Window mode
and implemented NIS for upscaling and sharpening
Right, but the players that know what to complain about aren't going to like the game doing funky stuff behind the scenes. Have options that allow them to choose what they want
for DLSS and FSR2 you would need RTX card though?
supports cards that are not AMD?
ok, I'll look into replacing it
Hey i have a question
can i ask here for help? my steam game is not working and the error is on unreal engine 4
Just tried it now, definitely looks better but it's a bit more expensive, looks like 30% drop in frame rate
haven't done the engine patches....not sure I will be able to, we don't use the engine from source
yeah, we're on 4.27, game is in Early Access, not really keen on major changes π
not afraid of programming but switching to source engine from precompiled is quite a big task
"UE4, developers should be aware that FSR2βs quality mode (when enabled) will determine the screen-percentage and ignores any screen-percentage override present in a post-processing volume. This will cause different visual and performance results."
I'm hoping this does not affect the r.ScreenPercentage which I use through SetResolutionScaleNormalized for fake changing resolutions
I can see though that r.ScreenPercentage has no effect
so I need to change strategy
I'm a bit confused though, if there's no way to change screen percentage, how else do I fake change resolution? ie 1080 with 0.5 screen percentage on 4k screen
Try asking in #virtual-reality , there are some Quest devs there
Thank you
hey I didn't know where to put this because it seems quite simple, but I have an issue, I want the player to have the same X position forever because sometimes he bounce on some collision that changes the X. A bruteforce fix was to make it everytick set the player pos to it's current pos but the x to a constant but obviously this is quite bad for performance. So is there any other way for that ?
Really sorry if there was a channel for misc stuff like this or something else.
no but it's just that minimalizing tick function is always good
from my understanding
it is, absolutely.
but what you described isnt necessarily bad for performance.
you could try constraining the movement,
but if it's slipping off colliders, theres not much other than making you able to pass through them
what is the best practice on concurrency settings for background music? I am having issues where in a busy level with a lot of sound effects triggering the players background music just stops randomly, but the game has a rhythm component so I really can't have the music stop, it would be better to just miss a sound effect
Would anyone here have any idea why my Nav Modifier Volumes are behaving like this? This is a "Null" modifier that is not working on the nav mesh until I check the "Mask Fill Collision Underneath for Navmesh" option, but then it will only function if it is in line with the world grid. Here is a video of what I am talking about. Also this is UE 4.27+
https://streamable.com/s4t4l5
how can i enable support mods on a unreal game?
It's not really just a tickbox. You have to set things up to support modding
Although if you keep things as is someone will theoretically be able to mod it, it's just more work
afaik there were a project with mods setup on git but it was taken down a while ago
people can still modify your game even without a mod support tho
there are ways to add mods to the game but they vary in flexibility
I've got an annoying issue where my structures are going invisible after restart, why might this be?
I'm using the ARK Dev Kit so a bit of a niche issue perhaps. You can enter play, place a structure, end play, then enter player again, the structure will still be there (collisions still work), but the mesh is invisible.
Oh im not familliar with these kits sorry lol
No problem, it uses UE4, but I'm usually a Unity dev π
tom looman repo?
idr
i know, but i dont know where i can find any info for that
Yeah it's a tough one. There's very little information on it
you can add some primitive modding using file import plugins,, but adding functional actors might be tricky
prob soft refs and stuff would be helpful idk
but as i said people can add mods to the game by themselves without any modding support lol
Yeah that kind of modding normally involves releasing a custom modified version of the engine for unreal licensees, that knows the context of your game.
But yeah you don't need to explicitly support it
idk people can add mods to my game and i didnt set up anything custom
just the regular game lol
they added rotating floppa object
I'm sure people worked out this stuff ages ago. UE is pretty widely used.
Of course. If someone wants to break something they will, but official support normally comes in the form of a custom editor build, like ark
but not as flexible as source lol
I think the ark one only lets you use bp :P
It does π
Officially.
Btw quick question is valve index a good headset for ue?
how would u guys implement downhill snowboarding ?
using addforce and stuff
or using x and y coordinates
and just changing actor location ?
WHY MY TREES LOOK UGLY ON MOBILE PRIVIEW
I'm sorry but im having issues trying to figure out how to take my weapon blueprint classes and creating curated weapon loadouts.
For example I want 5 classes that the player can choose at the start of match or on respawn. One class is an shotgun and pistol, loadout 2 is Assault Rifle and RPG.
I want to take my blueprint classes and basically mix them together in a way. I'm having issues finding the documentation. If anyone can point me in the right direction would be appreciated.
In this method, it always change the last index material ONLY, anyone knows how to change the same paramter value in all materials of the mesh? i just dont want to write the same function for more than 100 times..
I wonder how I can find the closest Tile where the player is standing on including the tile the player is standing on.
My TileSize is 15*13 which is 195 (I was so dumb to iterate 195 tiles and find the closest tile from the location where the player is standing )
Are the tiles regularly sized?
Can you easily convert from x/y tile coordinate to the tile's index in that array?
(assuming they are added procedurally)
Anyway, x coordinate = floor((player.location.x - tile-grid.minlocation.x) / tile.width)
Same goes for y, just replace x with y
Then convert x/y into your array index.
Assuming your tiles are centred around 0,0, they mirght stretch from -1000 to +1000 on either axis. So minlocation would be -1000,-1000 (meaning that you effectively add 1000 to the player's location)
Yes they are regularly sized and has coordination (X,Y) but not the player
Ex. The First tile will be (0,0) the right next one is (1,0) and the upper tile is (0,1)
If the tiles start at 0,0 (in world space) then you can ignore the minlocation part entirely
just floor(player.location.x / tile.width)
Though your tiles will be mightly small if they are only 1 unit across (that's 1cm in world space)
The equation makes sense but if I have to access to the SceneComponent Location attached to the closest tile how can I utilize that equation to access the scenecomponent attached to the closest tile? Should I use FVector.Distance to find closest tile using the equation and access it?
You should link the tile to the scene component?
Why is the scene component reference not part of ytour tile array?
I mean each tile BP has SceneComponent attached
I still don't understand your problem. Do you have an array containing all your tiles or do you not?
I do have the array containing all my tiles and generated them
So find your x/y coordinate
Convert that x/y coordinate into an index in that array.
Just a random note
Why A <= B - 1 instead of A < B ?
oh
So to get your array index you would do Y * BoardWidth + X
yeah you're right it should be A<B not A<=B-1
Also you could save the result of .LoadSynchronously instead of callign ti twice
E.g. if (auto* LoadedClass = TileClass.LoadSynchronously())
yeah you're right I was lazy to save it but just calling them twice
Would someone be willing to help me out? I've got tunnel vision atm so it's a bit hard to think atm.
I am doing a On Begin Cursor Over event that brings up a UI element with text inside it the problem is if I hover over it a bunch of times, obviously the UI is created multiple times and never ends up removing itself.
I've tried a bunch of methods so if the BP looks terrible, that's why.
I'd like to display the message as long as the cursor is over the box, and then immediately go away when the cursor is no longer on the box.
Might be hacky, but flip a bool to true when you instance the box, false when you free it, and check that the bool is false before instancing it?
Edit: I see you're already basically doing that, but setting it able to create after a delay. Why not set that as you remove it instead so only one can ever exist?
Question, is anyone else here an ID@Xbox developer? Having some issues with xbox tokens and could use some help.
Keep in mind that most of that stuff is under NDA. Your best bet is probably to contact Xbox directly
Ya that is why I figured we would ask for other Xbox devs lol.
anyone know why it shows up when i run Setup.bat ?
I've been looking for a solution but haven't found the answer yet
Theres a post on the forums. Seems they did some cleanups and stuff on their fileserver. Think you need to download and drop in a new XML file
Search the forums, there's an official post on it
thanks, i search it and found it
i cant believe its a global problem hahahahaha
It wasn't until about a month ago
They cleaned up their files and it broke the links
hi guys i want to make a door like outlast trials, locking on the one side of the door or breaking door on other side or enything else....
but i cant figure out or understand how can i calculate the side the character standing on
can somone explain me?
what dot product does?
Hi Quiteballin,
I'm wondering if you ever solved this issue with gamepads on Mac? In 5.2, one gamepad will be detected by the editor but not two. π
Any insight you might have would be appreciated. π
remove it as in Remove From Parent or On End Cursor Over? (basicslly are u talking about when the cursor is removed from the object or when the text is removed from the object)
how to download unreal engine USD & Datasmith importers plugins from github or somewhere?
Ohhhh I see what you mean, I don't want to/can't make it only appear once because I'd like the player to be able to hover over and see the description as many times as they want just incase they didn't get to read everything since this will be used multiple times for multiple items/descriptions.
Preferably I'd just like the message to stay as long as the cursor is over the object and then get removed when the cursor isn't over the object anymore (without creating duplicate UI)
Nvm the solution is this:
https://cdn.discordapp.com/attachments/1046284755743805500/1134569657802694787/Capture.PNG
Hey, got rendering problem on Xiaomi android where can you help?
I wonder why the navmeshboundsVolume marks my AI as an obstacle, which the AI can't move since the volume underneath the AI is not marked. When I move the AI on marked area the AI moves as it should.
Hi everyone, I need some help with a Level (Hallway) prototype. I created a hallway, and I want to copy-paste it several times to make more hallways in the map and extend it. But here's the thing, I want to make it in a way that if I make any changes to the original hallway, it should affect all the other hallway copies too. For example, if I remove a door from the original one, I want that door to be removed from all the hallways on the map. Can some one tell me how to do that i tried merge actor but i can't seem to edit it it? Thanks!
Regarding the Global Shared DCC Path - can I use a dropbox folder for that?
I mainly just want to not have to compile shaders across multiple machines - I'm the only dev so it's not a real time - I've discovered the local folder and it seems to cache more shaders now (at least I feel like I am compiling this less, between switching off engine rendering settings that normally make me recompiling) so I want to extend that
I don't see why not actually
Especially as a solo dev
i mean, the drawbacks are obvious with slow synching, high data transfer usage and the fact that it's Dropbox, but the Dropbox folder itself is local to your computer
You'll have to set the folder to always be downloaded though, instead of that default Dropbox behaviour where a file is only downloaded when you open it
How much better is the general movement plugin for ue4 compared to the default?
i've heard nothing but good things
obviously only get it if you need it
it's there to give functionality that the cmc doesnt. if you dont need that, dont waste your money
@oak patio ya heard of dusk right? Did ya know when ya in mid air ya can turn 180?
no and no
Oh...nvm
however air control is a setting built into the cmc
I know. I'm trying to prototype some dynamic movement for 3rd person and 1st person.
Mainly see if can make say a character be able to turn upside down 180 during a jump
Which I did a few during playthroughs when aiming at a enemy below me
Trying to see if can make the cmc pull that off
The main reason I was interested was due to the ability to use box collisions. Capsules don't really work for my needs.
But for the price tag, I've just hacked capsules to work
I'd, why they don't have that as a default honestly
Idk why not make it benefit sp given the seem possibilities it offers
@shy nacelle alright.
I just want to make sure I get least a good tutorial series close to 4.27 on blueprints for now
Btw I do like that a beta modeling tools for extended level editing is a plug-in in it, but it feels....
Clunky and awkward.
Though I'm used to hammer and trenchbroom
And I don't want to spend 40+ on a hammer to ue plug-in
I know...I'm not grabbing it asap or anything, just wondering about it
I btw am trying to get myself to use a particle editor called effekseer but even if the version plug-in for ue4 is like mine still won't work, idk why.
I recreated the ESR building system but why does it get stuck in the middle alias on the head?
This happens when I use trace channel
So, I have an options widget and I was wondering if I can set lod/texture quality during the game. Is it possible?
Can you be a little more specific? I searched all over the internet and didn't find a single thing. There is something called texture quality but it does absolutely nothing :/
Overall scalability level in game user settings. Should force mip maps and lods and such iirc
is there a way to see a project's age? I want to know how long iv'e been working on a game but I dont remember when I started
I can't find anything on google about it so I'm hoping someone knows about it here
you can right click the uproject file in explorer, goto properties, and look at the file details such as time created. But theres a few ways that could be wrong
Wow tysm, but is there something to affect the texture in particular?π
yes theres a texture setting on the game user settings, also through the console, sg.texturequality
I was using the texture quality settings but it does nothing, or it looks like it. I wanted to know if there's a blueprint node for the texture resolution and the overall scalability does it, but along with other changes like shadows etc.
not really anything directly through blueprint. Look up the documentation on the scalability system. You can define what the texture quality setting does by adding/changing console commands in the scalability ini file
Ok, got it. Tysm for helpπ
I copy and pasted the file a few times so thats wrong
"Cooking complete!"
Helloo, quick question on Game mode vs Game State. I was under the impression that you could treat Game States as you would a state machine, and be able to swap out the current game state when needed. I can't seem to find any way to change the Game State at runtime. Just wondering if im missing something or its just some architectural reason im not aware of π (C++ Project). Attempted GetWorld()->SetGameState but didn't get any luck
Cheers
How would I go about speeding up a part of an animation sequence? Like not the whole animation, just a few frames
Never mind. Figured it out in blender πͺ
Hi can anyone tell me how to export for Android from ue 4.27.2
I've just now found out the Unreal Tournament 2014 game was retired. I remember when it was free as a demonstrator for UE
π¦
has anyone noticed that release notes for UE4 have been deleted?
it only contains an older version of 4.27 and 4.26 release notes (one that was earlier from the one that was originally published)
yo does anyone know to make like an fps character that can fly toward anywhere it is looking at by pressing w
wasd
the default spectator pawn can do that, you can look at its code or use it as a base class. Or implement the same basic controls you would for a FPS character but on a pawn (so its not limited to character movement)
im tryna use those controls for a submarine so that it may travel underwater
would the spectator pawn do that
ima try it
you can always set the character movement mode to Flying as well (if using a character)
Every single delay or timeline in my code now has an error "ininite loop detected". If I delete the delay in question it just shows the error on another delay when I press play and so on until I delete every single delay in my code and it starts putting the errors on timelines. This just randomly happened I dont know what I did...
I'm facing this issue whilst using cinecamera component with alpha channel support for post processing turned on (I'm using composure plugin). But I'm facing some weird issues when I increase Post process blend within the cinecamera component. Any idea as to what is causing this?.
Why is this happening?
Hello, I have an actor that has a reference to another actor but I want to move that actor to another sublevel while keeping the reference to the other actor.
Can someone tell me why, sometimes when I'm trying to use Alt+LeftClick, it just won't rotate around what's selected, like it should.
Hi, can anyone help me? I tried some blueprints regarding the screen resolution and it works very weird. In the editor there are absolutely no problems, the scale changes perfectly. On the other hand, when I use the standalone game, everytime I change it the game turns into a square :/
Hey can someone help me ? I'm trying to spawn meteor and I want them to go to a different target every time. I want the target to be a different random number (in range) every time. I tried to use an array of integers and the contains index node with a loop but it doesnt work :/
Use a random point in a bounding box
Is there any way to bake lightmap information onto a diffuse texture?
The use case is to have an unlit material with the lighting information baked in for optimisation purposes.
Hi
I'm trying to bake lights separately on levels, but volumetric lightmaps work only in the last baked level. I want volumetric lightmaps work on every level.
Can somebody solve that problem?
Afaik volumetric lightmaps get stored in the persistent, so theoretically every level that you load in the persistent should have it
So I cant bake them separately?
Unless u have separate persistent, I would believe no.
thanks
I'm trying to figure out why my decals are showing up as grey rectangles instead of the circle that it should be.
I've got it set up so that it spawns the decal on click, at that location.
It shows up if I just drag it into the scene, but not properly when using the 'spawn decal at location' node.
*The example is the 4 vertical grey rectangles on the white square.
I need to have a random integer between 0 and 7, I don't think it'll work :/
Isn't there a random in range node? Otherwise random_int % max_number will give you 0 to maxnum-1
% is the mod, or modulo operator which is the remainder of an integer division
I'll use the shuffle node π
Lol, that hurts the soul
Rotate, decals operate on a 3d collider but are a 2d plane. If the 2 plane is sideways it will stretch and look weird
I am trying to upload my.apk I developed in 4.27 which is an Oculus Quest 2 VR App to Meta Quest Developer App.
I am building using Android sdk version 32. I originally built out my .apk with Android SDK 29 . I received an error from Oculus App Lab that I needed to build using SDK v32. I fixed all permissions that needed to be removed.
But I received this error from Oculus App Lab while uploading my new Quest App
INTENT_FILTER_MISSING_EXPORT
The AndroidManifest.xml contains an <intent-filter>, but android:exported was not set on its parent node. Add it to your manifest and try again. See https://developer.android.com/about/versions/12/behavior-changes-12#exported for more details.
I have never seen this error before. can anyone point me in the right direction on how to fix this error?
Any help would be appreciated.
Hey so
I AM STILL lookingfor help with the UE4 mannequin
I want to make the 2 twist bone setup it has work, but I can't make it twist right
It always shrinks a tad too much
Hello, so I'm trying to make a game similar to super hot but in my own way, I want to generate platforms where the player is looking, at the moment I have a platform that spawns after I hit a box trigger and the actor spawns relative to the player, but I can only get one to spawn, I want to make it so when I land on the first platform another spawns, ping if you know how to do this. Thanks
Random Integer in Range
Could also do array: shuffle and select index 0 :p
yes, and I removed the index so it's always a different one
oops what's wrong with the shuffle ?
Hey guys does anyone know HOW a nav mesh is generated? I want to create a custom nav mesh but cant figure out what the logic would be to generate one.
Specifcally, I want to make an RTS game and so want much more fine grain control over navigation compared to what the built in 'moveto' commands offer. I have plenty of resources on how to implement RTS pathfinding once I have a navigation grid, but just dont know how to generate the grid properly, especially if the map has multiple floors/layers to it
Last i checked, unreal was using Recast under the hood for navmesh generation
https://github.com/recastnavigation/recastnavigation
https://docs.unrealengine.com/4.27/en-US/API/Runtime/Navmesh/Recast/
Hey, my packaged game take a lot to load the levels, there is a form to reduce the time? Any settings, use some code when opening the level? Thanks
how much control do you need? You could influence the navmesh generation with nav modifier volumes
No clue. We aren't even affiliated with them
Except for common interest in unreal engine ig
Guys ik this is prob a stupid question but i have made mutiple maps and I want the player to play using a different character bp in another map. How do i do that?
Has anyone tried Sphinx UE4_Demo in Unreal Engine 4.27? It is a speech recognition and string conversion library, but I only found 4.18.
Hello
I want to select many animations from the content browser and drop them all into level to make overview of all the animations. But the problem the spawn on top of each others. Is there a way to make space between them
Hello, guys. I'm have a question to ask.
Can I submit projects using the 4.27 version for Epic Megagrants or are they only accepting Unreal Engine 5 projects?
I mean like in one map it is a 2d minigame that you play as the default 2d game character and when you beat the 2d level you switch into a 3d map where you possess the 3d character
Oh Thank!
Could you move this to #1054845120236757103? This is not the place for project promotions :)
or #1054845218723209226 if it is released
@nimble lion for now I'll remove the post, please better adhere to the server posting rules
Alright sorry
How can I make this mesh destuctible using multiple bones structure
Okay I got it, just by selecting Simulated on Physics Type in Physics Asset
hey I made this in blender but when I export it to unreal, there's a bug and I can see inside it (picture) can someone help me ?
Your normals are reversed
Check the direction of your face normals and flip the wrong ones
Or you can try a "recalculate outside" but it's not a guaranteed fix
yes I tried it and it didnt work
how do I reverse it ?
The same menu that has the recalculate button has a flip button
You'll need to enable your normals view and flip the offending faces
oh I used alt N, I don't know the menu
nice I found it, thank you !
Hello everybody, I'm trying to pick color from an object with casting line trace on it then casting it on a render texture but I cannot find a way to make it work, I started to wonder if it's possible or not I tried multiple techniques, read lot's of documents and forum threads but still cannot make it work, if someone have an idea it would be really helpful, thx in advance
it is possible, it requires a heavy function and a property in your project settings to enable it
Hello
Hi, I'm very new here (in UE)
please, how to change horizontal box to vertical in Unreal Engine? Since I changed it physically, but items on it is still placing horizontal
the project purchased on the UE market
Thank you so much
Re-posting to try to get a bite.
I canβt confirm if this is actually an issue with the physics asset, but its certainly what it feels like.
I have a deer mesh that is supposed to have rigidbody simulations on its tail and ears, but when scaling the mesh up, the tail will progressively⦠quite comically⦠collide more and more with a collision attached to the pelvis.
Initially I thought the tail bone location was being offset despite its location and scale being set to that of a virtual bone with the correct transform. (this is necessary because the world-space rigidbody simulation incorrectly scales and offsets bones without manual correction)
BUT, then I disabled the pelvis collision, and its obvious the bone isnβt being offset at all.
The only thing I can assume is that the physical asset is being scaled incorrectly?
Project available here that displays the issue
I canβt confirm if this is actually an issue with the physics asset, but its certainly what it feels like. I have a deer mesh that is supposed to have rigidbody simulations on its tail and ears, but when scaling the mesh up, the tail will progressivelyβ¦ quite comicallyβ¦ collide more and more with a collision attached to the pelvis. Initially I...
Do you know the address of the SpeechRecognizer library download link? I need to do voice recognition.
They do cost more... Just wondering why you would need so much bones for the Car's top... maybe theres a better way
only thing I can think of is dynamic ddestruction
Pretty sure the one in the Audi configurator example has a ton too. I think it's so it can do relatively convincing cloth folds
But it's definitely automotive quality, not game ready stuff
I'm trying to make a vampire survivor clone as a personal project.
For those who don't know, it's a game with massive amount of enemies with basic animations (2D/ 3D).
What is the proper way to spawn so many AI without performance loss?
I made a simple test project with 2D sprites (paper ZD) & basic "AI move to" for enemies, but the fps drops significantly only after hundred spawns.
How does Unity / Java script games handle such massive crowds?
I've heard about MassAI but I'm not a programmer & it seemed like not my thing.
You will need to use some form of entity component system for this. A really basic one would be having a manager that manages the movement of all it's agents.
The proper one would be mass.
Yes. Large numbers of enemies would probably be be best handled with some c++ components, that all register to a c++ subsystem, that handles movement of all it's subscribers en masse.
Hi guys
Approx how long does it take to compile source build version of Unreal Engine 4.27 with Nvidia Geforce 1060 3GB and Intel Core i5 4590?
20GB RAM if it's relevant
Thanks a lot.
let me know if you any suggestions for a beginner friendly tutorial for understanding how it works.
None unfortunately. It's not a very beginner friendly topic imo
Then it's better to use Mac Mini M2 with 8 core CPU. Guess it takes twice less time
Can I develop in launcher version of 4.27 in PC and move project to Mac Mini and use source build 4.27 to upload to Google Play and App Store?
source version of 4.27 is updated to latest versions of APIs like Google Play Billing v6. That and the main reason for sticking to it is 32 bit android devices
I think almost all iOS devices are now on 64 bit architecture
Also I'm now contemplating on giving up those 32 bit users.
hey, I want to move the camera after playing an animation and I made this :
However, when I come back on the child main cam, I can't rotate it on the pitch axis. Can someone help me ?
anyone help me with this whenver i build the lighting some turns black
check the UV on your static meshes and light map resolution
Hello there ππΌ , has anyone tried PSO caching for windows?
Currently trying this on version 4.26, I followed the guide in the docs and other resources
was able to generate the "scl.csv " file
but still I am unable to generate the ".upipelinecache" in any of my builds, does anyone have an idea how I can generate that?
any info about this is much appreciated ππΌ
Update: Nvm, found the solution, I set my default target RHI to Dx12
https://cdn.discordapp.com/attachments/475100760565219338/1138379709084876851/KeyConfiguration20230808_2.png
" *The game can save
gamepad input mapping
for only these buttons."
I want to tell player "you can bind only A, B, X, Y, LB, RB, LT, RT button."
Are there any better wording ?
Why not let them bind any button. Kind of defeats the point of remapping controls if you limit the things they can remap to
It's also a huge plus for accessibility
Hello. Not sure where I had to post this. But what is the status on the Epic inventory? Like the inventory that Steam has. I read something a while ago about Epic working on a crossplatform inventory? Is this still being developed, is it maybe done and useable already?
For my game I will make use of the Steam inventory (random item drops / hour) so would be awesome if I could carry over this system to Epic for it to work should I release my game on the EGS
Hey I've got trouble trying to package my game. the logs says unknow cookie error but there's also malformed tags and a lot of "can't find file
I have a rather weird skeleton/animation issue in UE 4.26 and I'm just wondering if anyone might no what's causing it. Animations imported onto our skeleton in engine seem to be very slightly off, the result being hands clipping through legs when they shouldn't be etc.
We've isolated the fact it does not happen if we export the skeleton out and put it back in as a new skeleton. We've also figured out that if we import it onto the new skeleton and then retarget it onto our main skeleton the issues are not there either. I'm unable for the life of me able to figure out why importing an animation directly onto our main skeleton is causing the animations to be slightly off. Just wondering if anyone has any suggestions?
I do not know the reason, but I have been suffering from slow epic servers, especially in EOS
Who will tell you how to make such a game screen, I don't know exactly what it is called, but please how to make it.
OK, I `ll have a look
Does anyone know why my editor crashes when I set a directional light to movable?
Anyone who suffer same symptoms like me?
When I open the project or move level, engine show me that "*" this star next to the level tab to save this level even I dont change and just open the levels
could be a construction blueprint running
About an objects?
construction script on one of your actors in the world for example, causing the level to dirty
can always look in the output log as well
hi
Thank you for answering my question. I will search for it
I enjoy your youtube contents.
is there UE4 Skeleton // Modeling help in this server?
or is it just code // programming questions only
Can anyone help me?
is quixel bridge still available in ue4 now that its no longer a plugin?
I accidentaly pressed something that messed up all the controls in the viewport
now w is pan down and s is pan up
left and right mouse just do the same thing
have you restarted the editor?
oh thats super weird
i lied about the specifics but its like left mouse only rotates to a certain angle and right mouse is locked on one axis
is this during gameplay or in the editor?
i wouldnt know because its a UI only level but I have some 3d stuff it helps to look at in the editor
oh z is down for some reason
yeah actually i think im looking at everything upside down
oh no im not
its just the global z got inverted but everything else stayed the same
I''ve seen that happen but a reset should have fixed the camera
can always try resetting the editor layout but I doubt that will fix it
yay
probably pressed alt or something idk
evening
having issues with cloth physics with parts of a zipper and belt buckle detaching since it's not one whole piece, is there a way to avoid this in cloth physics or do I have to make it one whole piece?
i'm not able to find any information about an issue similar to this
Hey all! Im currently using unreal engine 4.27 and I need a little help with making my stamina bar progress smoothly instead of how it normally does it
why is a single mesh blown out? the material is fine and lightmap density is also fine but a bit stretched out horizonatally
Hi, π sorry to bother you, I would like to know how to randomize the input. I mean in my project the player can get drunk well it's more or less that and so I would like to randomize some input, do you have any idea how ?
Because first I've tried with a function that create 12 (one for each action) different boolean and I've tried to put it well no use to say that it didn't work, I've tried to create a random float or integer between 1-6 and all put in 12 actions so that each and every action can be activated together like move right and move forward etc.. well no luck in this one so if someone could help me thanks
Hi, my engine crashed while a material was open and now the material doesn't appear anymore in my content browser. In the folder structure on my PC it's still there but the engine doesn't recognize it anymore.
(an autosave from the mat is not existing)
Does anyone have a idea to get the material back showing up?
Sounds like it's just corrupt
Remake the material
Or roll back in your source control
If you aren't using source control, use it
evening
Unreal engine 4. Anyone know why i suddenly cant input and pitch? I can only look left and right. It was fine till I imported a 3d model.
Cant input any pitchβ
Its done this before when I was messing around with the fov settings and the only thing that fixed it was deleting the code
I didnβt even code though I was dropping in a 3d model
hello does someone know if I can compile a 4.27 project with metahuman in a html5 format?
can anyone tell me whats going wrong with this animation here?
in preview it looks fine but ingame it is heavily distorted
You cant
is it a rootmotion animation?
how do I deal with this issue? I've unpacked a really old project of mine and installed the right version for it to open correctly, yet the uassets and umaps don't load due to this warning
how do I fix it?
Unpacked? As in extracted from a build?
yea
Yeah, won't work
:/
Need source files
what software should I use to extract the source files then?
so I don't have to remake some models, I still regret not keeping that project
I think asset ripping is generally avoided as a topic on this server, even if it's your own game.
looks like I do need to redo those models....
sigh
I made that project around 2018
back when I wasn't using good workflows
highly doubt I kept a copy of the source files in the original directory
Hi, I would like to create a Confused state that randomize the input of the character does someones have any idea on how randomize thanks
No
is there a way to restore physics constraint after breaking?
Is it possible to break a mesh from its socket?
What does that mean?
When I import an item with the extension: .uasset it says that itβs unknown? Why?
let me give a example - assume a character having any sockets for specific part. I want to detach his arm from it's body So is it possible?
But arm should not be a seprate mesh
I'm just gonna say no.
It probably is possible, but it's just not something you do with a single, still actively animating, skeletal mesh.
ohk
is there any way to merge a different mesh with another in runtime?
Lol I am just a intermediate
Okay let's come straight to the point, I have car's hood and car body with wheels. The hood bones have simulated body physics type (because I want it to make destructible), now I want the hood to stay attached with the car's body but If I use attach component node, some of the hoods bones does not stay with the body.
The only way to make it work is by using Event Tick, by getting the location of body and set the loc and rot to the hood. But as tick worked every frame, my hood is fluctuating while staying with the body + it takes a lot of performance
Sorry if I made this so complex to readπ
you know what's more pain full?
I am making it for mobile
I downloaded the city sample vehicle from marketplace but it does not come with destructible physics
And I saw a video where a guy tried to steal those vehicles from city sample, but it doesn't work because it was connected with engine's files and is way to complex
I got a project that's working destructible physics in UE4 but they are not drivable, I am just trying to reverse engineer it and make it drivable
imagine taking the city sample and importing it into ue4
in what channel do i search for some enthuasists to work and gain experience together?
guys i need help with my anim montage when i play an anime montage the attached mech d'osent match with
doesnt match with the animation your using?
could be missing bones, ive had similar problems where i was completely missing bones in the lower half but it still played the animation
how you fix it because im using only uper body bones to give character ability to move when attacking
hi im trying to create a shoryuken for my fighting game but how do i make the amination go up when the amination is being
which is more performant for shader compression: oodle, lz4 or zlib (?
Not sure if this is known, but when you drag a newly created folder onto the folder it is already in the folder gets removed. Is this intended behaviour? π€
I know, you're wondering why would you drag a folder onto the folder it is already in. π It's just that I did it accidentally, hence how I found this "weird" bug/thing? So yeah, not a big deal or anything, but just made me curious.
Probably some silly loophole where it removes the folder from the folder it was in and then tries to place it into that same folder again but it's already marked for removal so it doesn't get moved?
Or wait, no it's probably move folder to new folder, then remove from old folder. But because the remove happens later it ends up deleting.
finnaly i find the problem , you need just to move the wand or weapon socket to be in the selected bone for uper body
I have a vehcile blueprint, where I have many meshes child of it. All the static meshes stays with the blueprint but the skeletal mesh don't. How do I make it stay?
not yet. i would like to make one soon though
you wouldnt happen to know whats causing this huh? Ive tried everything i can think of to fix it but to no avail....
did you use blender at any point
yes
yes i used blender
maybe its the scaling bug
you need to scale up your armature (and hence the mesh which is a child of the armature) by 100, apply scale so the giant mesh counts as having scale 1, then scale by 0.01 so you have your original skeletal mesh but the blender scale is registered as 0.01
then should export properly
ok i will try that
not sure then.
wait could this be the problem?
theres a warning in the niagra system
idk mate
steam advanced sessions documentation: π©
trying to find "login with steam" node and cant find it anywhere, not a single trace of anyone ever using that node besides some rando on youtube
advanced sessions
i mean the plugins documentation
i should have specified that π€¦ββοΈ
fixed it
Yeah that plugin documentation is awful
Major red flags
I'd find an alternate solution
you know anything else i should use that would still work with playfab?
Not personally no
alright
Aside from using the steam docs and just jumping in with the SteamWorks sdk
its free until 100k registered
guys i fixed the problem (i was using advanced sessions not steam advanced sessions)
wym?
Yeah but easily affordable with 100k users
Server hosting is Hella expensive. Unless you got some venture capital it isn't really viable
Even the most popular of indie titles that run in dedicated servers nearly got buried by the costs at one point
cant you just host them on your machine?
No
thats tough
Most internet service providers will snipe you since you are using residential broadband for commercial purposes.
You also don't typically have the bandwidth for it, and unless you're an expert network engineer, you leave your home network open to many many attacks, which will happen
Not to mention you won't have the hardware
Unless you're only ever planning on hosting like 20 people
A self host server is great for testing. But once it goes live you pay for a server host.
like computer hardware?
Yeah
r9 5900x and a 4080 aint enough?
No
Dedicated server based indie games are also Hella risky. They have an extremely low chance of being popular enough to
A. Keep your players engaged
B. Keep you profitable and not in the red on server costs
C. Keep you profitable to be able to dedicate yourself to live ops, because you need moderators and customer support, and that means hiring people or doing it all yourself, leaving no time to hold a job to pay rent
Now listen server based indie games, where it's just small time coop, perfectly viable, as it doesn't leave you in the hole. But it has to be a game where cheating doesn't matter, because it's very easy to cheat in those. So nothing competitive.
i have all that crap planned out, have 200+ pages of google docs explaining how it all lays out, just dont have the experience to make it anytime soon
Your plan isn't guaranteed to come to fruition unless you have the mega bucks in marketing. An indie game being popular is luck of the draw, and if our dedicated server title isn't, youre in the hole for thousands and thousands
Again unless you can raise some venture capital
Like crowdfunding, but it's not the best or a publisher
But the larger you go, the more funding you need, and the less game making you'll be doing, and a lot more business running
granted it isn't impossible
and if you are going for it, i would go for a cheaper host than playfab :P
playfab and aws are both really expensive
These are all great points. Designing a multiplayer game that requires 10-64 players to be enjoyable is hard to get going because the initial few players won't be able to play with anyone, and then the game just never kicks off, unless you've been exceptional with your marketing and community building beforehand.
Then ofcourse server costs
Making multiplayer optional, or small scale (like 2-4) where some buddies can just get together and play it is less risky, and then you can rely on p2p hosting too rather than dedicated infrastructure
i mean ive got over 500$ in funding already, found my niche that makes people want to donate, 500$ definitely isnt a lot compared to what i would need but its way better then nothign
Also consider that these types of games to guarantee a successful launch tend to cost over 2 million dollars
hell even something like subnautica, a singleplayer game cost over a million to make
i just realized how little 750 hours is
im definitely going back to the drawing board, thanks for putting thinks into perspective guys, hope yall have a nice rest of your night π
you too!
If I were you as boris said, I woudl figure out how to refactor the idea into a fun coop game
HOLY SHIT! My jaws get dropped and aren't bringing back
1999$ is tremendous
how to add components to a blueprint during runtime and change their properties?
The add component node will do that for you
As for changing its properties, adding a component gives you it's references which allows you to access it's properties
Hi, sorry to bother you, I want to make FPS game with random crate, but I don't know how to set up the inventory, so that the player own 2 weapons primary and secondary and the knife.
The player can switch between primary and secondary. And can change the primary and secondary to the random crate. And create a array for the weapon available in the crate. Someone advice me on the structure or array feature but I've found no tutorial on how to set up the inventory with that.
And also how to put it in the third person character.
Thank you
π thank you
what is the difference between Convert Transform to Relative and Make Relative Transform?
hey guys, trying to do a rocket build of ue4.27-plus (with a few modifications) - but it fails very quickly
PS D:\ue4src\UnrealEngine> Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithHTML5=false -set:WithSwitch=false -WithDCC=false -clean
Running AutomationTool...
Parsing command line: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild .xml -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithHTML5=false -set:WithSwitch=false -WithDCC=false -clean -compile
Dependencies are up to date (0.146s). Skipping compile.
ERROR: Cannot open 'D:\ue4src\UnrealEngine\Engine\Build\InstalledEngineBuild'
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
I've tried creating the directory it cannot open, pasting it into a file browser opens it correctly
Also made sure there is no problem with permissions, tried copying source to a different drive, using a shorter command (no clean or -something=false) - but not getting anywhere diagnosing the issue
any suggestions on possible solutions, or methods of investigation would be fantastic
.... no? Got a link to this, or info about it? (I'll have a look as well)
If this looks like it may fix my issue, I can probably switch to regular non-plus, giving it a go now, thanks!
Hmm, trying it replacing that file seems to have no effect on my output, and reading about it - sounds like it shouldn't be related
I'll try switching to 4.27, cleaning up folder, and doing a little dance
oh - worth noting I can build the engine in visual studio - which is fine for my personal use, but not so practical to share with others
ran gitdependencies.exe (with --force) - still the same error when doing rocket build
Reading more about this fixed xml - it seems to only be related to 4.25 and older: https://forums.unrealengine.com/t/upcoming-disruption-of-service-impacting-unreal-engine-users-on-github/1155880
@shy nacelle I seem to have figured it out
In the command I'm running, it points at the file script=Engine/Build/InstalledEngineBuild.xml - which exists
The error 'D:\ue4src\UnrealEngine\Engine\Build\InstalledEngineBuild' is a folder that does not exist - I assumed it was going to be the output folder
but it seems it was looking for InstalledEngineBuild.xml, somehow stipping off the .xml - just duplacted that file without the .xml on the end - and the build is running
Currently no idea why it seemed to be stripping the .xml, but it but looks like it is running correctly now
Hi Everyone,
Actually my epic games account is not working.
I am unable to log in to my account (via Epic Games) as it keeps entering an infinite loop.
The same issue occurred previously when I was trying to make a purchase, and it repeatedly led to an infinite loop.
please help here.......
no one from Epic Games support would be on here to directly help you π¦
Turn off adblockers. If it's still not working, contact epic support
but yeah ^^^, also see if you can log in an incognito browser window to see if its the app or your pc
yeah tried log in in incognito, and seems working.
i have also tried clearing the web cache and rebooting.
re install the whole app ...... but still not working
darn. can always try and clearing out the launcher cache https://www.epicgames.com/help/en-US/fortnite-c5719335176219/technical-support-c5719372265755/how-do-i-clear-the-launcher-cache-for-fortnite-on-pc-a16606829773467
tried
Is there a way to get e.g. Mats, BPs, particle systems etc. from UE5 to UE4? I red that it would only be possible with exporting meshes to an older version
I tried with migrate also with duplicating that project and switch the engine version to ue4. The uassets always were in the windows folders but not visible in the ue editor
I see, thanks π
Please tell me how can I get back an object that I accidentally deleted?
I already pressed ctrl+z, nothing came back when i pressed "force delete", i can't restore the file(
I don't know what "source control" is and I don't know how to use it
π
Ok I'll try, but this time I learned the lesson that you need to be attentive
π
I already returned what I deleted and you know how I simply built it in a new way)
I noticed but I deleted yogo so quickly that I didn't even notice it π
is there an method to ignore an actor from overlap event ?
hello can anyone tell me how can i make batman cape physics the same as the arkham series?
So I have to do it with c++?
Is there a tutorial that teaches physics?
understood
what is that
how to get a reference for the actor to compare with
i tried to cast to desired actor but cast still fail mybe because i alredy casted to my character 10 times in same blueprint
true of false
Perhaps
There is a strong possibility
hey guys this is a general hail mary but i recently upgraded to windows 11 (forced really) and the right click menu disappears after flickering. its still there but invisible. anyone had this problem before.
see the pins in this channel. Theres a fix from nvidia, a registry file you need to run and then reboot
surprised you didn't have the issue in win10
it's a lonnnnnng time issue
thanks
Hi, what is the easiest way for a single player game to detect if any keys are pressed (keyboard, mouse, controller) and movement (mouse, controller thumb sticks) - I would only need a bool out of it if there is any activity or not π
Are therefore nodes already or so?
what would u guys recommend as a first game
Would any one know why my Intensity is paused:
i was trying to make automatic lights
Which inputs do you mean?
Can someone help me figure out why the enemy drone isn't moving to my character location? It can focus on me but not move.
void ADroneAIController::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
if(LineOfSightTo(PlayerPawn))
{
// UE_LOG(LogTemp, Warning, TEXT("in sight"));
SetFocus(PlayerPawn);
UE_LOG(LogTemp, Warning, TEXT("Playerpawn %s"), *PlayerPawn->GetName());
MoveToActor(PlayerPawn, AcceptanceRadius);
UE_LOG(LogTemp, Warning, TEXT("going"));
}
else
{
ClearFocus(EAIFocusPriority::Gameplay);
StopMovement();
}
}
I've set the BP_DroneAIController as the AIController class in the BP_EnemyDrone character
But I can't get a value if the mouse is moving right?
Ah this ones - I checked it so it's very easy. Thanks a lot π
is there also something similar for buttons - so if any buttons are pressed to set a bool - I tried the node AnyKey but I hade a strange behaviour but with the key E instead it worked very well - so my bp code should be fine
I've also tried doing it with a behavior tree and it can get the playerlocation right as well, it just doesnt move towards the player. That MoveTo task is not ending at all.
yup navmesh is set up
I did but I've tried it in a actor blueprint and there I was searching so didn't come along with the input axis
I know but I would need something to check if any key on controller or keyboard/ mouse is pressed to set a state
Hey Hey! I have a quick question...
I'm currently using the OceanProject to simulate bodies of water + waves for Unreal Engine 4.25.1 . It works all fine by itself. The problem is that when I combine it with the Plugin AirSim and set the GameMode of the project to the AirSimGameMode, the waves start clipping through the LandScape like in the attachment. How do I go about debugging what part of the AirSim plugin is causing the OceanProject waves to start clipping? It seems to only fix itself if I eject myself from the PlayerController and change a setting in the BP_Ocean. But only if I eject myself. If I'm possessed and change a setting, it's still broken.
Environment Plugin Project (Ocean Simulation, Sky Simulation, Buoyancy, Time, Fish plugins for Unreal Engine 4) - GitHub - UE4-OceanProject/OceanProject at MASTER_LEGACY_FINAL_4.25
Iβve spent a few days trying to solve this with no luck. Open to any suggestions.
It's crashing whenever I try to do a full save or save the persistent level map. Everything worked fine until a week ago. Iβve added several new headings on a sub-menu for my game UI (just changed the text in existing textboxes). I saved it, ran the game, all worked fine. Closed the game to do other work for a few days, then re-opened the project to continue working and it wouldnβt let me save without crashing and losing any work.
The error is βAssertion failed: bUncompressedMemorySucceededβ and itβs referencing data in the persistent level map. I havenβt changed anything directly in the persistent level in a while, so Iβm not sure why that is. It still lets me save other blueprints individually and the game still plays fine. I just canβt manually save the whole project, the persistent level, or let it autosave without it crashing.
Tried opening the project and saving it without making any changes. Didnβt work.
Tried reopening in another copy, but that didnβt work.
Tried upgrading to a newer version of Unreal. Didnβt work.
Tried updating the drivers on my graphics card in case that was affecting things. That made no difference.
Tried shutting down all other programs open on my pc to save memory. Didnβt work.
Tried deleting the persistent level and adding in an older copy from autosaves. Didnβt work.
The fact that it still lets me run the game without any obvious issues makes me think the editor itself is doing something odd rather than something wrong with the file. But that's just a noob guess.
Not sure what else to try. Any advice?
Hi everyone, quick question with regards to Unreal issues. I've been working on a UE4 game which recently released, and we've been getting frequent reports of an issue where players who crash continue to crash with this error whenever trying to load into the game thereafter - even if they uninstall / reinstall / verify local files. Is there any information on such an issue? We've been considering it to be a possibility of one of our plugins, but I wanted to get more information if possible. Thanks for your time!
Hi everyone, I'm trying to calculate and output the average colors from given texture from this custom HLSL function but it gives redefinition of TexSampler erro or it gives me only white output, can somebody lend me a hand here, thx in advance
I'm trying to clean up project files, but whenever I move a folder, the original folder is still there, why does the engine do that and is there a way to get rid of the old folders without breaking references?
For example I just moved all of these folders into a new Streamed assets folder I created, but now there are copies of the folders in both locations.
Hey guys the flickering still continues after the fix from nvidia and its only on my 2564 x 1440 screen
@dire reef google "unreal engine clean up redirectors"
aynone, can help me for button binding ?
What game inspired your current project?
Hey yall, can anyone help me understand this crash report?
happened after i tried to do some experimenting with Physics constraints on the Main Player BP, wasnt working a way i liked so just removed it, compiled, and anytime i simulate from the BP it crashes.
weirdly, im able to boot up and play in the editor just fine, only happens when i simulate directly from the BP
Thanks, that at least puts me in some direction to look, will check it out,
wow okay so deleting the widget interaction component and replacing it with a fresh one did the trick....,
relly wish UE was more specific about what was causing the issue and how but atleast i can work again, thanks!
Hey I know this one, your players have been reading meme performance guides and likely added -notexturestreaming (or something similar) to the command line
Hey, I'm trying to have buttons in a widget menu change the parameters of a material instance.
I have the player, when clicking on a surface, spawn a decal at that location. I've got that all set up. The decal is using a material instance with two parameters: The image and the colour.
I can go in and change those in the instance. But I am trying to let the player change it in game by changing those parameters, instead of having a different material/material instance for each shape and colour combination.
One person worked 8-12 months to make the cape behavior as good as they could.
me for two years XD
Hello everyone, today I have such a problem that the light does not realistically brighten the ceiling, please tell me how to fix this?
can anyone tell me how to convert .locres files to .pak files?
Can you change the shape of a meshs collision
hello ! I'm facing a issue that I cant figure out by my own. For some reason the line trace hits above my Crosshair. I don't get what its causing because the center of the FirstPersonCamera is the start point of the line trace. I'm using the first person starter content crosshair. Thanks for your help. π
Is that a custom gun
If this is the default crosshair, the crosshair is purposely off center
Yeah I made it but itβs not finished yet.
Oh is that for debug purpose?
no
its because the first person template uses a projectile weapon that doesn't shoot towards the exact centre of the screen
anyone know how to update tick on pause
I want to update UI on my UE android app when its in pause state
hello, i have question (hope its okay because idk where to find a channel for this)
what marmoset toolbag 4 has, unreal engine 5 have it too, right?
thhis is my render rn in marmoset toolbag (test render)
can unreal engine 5 absolutely mimic the quality that marmoset toolbag does?
there is an unreal engine importer, so maybe? but it looks like it might be for 2 and 3 only
Wasnβt it hand animated too? The cape doesnβt seem to use physics sim
afaik it mainly was yea
the poor animator who had to do that for almost a year straight, I have heard that realistically manually animating cloth is a pain
https://en.wikipedia.org/wiki/Batman:_Arkham_Asylum
"Eidos president Ian Livingstone said one developer spent two years working on Batman's cape, using over 700 animations and sound effects to make it move realistically."
two even
I would just quit tbh
all that work only for capes and cloth to end up using physics sims
bro gained experience for nothing lol
there's still situations where sims dont work
and now he is a specialist in that aspect
can ask the big boy money XD
2 years touching cloth. Unbearable!
hey, whats the best way to make demo version of a game? a build target or some such with cut down content or something like that would be great
What I did with my demo version is pick a part of my narrative and made it around that @echo crest
Sure, but how was that done on the technical side?
Took me a while to get a few things working in ue4
That explains things, ill do that as well
If you want to switch between demo and full versions but keep the same binary then you could just put a enum or bool switching between demo and full game in your actors and stuff
Just store it in a game instance and a save file
Ideally i would like to package different content. Ive made myself simple is_demo flag with separate build target. It works fine, but doest help with say too many maps being added
perhaps i can solve that part with frontend
maybe asset manager can help, need to find more info about itβ¦
hey guys im stuck in here. I need to make a blueprint wich can use a input folder with png files and with each file create a mesh inside the world. This input folder will be feeded on runtime, so it has to create the mesh when a image is feeded. This is basically to create a spawn system but based on scanned images from the real world, maybe someone enlight me
.
Not sure where to ask, but I'm making a match 3 game and I want to target PC steam and mobile. Do I need to have UI in screen space to properly scale to each aspect ratio/resolution, or can I have stuff in world space and find some way to scale the camera/game view?
guys is there a way to just cook my uassets with astc without packaging. i have errors with packaging and honestly i just want them cooked with astc
Just fix the packaging errors
Hi all, I had a pack called flexible combat system. It has recently been updated and now the spells will go through walls that are set to blockalldynamic where before they would hit that wall on that setting. If I change the wall to blockall on its collision it all works fine. What could be a reason for the update changing the blockalldynamic settings. They are set in the project settings exactly the same as before (all the tick boxes set to block)?
I get error after error. This is like my 5th error and idk how to solve it. Also i am using ue 4.21. Ik its an old version but its required
then learn. post the errors in #packaging, google them.
If there's errors with your stuff there's errors with your stuff
yo how 2 compile fr android api 33 in ue4.27!?!?1
wtf do we UE4.27 users do D:
we can't compile fr api 33 LOL
HELP ME
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 156]
ICU data directory was not discovered:
../../../Engine/Content/Internationalization
../../../Engine/Content/Internationalization
I run the packaged game and I get an error
How to fix it?
π
Go to #packaging I think
ty
hello
Use the 4.27-plus branch on github. You will need to compile it yourself however
rlly it works? im using ue4.27 source, what commit makes api 33 possible?
Howdy. Iβve virtually not played any pc games in roughly 10 years. Iβm trying to use the model viewer to view the game files for grounded and cannot for the life of me understand how to get it to work. Any help would be greatly appreciated as Iβm basically brain dead at this point
Ive tried googling and research for like 2 hours now and Iβm just hopelessly lost
I get to this, go to search for the game and it will not appear. Iβm not sure if itβs because I have the game downloaded through the Xbox pc companion app or what the deal is but I do not understand where Iβm going wrong
We don't help with underground, and tools used for that purpose here
Sadly
Ah shit, sorry then for info dumping, do you know where I could get aid? Iβm not finding any resources π©
Unfortunately not. A modding community around that game can probably help better :)
Ah gotcha, makes sense tbh, thank you π
No problem, good luck in your search!
does anyone know why i receive this error upon loading an animation that i have made in blender? ive also noticed that when i export my character model from ue4 the hip bones seem to disappear
You know you could just use animations from mixamo
Your scale might be off.
Make sure the model/armature in ue, blender and your animation all have the same scale
In blender you can apply transforms, but it might mess with existing animations or rigs
If you do that you'll want to reimport everything related to the model, armature and animations in ue again. Don't leave any parts with the old scale
I don't remember if individual bones can end up in a state that requires you to apply transforms. Check that the hip scale is the same in both edit and pose mode.
can anybody help me with cooked content in the editor?
i got some issues
hi
what exactly are radial impulses and radial forces in physics?
Any alternative to PSO caching for hitching during packaged gameplay?
how can i create an object instance from the object class?
Hey Guys I have a problem with 3D widget in vr Project.
I have a Actor that move with spline and have Widget Component.
When It moves, The widget giggles a little.
How can I solve this Problem? Does anybody knows soem tricks that moving 3d widget not giggles?
Oh its my company projects so I will send it later with make another project
Are you asking the difference between impulse and force or what radial means? Or both?
hi guys, maybe someone will know - Is there any difference in performance between having 1000 static mesh actors on a scene and 1000 blueprints with the same mesh (tick disabled, only one collision event)?
Is this a significant difference? Is it worth being concerned about? Or is it possible to reduce the difference?
Make a few early stress tests and profile often going forward
ok understand, thanks!
well I meant in the context where physics allows you to ignore these forces, but yeah
How was that context clear from the question at all?
Radial forces are twisting forces. Torque. An impulse is a applied-once force (imagine a hammer hitting something) and a force is an over-time force (like the wind blowing on a sail).
Thanks
Some time ago saw a tutorial doing inventory as a separate level that you display on the viewport. Can't find anything like this now, not sure if that was even real now xD
Maybe someone remembers that? Or how to search for it?
then I can't find it because it doesn't exist 0-0
I have so many questions about the "Build" menu, and Google isn't of much help either
a) Does a BuildCookRun build any of those? I'm guessing no, but I ask anyway
b) Can any/all of those be automated? I know how to build lighting via CLI, but I have no idea for the others. I'm not good at button clicking, and I'm guessing big studios aren't either, so I hope it can be automated somehow
c) Do they build for sublevels? Or only the active level? Or only persistent levels? I'm not even asking for World Composition.
d) Is there any documentation that would answer the previous questions? Or do I have to pray for someone here to enlighten me and/or browse through source code? Would UDN be of any help here?
A) I think yes if -buildmaps or something is specified
B) yes, atleast some. Hlods for example I'm pretty sure you can
C) last I checked for lighting it was the combination of active levels? Not precisely the current level or sub levels.
D) I'll take the money. That's fine.
Most of the command-line options/tools are done through engine commandlets
Hey guys if anyone uses UE4 does anyone know where I can find this thing in Blueprints please. Any Information would be appreciated
Is this just a float subtract?
I am new to blueprint so I won't exactly know what it is.
If anyone knows what that is please let me know
its what they said it was, its a subtract
Hi Everyone, I am having weird errors when attempting to build UE4 from source, here is a snippet from the log and a couple screenshots. Version 4.27.2 latest commit from Github:
maybe you accidentally put a breakpoint on something? try to see if you have any red dot on the top left corner of a bp node or a red dot on a line of code appearing on the left next to the number of line
in code, you can press on the dot, in BP, select the node and press F9
Alright thank you guys.
anyone check if ue4.27-plus compiles for api 33 android?
Yeah same problem. Notify me if you find solution ok . If i do i will notify here
ty, f google, f unreal 5.0+ D:
so i should upgrade my project to UE 5 ?
its rumour that api 33 compile sin ue5.2
u should double check
it doesnt work for 4.272 though
maybe in 4.27.2-plus
yeah i dont think we will receive some kind of NDK support
i am using 4.27.2
is there plus version?
in ur dms
hey i want to learn blueprints fully can anybody suggest me some course online where i can learn each and everything in detail in one course only
ohh thanks you saved me
you should watch tutorials you can't do shit in blueprint if you don't even know what a float is
It's alright I have already found it thank you thanks to the others.
hey guys the skeletol mesh is fine but when an animation is played. it dissapears when you get close.
looks like something to do with culling, but Im not sure
does anyone know how the slomo command works? like I always wonder if Ill tank my pc by using a high speed for too long, but does it not cause any problems like that?
not culling
got it it was bounce scale
hi, when i use spectator pawn with default movement, after left mouse dragging seems like pawn rotates. How can I disable rotate with left mouse drag?
I figured it out, I had to do a bunch of file grabs from my Version Control but I got everything up and running, I had no breakpoint but I was missing some default files.
I have a map that takes hours to open but on my friends pc it opens in mere minutes. any ideas how to debug such a case?
On a Hard Disk?
SSD
Loading MapName 100%
it just stays like this
I tried to pause at a random time with the debugger attached xD
ok thanks for the update
Hi, simple question but i found there are different opinions - DO i need a devkit to create and publish game on Xbox x/s or retail version with unlocked dev acount is enough?
no ok
hey! I have such a dilemma what version of engine to choose. I am interested in as many phone and tablet users as possible. Would Ue 4.25 or UE 5.2 be a better option? Is "Emmisive Material" supported somehow on UE 4? As far as I know on Ue 5 it is supported with Deferret shaders. Thanks for your reply!
Thank you! @shy nacelle You save my time π and nerves
how and where to learn Unreal Engine?
i want a tutorial that help me to create a plugin
Hi everyone! I'm new using UE4. I have a question. I created a audio vfx using niagara but also im using Wwise for my project. Is any posibility to connect the audio spectrum to an Wwise event? There are my audio files, the master audio is output from the Wwise plugin, not the system audio
guys how can i make layered material?
for example there are 3 textures on top of each other and i want to show only one of them
or change smoothly between of them
how can i make it?
and sorry for bad english
sorry
You do know that people who are asking questions about games here probably donβt even have a GDD which is something you need for game development as it outlines the entire game from the beginning to the end
Does anyone solve the aduio capture component's output device delay?
My voice goes out from.oculus speaker with little bit delay. I changed audio buffer size but it doesnt work
Hi guyz, i am new in to the unreal engine 4. I am trying to install the Unreal haptic plugin from Bremen University, Germany. I could connect the haptico plugin and it detects my 3D phantom haptic device. But I couldn't able to connect collette plugin for collission detection. Could you please help me how to activate collette plugin to get vibration feedback from my haptic device when it collides with some virtual game actor/object
damn, it's been a year since I last did something in unreal engine. I decided to give myself some time to learn C++ and I'm back now. No regrets. It's amazing how everything just makes sense now. Back then I didn't know what are classes, what's class inheritance etc but now everything just clicks lol
Hello
I opened character bluprint but the details, settings.. all dissapeared
what does it say at the top of the window you opened?
nothing
show a screenshot? or go up to window and down to layout and reset it
I would go back to the main screen and reset your layout then, otherwise window at the top should have more options
ok
lumen working in viewport but not working when play the level
what can be the problem?
I've a cooked project on itch.io
One user has reported that when he tried to open the game, it opens visual studio.
Anyone know what could cause this to happen?

Thanks. Will check.
This video will help anyone with Unreal engine 4.27 to export apk with api 33 ( New google play console requirement api 33 fix for Unreal engine 4.27)
https://www.youtube.com/watch?v=w8p9VMapI18
Google Play requires all apps to meet target API level 33 so for people developing game in unreal engine 4.27 who are not able to export for android 13 api level 33 this video should be helpful.
how do i add strings to an actor
Really?
Your problem is that important you had to try and ping 90k people
Got no clue mate
they had a strike for that, no worries.
Man im trying to fix it 4 hours now im blown up
Anyone has any solutions please help me
Why 4 hours and what you mean by blown up
From the moment you guys are not helping this discord server is POINTLESS, im out of here, continue chatting
Thereβs only seven of them isnβt many
I forgot that the seven remaining UE4 users were sworn to provide support over weekends
hello
does the option Generate Mesh Distance Fields have an impact on perfomance ??
yes
the distance fields themselves have disk/ram impact
and if you have any distance field feature it will use GPU accordingly
@rotund trellis
Hi guys, does anyone know from where I can get free car engine sounds? If you know, let me know.
how can I smooth my Morph Target transition instead of directly snapping to the value?
For anyone who wants to convert normal unreal engine billing from 3/4 to Version 6. Google play console recent requirement should be higher than version 4 so this video will help.
https://www.youtube.com/watch?v=b4zcM9AsRek&t=90s&ab_channel=SparrowARKUEtutorials
Billing version link : /file/d/17JXGPI30zESHl15NAj5-5-agHIp-QdHg/view?usp=sharing
Added this link behind google dive website and it will work
Wasnt sure in which channel to put it, but thought UE4 because thats what im working in.
So a bit of a broad question - how do you get/analyze player data after the game is beeing downloaded, in terms of technical is it just sending data to some sort of datasheet in a cloud or sth?
( Can't seem to wrap my head around it from a indie perspective )
The only things I find are related to saving/making player stats/data on a local basis - but I'm looking for sending the data to another place so I can analyze and improve the game
well it would be sending it to some database on a server you own. Not sure how this information will let you improve the game for an indie perspective though. You're best off just letting your community let you know if somethings wrong, as well as test thoroughly.
you'd need to get a lawyer to draft a privacy policy, as well as strictly adhere to the gdpr, which is a lot of ethical and legal things that are going to be a headache
you won't find many tutorials on these things. tutorials arent made to give you a shippable game.
if you're at the point of adding telemetry, you need to be on a level where your google-fu, and documentation reading ability are on point.
althouhg in general from an indie perspective, is you don't use much telemetry
aside from super basics like username and score for a leaderboard type thing
guys I need help not c that touch that now I get many folders of the Unreal Engine system, anyone, do you know how I can remove them?
you want to hide the engine content?
you can change the settings in the content browser to hide what you dont want
Thanks π
How to make an interaction with an object, for example, I directed the cursor to it and that this cursor scaled? PLS how make... π’
Is there a tutorial?
hello i have a problem idk why my steps sound is not working when i toogle on use complex collision on a mesh ( its working on simplle collision mesh) + im using line trace for steps to detect surfaces
Just keep the line trace on simple collision, for this there is not really a need to detect complex
got it, thanks for the headsup π
Does anyone know why my map loads instantly when I put it as Editor Startup Map but takes 1 hour when I open it from the content browser?
Seems like it is a known bug?
https://forums.unrealengine.com/t/stuck-at-loading-map-for-hours/545634/3
How do I import mesh with multiple material id's with USD? Materials are there, but ue imports only first id of all
hi is there a way to open two levels at the same time in editor? like: having another viewport window but with a different level
Things that dont fit my will and (i've already tried):
- actor pallete
- level streaming
Hello everyone
Can anyone help how to fix such Warnings:
LogTextLocalizationResource: Warning: Text translation conflict for namespace β%MYNAMESPACE%β and key β%MYKEY%β. The current translation is β%SourceText%β (from ββ¦/β¦/β¦/β¦/β¦/%MYPROJECT%/Content/Localization/Game/sr/Game.locresβ and source hash 0x59c5c3b4) and the conflicting translation of β%TranslatedText%β (from ββ¦/β¦/β¦/β¦/β¦/%MYPROJECT%/Content/Localization/Game/en/Game.locresβ and source hash 0x59c5c3b4) will be ignored.
Hello guys! I transfered my project, 4.27 Version, from my pc to a laptop.. There i installed 4.27 Version. It opens the editor but when i try to load the main heavy level it crashes the editor..the crash says out of memory.. i think it has something to do with the build-data of the level.. any ideas?
my game has like a 1% chance of crashing on start
and idk why xd
@little rock thatβs because ue4 uses a lot of ram @peak hare
Hence why it crashes you may wanna upgrade youβre computers
nah its to do with connection sometimes people randomly dont connect
or simulated players
So I have a unit select screen with units players can pick. Most of my UI is handled in player HUDs but the actual selectable units are blueprints with 3d meshes in the world.
I want these 3D meshes to maintain the same relative screen position no matter how players resize screen. I am looking at 'deprojectscreentoworld' node with the following setup
the problem is I want this in construction script and I can't access player controller in construction script. Am I going about this the right way?
The vector2d variable will be something I find myself with trial and error.
one kludgey way of doing it would be to run that code in the first Tick event, then turn off tick (or do a conditional branch)
i just calling it every 0.1s now
i think im going mad the meshes retain their relative screen position anyway...
trying to reinvent the wheel
Question. My game is an open world multiplayer RPG that uses listen servers and dedicated servers. The game is getting to the point where adding new things is seriously affecting framerate thanks to some poor foundational systems that we just can't justify refactoring at this point in development (the game is live on Steam in Early Access)
Is there any way to allow players to transfer to entirely new levels in a listen server without taking all other players with them?
We're trying to add a new playable zone, but performance is tanking. We were hoping we could just simply transfer players to a new level entirely.
And yes. We've tried level streaming, but it was causing a massive CPU bottleneck and making framerate even worse. Removing ALL level streaming saved us about 15fps on average and put more load on the GPU, which our graphics settings can manage.
Are you looking for host migration or what exactly?
I'd like to have multiple levels open at a time I guess. But if host migration can do that, that would be cool too.
What you can do is also take the player interaction (that isn't physically in teh level they are in) outside of UE and use custom chat/item servers and whatnot
That's probably an easier solution than getting UE to run multiple worlds.
(and use 1 UE server per level)
The game is already out in early access and there's no way I could refactor that much.
Yeah. I didn't think it was possible.
Just looking for another solution.
Level streaming then?
Yeah. My question exactly.
Become star citizen, charge $1000 for new character models, never come out of alpha and expect players to have 4090s.
Also star citizen, buy a new office building and decorate it with priceless art but also fire half your staff.
Level streaming is doing a number on our CPU usage for some reason. Turning it off saved us 15fps and a TON of loading time issues.
Lol well this is the new plan. I'll let you know how it goes.
Help, i stuck in here for days
I really don't know what to do, after some search the results still same
- close the errors tab. 2) Open the output tab. 3) copy+paste what the output tab says.
I've done it and searched for a solution on google. from the solutions that I found and followed the results did not change
Host migration just means continuing the game if the host leaves by assigning a new one, could work for isolated instances, let's say if your instances are hosted by a client and the client leaves to another part of the map, they'll open that level, create a new instance while leaving the old instance hosted by someone else
Then it's up to you how to handle the entire connection logic of changing worlds
In the end it's just separating the map into self hosted areas, and when leaving one you're host of, the host will migrate to another player in the level you just left
Hey, all. Any pointers on how I can enable the Steam overlay in my uproject for when I PIE using the "Standalone game" option? I've seen other people using it, and I don't know how.
Anyone know anything about ragdoll blueprints?
Yeah, unfortunately that probably won't work for us because our world has a save file stored locally on the hosts PC that has player housing data. So when it migrates we'd either have to force everyone to reload the map with the new host's save, or quit saving the game world at that point so we don't overwrite the new host's existing saved world file.
Thanks for the information though.
The state of the world would be already loaded unless you always reading from the database file, it just won't save the state to the file of the new host, doesn't mean old data can't persist
Stuff like this is up to your team, how to set up the architecture
Going purely listen like that and separating worlds can be tricky, a lot of games have a master server that handles generic lobby stuff
If a player adds a bookshelf to their house after the host has been migrated then their changes to their housing plot needs to be saved somewhere.
And when the host is migrated, the new host may have already had a house there, which would not be loaded in, but would be saved over by the player who just updated their plot.
Migration simply won't work in this case.
In the end then you still would want to reload the plots
If the worry is the server performance, then you need a compromise based on your current architecture
Multiple ways to achieve, doubt cheating is a worry since a player has full auth anyways with no validation from a master server
To me it sounds like you're forcing something that should really be a dedicated server solution on to a listen server setup.
A master server would solve everything, let it manage lobbies, save data of the hosts in it and all that
Problem here is that we're talking about a full listen server scenario
It would go like:
Host leaves -> Host data gets deleted and world reset to a default state -> New host chosen -> Host data is pulled and loaded -> Replicate data to everyone -> Resume game
As I said the architecture and ownerships are on you, since it's listen doubt cheating is that much of a worry, each client can have what they own stored on them then used to load their stuff on the map
Think of your buildings like Terraria characters connecting to a server, best way I can put it
We can't pay our bills with the current revenue from the game as it is. I can't afford paying for server costs or the time it would take to refactor how all that works. Let alone all the lost data my players would likely lose, leading to negative reviews.
I don't disagree that that would be a better plan. But it's far too late for that for my game, unfortunately.
Can't pay bills, can't refactor to adjust to new systems, dunno then
If you're looking for a out of the box solution I may have some bad news
Lol no kidding.
Yeah I get that. I have design related solutions that can work. The game has been out 3 years next month and our launch tail is just naturally dying off. Unfortunately it was my team's first commercial project and first project of this scale so we made a lot of early mistakes and by the time we realized it was too late to fix many of them without rebuilding much of the game.
Anyway. I was just curious if it was possible to have multiple instances or player hosted server shards or something and I was just missing a feature I hadn't known about.
Thanks for the help. I'll find an alternate solution and maybe start a deep dive into some heavy optimization.
I have infinite copies.
It's called Swords 'n Magic and Stuff.
Lol no
Thatβs why then you need to fully outline the game from start to the end
I wonder if there are as stupid people as me using extremely old versions of the engine. Or at least trying to use it
Nah, not it
I'm literally on 4.0.2 right now
And it's so small and lightweight in comparasion to newer versions
Does it crash
Lol oh boy... That clears everything up. Thanks.
I think at one point it will happen inevitably
Iβm not going to ue5 until I get a new PC.
I feel like people didn't get the point in my message lol
I'm using UE4 because UE5 is way more strict about dependency chains... Lmao
Heβs wondering if anyoneβs on older versions
Considering that there is a lot of functionality I never use in most of engines (including Unreal Engine), I think it pretty much could do it for me in personal projects
Sometimes a game is past the point of safely migrating to a new version and you already have all the features you need in the version you're in. It's just extra time and money invested for bells and whistles you don't need.
I'm currently just trying it out
I even downloaded VS2013 for it, it doesn't eats my C drive space as much as newer versions too
Well in that case I'd say that's pretty dangerous territory.
If you're really worried about hard drive space maybe look into getting some additional storage. I feel like you might regret starting a project in an unsupported version. You won't find any plugins or supported assets. Google won't be of much help when trying to find answers since so much has changed. And you're likely going to make up for the hard drive space you saved in development headaches and time spent fixing problems already fixed in any number of later versions of the engine.
I find it's usually best to start new projects in the most current version you can reasonably justify. Just for support and stability reasons.
You won't find any plugins or supported assets
Screw assets and plugins
As much as I hate modelling I can do it myself
5.0 was pretty rough at first. I couldn't imagine building a modern game in 4.0. I think I started 6 years ago in 4.12
I don't use assets overall
Except fonts and some sounds (but there are plenty not in marketplace)
There are a lot of quality of life plugins that make your development easier. Like node graph assistant or save plugins, or dialog trees etc.
I don't... That's a scary thought.
What are you making?
Unity is weird here to be honest, I dislike it
I personally would write my own engine with barebones ECS in this case, but I don't have enough skill yet
Gonna learn OpenGL and Vulkan if I'll have free time and will
I could use it
But I don't really like Rust this much when it comes to memory management at least
Not that I'm some master in C++ (I'm sorta noob actually) but I like it more personally
UE is not ECS engine and I can accept it definitely
You're gonna have a blast with this project, I can already tell. Good luck! Lol
I don't even have project in mind to be honest
I'm just having fun
Maybe I'll do something, maybe I won't
Maybe I won't make projects on Unreal Engine at all in long run, lol
From what I've gathered, one of the reasons to not update to the latest engine version is documentation; if you're running 4.27, you can almost definitely find not only official docs on just about everything, but a sea of people running into whatever situation you're in leading up to that build with just a quick google search. Most of the folks I've talked to ahead of me on the dev path agree, if you don't need the functionality of a new engine build, it's almost always easier to stick with a more well-documented release. Please, correct me if I'm way off base, I'm just regurgitating info I've picked up.
I'm sorta masochist then, there is no documentation for 4.0 it seems
Oh god, 4.0? Not even 4.27?!
You hate yourself.
I think from an educated standpoint this is obvious, but for a lot of new upcoming devs, "newer is better!" is sold to us. It's easy to see all the flashy pictures and amazing projects coming from 5 and go "THAT'S the power I need" without realizing the much-better documented, bug-tested, community-tested previous build is going to be more stable with more information available, and often will do anything small-scale devs need (not always).
In my case I just look at new UE versions and think: "Nah, I won't use even 30% of what it got and it still needs to be installed for some reason"